Секрети ігрової механіки від SCVNGRAnother translations: into Russian. | Participants
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SCVNGR’s Secret Game Mechanics Playdeck | ||
1. Achievement | ||
Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves. | Визначення: Віртуальний або фізичний прояв здійснення, досягнення чогось. Це часто сприймається як винагорода сама по собі, за своєю суттю. | |
Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward. | Наприклад: медалька, рівень, нагорода, очки, будь-що що сприймається як нагорода може бути нагородою. | |
2. Appointment Dynamic | ||
Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics. | ||
Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens. | ||
3. Avoidance | ||
Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule. | ||
Example: Press a lever every 30 seconds to not get shocked. | ||
4. Behavioral Contrast | ||
Definition: The theory defining how behavior can shift greatly based on changed expectations. | ||
Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.) | ||
5. Behavioral Momentum | ||
Definition: The tendency of players to keep doing what they have been doing. | ||
Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.” | ||
6. Blissful Productivity | ||
Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work. |
