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Game Design Elements: Randomness & Inventory

The document discusses various aspects of game design, including randomness in gameplay, information horizons, progression systems, and inventory systems. It outlines different types of progression systems (vertical, horizontal, and hybrid) and explains the evolution of inventory systems from early models to more complex designs. Additionally, it touches on documentation requirements for game development, emphasizing the need for clarity and appropriate language for different audiences.

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0% found this document useful (0 votes)
3 views3 pages

Game Design Elements: Randomness & Inventory

The document discusses various aspects of game design, including randomness in gameplay, information horizons, progression systems, and inventory systems. It outlines different types of progression systems (vertical, horizontal, and hybrid) and explains the evolution of inventory systems from early models to more complex designs. Additionally, it touches on documentation requirements for game development, emphasizing the need for clarity and appropriate language for different audiences.

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gjnyctj9nq
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© All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd

Randomness - To give variety and diversity in

gameplay.
Input-Randomness / Pre-Luck Output-Randomness / Post

The Randomness that Happens before the The Randomness that happens after the
Player Action. Player Action.

Often Used To Create Variable Scenarios. To balance skill differences between


players, To give human error factor,
giving users some control over the odds.

E.g. Map generation in a few games etc. E.g. Dice roll etc.

Information Horizon - How much information is available to the player at a given point.
E.g. In chess, a player can predict his opponents all possible moves of 1 turn only after that
the horizon changes, as a new move is made.

Progression System
Vertical/Direct system : Where progression happens linearly towards a higher power level.
E.g. Player Upgrades attack skill from lvl.1 to lvl.2.

Horizontal/Independent System : Where the progression happens sideways or horizontally


but the level remains the same. The experience differs and gameplay options expands by
this.
E.g. Player Purchases Defensive skill of lvl.1, Now both the attack and defense skill are of
lvl.1 but gives different Experience.

Hybrid System : Use of both the Vertical and Horizontal System.


E.g. Any skill tree that offers both multiple options (Horizontal System) to choose from and
their individual progression (Vertical System).
Inventory System
Inventory, Where the in-game intractable items are stored and the system which is used to
store, manage, retrieve them is called Inventory System.

Why the need as the primal play (Dungeons and Dragons) didn’t have any rules or
restrictions. Players can carry an infinite amount of items or just create them whenever they
needed, anything in board game was possible and no restriction was there.
To avoid these a fixed amount of items should be carried by the player to make them
into making decisions.
Early inventory consisted of a Anti-Hammer Space (just because of the shape it resembled)
Three slots available to carry items and to add more previous ones have to be discarded.

Item 1 Item 2 Item 3

Pokemon Games were the first to feature A List based inventory, where every item was
saved in the format of a list in the order in which they were stored. Have issues as the player
has to remember the name of the item and search the whole list till the end to get the item
stored later.

Later Pokemon : Gold and Silver introduced Backpack based inventory where the
inventory system had sub-categories and the Alphabetical order was followed.
E.g. Item pouch, key pouch, Pokeballs pouch, TM/HM.

Resident Evil Games introduced a Grid Based Inventory System or Tetris grid where
every item fills up some grid and is stored according to that.
Tetris Grid refers to the inventory where the item shape fills up the slots while in a simpler
grid based inventory every item fills up one slot and gets stacked on it if multiple.

When the list based inventory also shows the visual image of the item it is called Image list.

An inventory mostly in FPS games where a list is displayed on the HUD system or UI in
realtime gameplay to avoid the time consumed in accessing the inventory in matches is
called Visual Horizontal List Inventory.

Elements of an inventory
Sub-Inventory - Where the inventory has sub-categories.
Free for all - Where the inventory doesn’t have sub-categories.
Constraints - How the Inventory is restricted
● Weight
● Bag Size
● Upgrades
● Purchases
Pool Capacity - How many items are available to the player to store.
1. Finite Pool - Fixed no. of items
2. Infinite Pool - Infinite no. of items.
Mutability - Can the Inventory be changed or modified by the player.
1. Immutable - The Inventory is Immutable No changes can be made.
2. Mutable - Changes can be made.

Documentation

Approval Production Marketing

GCD GDD Pitch-Deck

System Brief Gaming Bible, Consumer Flyers


Documentation Living Documentation

Language - Formal and Language - Technical And Language - Layman Terms.


Simple. Avoid Jargons. Detailed.
Ideal Length - 3 pages. Ideal Length - 12 - 25 Ideal Length - 5-10 Pages.
Pages.

Common questions

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The use of sub-categories in inventory systems enhances player experience by organizing items into manageable sections, which improves retrieval speed and reduces cognitive load. By categorizing items (e.g., weapons, potions, quest items separately), players can quickly locate and access necessary items without sifting through a cluttered list. It supports intuitive management and allows games to offer more complex inventories without overwhelming the player, facilitating a smoother and more efficient gameplay experience .

A hybrid progression system combines vertical and horizontal elements, offering players a linear improvement in skills or abilities (vertical) while also providing a variety of options that enhance player experience without affecting base power levels (horizontal). This system can increase player engagement by allowing for customized experiences and strategic depth. However, it can complicate game balancing, as developers need to ensure that both progression types are meaningful and coherent with gameplay mechanics, potentially increasing development complexity and time .

Vertical progression is often favored because it offers clear and straightforward pathways for character improvement and goal setting, which can be inherently rewarding for players as they gain enhanced abilities and powers. However, its limitations include potential linearity and predictability, which can reduce the depth and variety of player experiences. Once a player has maximized their progression path, the game may feel static unless supplemented with additional elements that reintroduce challenge or variety .

Input-randomness, or pre-luck, refers to randomness that occurs before a player takes action. This type of randomness introduces variety and unpredictability in the initial game setup or player options, such as map generation in video games or rolling a die to determine starting positions. Output-randomness, or post-luck, happens after a player has made a decision, adding unpredictability to the outcome of their actions. Both types of randomness serve to balance skill differences between players, introduce human error factors, and give players some control over odds, thus creating variable scenarios .

The Tetris grid inventory system requires players to fit items of varying shapes into limited grid spaces, adding a layer of puzzle-like strategy to inventory management. Challenges include ensuring the interface is intuitive and that the complexity doesn’t overshadow the game's main mechanics. Potential solutions are providing tutorials, gradually increasing complexity, or offering automated management features where players can optimize space with fewer actions. It’s crucial that the system aligns with the game's overall pace and mechanics to prevent unnecessary frustration .

The 'information horizon' in games refers to the limit on how much information a player can foresee or predict about future game states. In games like chess, the information horizon affects strategic decision-making by constraining the player's ability to predict their opponent's moves beyond a few turns. This limitation necessitates players to constantly adapt their strategies as new moves alter the game's state, enhancing the game's challenge and depth. It requires players to plan while also staying flexible to react to unforeseen changes in the game .

An immutable inventory system, where items cannot be changed or modified once obtained, forces players to carefully consider their decisions regarding item acquisition and use. This restriction can lead to strategic depth as players must plan long-term usage and trade-offs. While it can enhance the importance of each decision, potentially increasing player investment in the game, it may also lead to frustration if players feel too constrained or penalized for early mistakes. Game designers must balance these elements to avoid alienating players while promoting engaging gameplay .

Randomness can balance skill differences between players by introducing elements that are outside of direct player control, thus equalizing outcomes regardless of skill level. This can provide less skilled players with the opportunity to succeed in ways not purely based on skill, such as winning through fortunate events or outcomes (e.g., dice rolls), making the game more accessible and enjoyable for a broader audience while keeping it unpredictable and engaging for advanced players .

Developers might choose a visual horizontal list inventory in FPS games to offer quick access to items during real-time gameplay, reducing the disruption caused by accessing a separate inventory menu. This type of inventory is displayed on the HUD, allowing players to manage items without pausing the action, which is crucial in fast-paced environments. The approach enhances the player's immersion and efficiency in managing resources, supporting swift decision-making during intense gameplay .

A grid-based inventory system, like the one popularized by Resident Evil, uses a grid where each item has a physical shape and occupies space according to its size, requiring players to manage space carefully. In contrast, a list-based inventory system stores items in a sequential list, sorted either by the order of acquisition or categorically, as seen in early Pokemon games. The grid-based system requires players to consider item size, encouraging spatial management, while the list-based system focuses on item retrieval efficiency but can lead to challenges in finding items quickly if not properly categorized .

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