Game Elements

I found the "Formal abstract design tools" quite interesting and helpful. There are many game mechanics, especially in RPG's, that need to keep the player interested in the game and want to progress further. It's not an easy task but that is why we have formal abstract design tools like story, combat narrative etc. Giving consequences to players makes the whole experience more interesting and by looking at past games we can progress that mechanic even further. Best example of consequences in a video game(in my opinion) is the Witcher 3. Everything you do has consequences, who you kill, where you loot, who you talk to and what you say to them. for example you make friends with a group of elves, you could've chosen to fight them to get back a horse they stole but instead you can make a deal. Later you see a group of elves assaulting a man, if you chose to fight the elves at some random point in the game their leader goes after you. Unexpected things like that are a great experience and increase replayability. The Witcher has many different options, consequences and endings, options to make friends or enemies, even with monsters can give a game it's own charm. Looking at games like these gives you a bigger picture and opens many great possibilities for game design.

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