Thursday, 3 October 2013

System Dynamics

Welcome back,

Just recently in class we went over system dynamics and today I would like to go over the topic and what I took from the subject material. The class opens up with explaining games as systems. There are basic system principles to control, interaction quality, system growth, and change of systems over time. Systems have complex and dynamic behaviors emerge with discrete formal elements. Some examples of this are mechanical, biological and social behaviors that could emerge as a game system. I briefly went over basic system principles, the basic system elements are objects, properties, behaviors, relationships, and economics. When a system is in motion the elements guide the interaction quality. Systems are also possibility spaces, where the sense of possibility presented to players at any given time. 

Objects

A game has objects. The basic system building blocks are physical, abstract, and a combination of both. Some example of game objects would be game pieces, in game concepts, players, player representation, and areas or terrain. These can be defined by properties, behaviors, and relationships with other objects. 

Properties

A game also has properties. Now these properties have qualities or attributes defining aspects of objects which can be either physical or conceptual. They also have sets of values. The properties determine the object's interactions with other objects in the game. 

Behaviors

There are different behaviors within a game. These behaviors are potential actions in a given state. The more behaviors the less predictable the game is. When it comes to the complexity of these behaviors, you don't want too much complexity as it can make the player's experience less enjoyable. An example of different behaviors in a game of checkers would be that the pieces move diagonally one space and the other behavior would be that they can jump diagonally as well to capture a piece. These behaviors are restricted by certain rules such as how your pieces can only move toward your opponent or if it can jump a piece it must do so.

Relationships

These are essential for a system of a game. These relationships are expressed as locations on a game board, and numerical sequence of cards. Relationships can be fixed or changing during gameplay. Loose object relations have interactions based on proximity for example. Relation can change based on player choice or chance. Combat algorithms can be a type of relationship in a game's system.

Economies

The economic system in the game creates great gameplay in my opinion. An economy system is the exchange of resources that are tied to a certain value either being a utility to the player or scarcity of the world. The economy must exchange items, such as resources, agents, like players or bank, and methods, for example markets. There also needs to be trade facilitators such as a currency. Prices in a economy can be free, fixed, or a mixture of market controls. An economy needs trading opportunities. These can be dictated by either complete freedom or controlled through rules of the price, timing, partners, or amount. Bartering in a game's economic system can either be simple like the game Pit, or complex like the game Settlers of Catan. A simple market example would be Monopoly where you can buy, sell, rent, and improve real estate. A complex market would be found in an MMORPG styled game where you can do all the simple market things plus find, make, p2p and p2e trading of either items or labor.

Game Systems that are set in motion require lots of play time. This is because the game's system needs to be balanced. These systems need to be internally complete, fair and balanced, and fun and challenging to play.
























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