Topics (349k) Articles (361k) Users (404) Discussions (237) Comments (383) Files (12k) New article
Procedural rhetoric is a concept introduced by Ian Bogost in his book "How to Do Things with Videogames." It refers to the way in which games, and other interactive media, can convey arguments and express ideas through their rules, mechanics, and processes rather than through traditional narrative or dialogue. In procedural rhetoric, the design of a game—how it operates and the experiences it offers—serves as a medium for persuasion.
In computer graphics, "popping" refers to a visual artifact that occurs when objects or elements in a 3D scene abruptly change position, scale, or visibility in a way that is jarring or distracting to the viewer. This often happens during transformations or animations when the transition between states isn't smooth, leading to noticeable jumps or shifts.
The MDA framework stands for Mechanics, Dynamics, and Aesthetics. It is a conceptual framework used in game design and analysis to understand how different elements of a game interact and contribute to the overall player experience. The framework was introduced by Andrew Clement as a way to explore and design games more effectively. 1. **Mechanics**: This refers to the rules and systems of the game.
The term "lusory attitude" refers to the mindset or approach that individuals adopt when engaging in games or play. It was popularized by philosopher Bernard Suits in his work on the philosophy of games. The lusory attitude involves accepting the rules of a game and pursuing the goals defined by those rules, all while acknowledging that these rules may be artificial or arbitrary. In essence, the lusory attitude allows players to immerse themselves in a game despite knowing that the game's context is separate from reality.
A loot box is a virtual item found in video games that contains random rewards, which can include in-game items, cosmetics, currency, or other enhancements. Players typically acquire loot boxes through gameplay, completing challenges, or sometimes by purchasing them with real money. Loot boxes have become a popular feature in many games, particularly in free-to-play titles, as they provide a way for developers to monetize their games. However, they have also been subject to controversy and debate regarding their legality and ethical implications.
In game design, a "lame duck" refers to a situation where a player or character is in a disadvantaged position and has little to no chance of succeeding in the game or scenario. This term can apply to various aspects of game mechanics, narrative, or player experiences.
A "Kingmaker scenario" generally refers to a situation in politics, gaming, or other competitive environments where one party (the "kingmaker") holds significant influence over the selection or election of a leader or winner, despite not being a candidate themselves. This influence can be exercised through various means, such as strategic alliances, endorsements, or the ability to sway voters or other influential figures.
The Impulse-based Turn System is a gaming mechanic often used in tabletop role-playing games (RPGs) and certain video games to manage turn order and actions during gameplay. This system emphasizes the spontaneity and dynamism of player actions rather than adhering strictly to a predetermined turn order. ### Key Features: 1. **Impulse Points**: Players may have a pool of points that they can spend to take actions in a turn.
The term "house rule" can refer to different concepts depending on the context: 1. **In Gaming**: House rules are informal rules adopted by a group of players that modify or replace the official rules of a game. These rules can help tailor the game experience to better fit the preferences of the group, addressing specific issues or enhancing enjoyment.
Gameplay refers to the specific way in which players interact with a video game, covering the mechanics, rules, and overall experience that define how the game is played. It encompasses a range of elements, including: 1. **Rules and Objectives**: The guidelines that dictate how the game operates, including the goals players must achieve, which could involve completing levels, defeating enemies, or accumulating points.
Game mechanics are the rules and systems that govern the gameplay experience within a game. They are the building blocks that define how players interact with the game world, each other, and the game's goals. These mechanics can range from simple actions to complex systems and can heavily influence the game's design, pacing, and player engagement. Some common examples of game mechanics include: 1. **Scoring Systems**: How players earn points or rewards through actions in the game.
Game balance refers to the process of ensuring that all elements of a game—such as characters, abilities, weapons, items, or mechanics—are designed and adjusted in a way that creates a fair, enjoyable, and challenging experience for players. Effective game balance aims to prevent any single aspect of the game from being overwhelmingly powerful or weak, which could lead to frustration or diminish the enjoyment of the game.
Emergent gameplay refers to scenarios in video games that arise unexpectedly from the interactions of the game's systems, mechanics, rules, and player creativity, rather than being pre-designed or scripted by the developers. In other words, emergent gameplay occurs when players discover new ways to interact with the game that the developers may not have anticipated, often leading to unique experiences and solutions to challenges.
Dynamic Game Difficulty Balancing (DGDB) is a game design technique aimed at tailoring the difficulty level of a video game in real time, based on the player's skill and performance. This approach helps to maintain an engaging and enjoyable experience by adapting challenges to keep players in a state of flow—neither too difficult (leading to frustration) nor too easy (resulting in boredom).
Always-on DRM (Digital Rights Management) refers to a system designed to continually verify the authenticity of software or digital content, ensuring that only authorized users have access to it. This type of DRM requires a constant internet connection to validate licenses and permissions, often checking in with a server to confirm that the user is allowed to use the content or software.
"Affinity space" is a concept used primarily in education and cultural studies to describe a social and learning environment where individuals come together based on shared interests, passions, or goals, rather than traditional institutional affiliations like schools or workplaces. The term was popularized by researcher James Paul Gee and is often applied in contexts where informal learning, collaboration, and community engagement occur.
Video game gameplay refers to the interactive experience provided by a video game, encompassing the mechanics, rules, challenges, and player actions within the game environment. It includes how players interact with the game, the objectives they must achieve, and the feedback they receive from the game in response to their actions. Here are some key elements that define gameplay: 1. **Mechanics**: These are the rules and systems that govern how the game operates.
Video game design is the process of creating the content and rules of a game, as well as determining how players will interact with it. It encompasses various disciplines, including storytelling, art, mechanics, user interface design, and audio, among others. Here are some key aspects of video game design: 1. **Game Concept and Mechanics**: This involves brainstorming ideas and concepts for the game, defining its objectives, rules, and interactions.
Game designers are professionals involved in the creation and development of video games. Their primary role is to conceptualize game mechanics, storylines, characters, environments, and overall gameplay experiences. Game designers work on various aspects of game development, and their responsibilities can vary based on the size of the team and the specific projects they are involved in.
Pinned article: Introduction to the OurBigBook Project
Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
Intro to OurBigBook
. Source. We have two killer features:
- topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculusArticles of different users are sorted by upvote within each article page. This feature is a bit like:
- a Wikipedia where each user can have their own version of each article
- a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.Figure 1. Screenshot of the "Derivative" topic page. View it live at: ourbigbook.com/go/topic/derivativeVideo 2. OurBigBook Web topics demo. Source. - local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
- to OurBigBook.com to get awesome multi-user features like topics and likes
- as HTML files to a static website, which you can host yourself for free on many external providers like GitHub Pages, and remain in full control
Figure 2. You can publish local OurBigBook lightweight markup files to either OurBigBook.com or as a static website.Figure 3. Visual Studio Code extension installation.Figure 5. . You can also edit articles on the Web editor without installing anything locally. Video 3. Edit locally and publish demo. Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension. - Infinitely deep tables of contents:
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact





