In the process of breaking down a game system, the player is the first element we need to define.
In the process of breaking down a game system, the player is the first element we need to define.
Players are participants in the game, and throughout the game, they engage in purposeful confrontations with the game system or other players. If we compare a game to a play, the player’s role is like the character of an actor on stage. Many games explicitly define the player’s role in the game rules, while others allow players to choose their roles. For example, most MMORPGs (Massively Multiplayer Online Role-Playing Games) provide ample freedom for players to choose their roles during the character creation stage.
However, there are some games where players are randomly assigned roles. For example, in Werewolf , players do not choose their roles; instead, the system randomly assigns roles before the game begins. Players who draw the “Werewolf” card automatically join the Werewolf faction, while those who draw the “Villager” or “Special Character” cards belong to the Good faction. In this case, the player’s role is passive, and they lose some degree of freedom, but this random assignment introduces uncertainty, making the game more exciting and enhancing its replayability.
Sometimes, players do not strictly follow the roles defined by the game rules but instead create new roles to enhance the fun and challenge. For example, players may spontaneously form new character roles based on personal interests and the game mechanics, which can make the gameplay more diverse and free.
To meet the needs of different types of players, game designers can design different systems and content to cater to the interests of various player types. For example, achievement-oriented players typically prefer games with achievement systems and collection systems, while exploratory players may prefer open-world games that allow free exploration. However, these systems and content tailored to specific player groups may also become constraints for some players. When a game is too focused on the needs of a particular player type, it may burden players who are not interested in those features and even lead them to abandon the game.
Moreover, to encourage players to engage in specific gameplay, game designers often set up reward systems. When certain systems offer substantial rewards, players may participate in gameplay they do not enjoy simply to obtain those rewards. If players are forced to go through an unpleasant gameplay experience just to gain rewards, this design can lead to player dissatisfaction and even game fatigue.
Therefore, when designing a game, we need to balance and choose carefully, define our target audience, adjust the game system design appropriately, and adjust reward distribution according to players’ preferences to ensure a comfortable gaming experience for everyone.