Game mechanics that create observable dynamics of the game According to LeBlanc (2005), game mechanics refer to the required pieces needed to play the game. Primarily, mechanics consists of the rules of the game, as well as the venues, equipment or any required item for playing the game. The venue’s peculiarities are also a component of the mechanics. The mechanics of Animal Crossing include the explicit rules in the game and the physical laws that govern the game. Among the implicit rules that depict mechanics of Animal Crossing include the rule that while players are permitted to meet new villagers and to buy items at Tom Nooks (who is the merchant), visitors can only do few things centred on what brings them to another town.
The characters are also denied the privileges as well as the same services they are entitled to in their own town. Upon visiting a new town, none of the villages is allowed to move to the visited town. Concerning the physical rules that depict the Anima Crossing’s mechanics, the game only allows one player at a go. Additionally, it can amass up to 4 profiles of players in a shared town. The human players can as well interact with family members and friends who play the game. However, the interaction is indirect as it is through completion of tasks, leaving gifts or notes and in some circumstance planting trees.
How the elements contribute to the player's experience The game dynamics and mechanics bring about dramatic tension in the game. The two ensure that inevitability and uncertainty materialise in Animal Crossing. For instance, the high level of customisation that characterise the game where players’ characters have to furnish and decorate their households in their desirable designs makes the game less predictable and more dramatic (LeBlanc, 2005). Additionally, the implicit and explicit rules that characterise the mechanics of the game makes the game more controlled, hence preventing instances where players can obtain undue advantage over other players.
This adds dramatic tension. At the same time, the dynamics and mechanics in Animal Crossing generate some invisible forces that tend to push the players from what they want their homes or gardens to look like. However, it is actually upon the player to decide whether the forces are worthwhile. This ensures a dramatic arc over the game as it allows the players to address to the uncertainty and inevitability. Changing the game design LeBlanc (2005) points out that rather than performing the task of creating drama in the games, game designer should use tools that bring about the climatic struggle.
To make Animal Crossing more interesting, the design should be focused on bringing about more dramatic uncertainty. Animal Crossing is almost predictable from the start. This makes it less exciting to players with experience in the game. A Change in design is therefore proposed using the fog of war game mechanic. LeBlanc (2005) describes the Fog of War as a mechanic that simulates restrictions to the character’s capacity to guess or monitor the world the players’ resources are developed.
In which case, all components of the map are enveloped in a fog to prevent players from perceiving what the components entail. Hence, a player cannot see or perceive the resources of other players. The Fog of War would therefore add dramatic uncertainty to Animal Crossing by limiting information that is made available to the players. However, as the game progresses, more and more information would become available and the outcome more and more certain yet competitive. Part 2 Procedural rhetoric Procedural representations are essential for creating an entertainment experience or extraordinary circumstances that transport players to another world.
At the same time, video games may use procedurality to articulate arguments on the social, cultural, and material elements of human experience. When it comes to making arguments or conveying arguments through persuasion, the element of rhetoric emerges.
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