Games - Introduction
Unlike movies or books, games are unique because they focus on agency and interactivity, meaning player do things rather than just watching or listening. Game designers work to define a game’s "rules of action," often metaphorically called "verbs." These represent what a player is allowed to do in a game and define the player's ability to influence outcomes. These verbs are among the most critical game mechanics, and also communicate the game’s values; what the game rewards is necessary for progress.
To help players navigate the game world, designers use rules of notice, drawing on visuals and sound. Characters are designed using colours and shapes to communicate things quickly; for example, rounded shapes suit friendly characters like Mario. When a player controls a character, called an avatar, this connection is active and reflexive, meaning the choices a player makes shape the character. The physical traits of an avatar can even influence the player's actions within the game.
Games serve as a learning space where players can take risks without serious real-world consequences. Successfully designed games put players into an "optimal state" called flow by offering challenging activities that require skill and provide immediate feedback.
Historically, video games were mostly purchased upfront, but the dominant approach is now the “freemium” model, especially on mobile. This means the game is given away for free, then the company makes money by selling items inside the game, with about 80 percent of revenue coming from these microtransactions. This monetization creates a conflict because many games aren’t designed primarily to be fun, but rather to create frustration that can be relieved with money.