Designing Interactive Experiences
The challenge, of course, is that the experience of play is not something that a game designer directly creates. Instead, play is an emergent property that arises from the game as a player engages with the system. The game designer creates a set of rules, which players inhabit, explore, and manipulate. It is through inhabiting, exploring, and manipulating the game's formal structure that players experience play. We made this point in earlier chapters, but it is important enough to repeat here within the context of experience. The game designer only indirectly designs the player's experience, by directly designing the rules. So how do game designers shape player experience? We have already covered the basics. In the chapter on Interactivity, we discussed in detail how sequences of action > outcome units in a game add up to a larger system of meaningful play, especially when the outcome is both discernable and integrated into the game as a whole. If we highlight the experiential dimensions of these choice-based mechanisms, we can frame games as systems whose meaning emerges from the experience of players as they make choices in a game. Every component of a choice, from the representational elements displaying actions and related outcomes,to the systemic elements determining the internal logic of a choice's result, are experientially relevant. Creating great game experiences for players—creating meaningful experiences for players—requires understanding how a game's formal system transforms into an experiential one. Doing so means considering both micro- and macro- dimensions, from the small moment-to-moment interactions confronting a player to the way these core interactions combine to form a larger trajectory of experience. Throughout PLAY, we cover the many dimensions of the micro- and macro- components of designed game play. The rest of this chapter will take a very close look at the fundamental micro-interactions of a game, known as the core mechanic.