Up until now, everything we’ve talked about in this book has focused
on technology. We’ve learned that a game engine is a complex, layered
software system built on top of the hardware, drivers and operating system
of the target machine. We’ve seen how low-level engine systems provide services that are required by the rest of the engine; how human interface devices
such as joypads, keyboards, mice and other devices can allow a human player
to provide inputs to the engine; how the rendering engine produces 3D images on-screen; how the animation system allows characters and objects to
move naturally; how the collision system detects and resolves interpenetrations between shapes; how the physics simulation causes objects to move in
physically realistic ways; how the 3D audio engine renders a believable and
immersive soundscape for our game world. But despite the wide range of
powerful features provided by these components, if we were to put them all
together, we still wouldn’t have a game!
A game is defined not by its technology but by its gameplay. Gameplay
can be defined as the overall experience of playing a game. The term game
mechanics pins down this idea a bit more concretely—it is usually defined as
the set of rules that govern the interactions between the various entities in the
game. It also defines the objectives of the player(s), criteria for success and failure, the player character’s abilities, the number and types of non-player entities
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848 14. Introduction to Gameplay Systems
that exist within the game’s virtual world and the overall flow of the gaming
experience as a whole. In many games, these elements are intertwined with a
compelling story and a rich cast of characters. However, story and characters
are definitely not a necessary part of every video game, as evidenced by wildly
successful puzzle games like Tetris. In their paper, “A Survey of ‘Game’ Portability” (http://www.dcs.shef.ac.uk/intranet/research/resmes/CS0705.pdf),
Ahmed BinSubaih, Steve Maddock and Daniela Romano of the University of
Sheffield refer to the collection of software systems used to implement gameplay as a game’s G-factor. In the next three chapters, we’ll explore the crucial
tools and engine systems that define and manage the game mechanics (a.k.a.
gameplay, a.k.a. G-factor) of a game.
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