The basic idea is to make the player structure and control group of characters by defining organizational specifications (i.e., definitions of roles, collective strategies, and social norms). From this observation, the paper presents a complementary gameplay in which the player is urged to face collective challenges by designing character organizations. Despite being well established, these gameplays tend to structure the games in terms of challenges to be fulfilled on an individual basis, or by thinking collectively but having to microcontrol several characters at the same time. Looking at the ways in which players interact with computer games (the gameplays), we perceive predominance of character-centered and/or microcontrolled modes of interaction.
0 Comments
Leave a Reply. |