Game Development Reference
In-Depth Information
Variable Ratio Schedule
A conditioning technique where responses to an action are of unpredictable amounts. In a video
game, this means that defeating one bandit may result in the reward of a single coin, yet defeating
a second bandit may result in the reward of three coins.
Variable Interval Schedule
A conditioning technique where responses to an action may occur at unpredictable times. In a
video game, this could mean that a mob will not spawn (appear) at noon every Thursday.
Research suggests that if a player knows exactly when to expect an event, and
precisely what the result of that event will be, he will lose interest. But if he is
kept wondering, he remains engaged longer. This is not only a mental trait. The
same behavior can also be observed in exercise regimens. If an exercise routine
never varies, the body will adjust, and the effect will be lessened. Horror films
use these techniques to keep their audience off balance. Book authors vary how
they tell their stories.
When I teach writing, I emphasize the need to vary the rhythm of the language I
use. Every word in a sentence should not be two syllables. Every sentence should
not be precisely the same length. Every paragraph should not have three sentences
in it. Otherwise, a monotonous rhythm sets in, and the reader loses interest.
So when creating a design similar to the one above, be careful to mix things up.
Do not do exactly the same thing in the same way at the same time over and
over. That
'
s why I added scouting expeditions in
“
Designing Interactive
Characters
�
Visiting the gardens will also act as inspiration and encouragement, which is,
of course, an added intrinsic benefit.
�
and visiting successful gardens in
“
Adventures in Gardening.
Collecting Assets
The design is ready to go. Let
'
s continue this level as a solo quest. While you may
need an employee of the Flower Valley Garden Center to assist
—
and you
'
ll
certainly need a bus driver
—
you will handle all game production.
Read through the design. Make a list of all the elements needed to create the
game you want to make. That list could be in any order. It might seem best to
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