Difference between revisions of "Clickability"
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Many games with first-person views have switches, controls, and other parts of the environment that can be activated by clicking on them. For example, the [[Portal series]] have pedestals with red buttons that invite players to press them to activate various effects in the game environment. Doors in the [[Doom series|Doom]] and [[Quake series]] are other examples of game environments that have high [[Clickability]]. | Many games with first-person views have switches, controls, and other parts of the environment that can be activated by clicking on them. For example, the [[Portal series]] have pedestals with red buttons that invite players to press them to activate various effects in the game environment. Doors in the [[Doom series|Doom]] and [[Quake series]] are other examples of game environments that have high [[Clickability]]. | ||
− | [[Clickability]] does not always have to depend on clicking on things in an game environment. [[:Category:Fighting Games|Fighting Games]] such as the [[Mortal | + | [[Clickability]] does not always have to depend on clicking on things in an game environment. [[:Category:Fighting Games|Fighting Games]] such as the [[Mortal Kombat series|Mortal Kombat]] and [[Tekken series]] can provide high degrees of [[Clickability]] toward pressing the buttons on the physical controls used to play the games. |
[[Button Bashing]] | [[Button Bashing]] |
Revision as of 17:54, 21 May 2011
Feedback loops based on clicking as the input that are meant to be enjoyable in themselves.
Practically all computer or video games are played by clicking on things to one extent or another. This clicking can be enjoyable in itself when it is part of small and clear feedback loops, and even more so when it can be done so repeatedly to create some form of rhythm in gameplay actions. Game design components that intentionally try to provide this are trying to give parts of the game Clickability.
The concept of Clickability was first described by Aki Järvinen, and his original definition[1] for Clickability was "the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session."
Contents
Examples
Social Media games such as CityVille or Zombie Lane have clicking as both the basic way to interact parts of the game environments such as buildings, fields, bandits, and zombies and the way to more quickly collect the rewards given for completing actions.
Many games with first-person views have switches, controls, and other parts of the environment that can be activated by clicking on them. For example, the Portal series have pedestals with red buttons that invite players to press them to activate various effects in the game environment. Doors in the Doom and Quake series are other examples of game environments that have high Clickability.
Clickability does not always have to depend on clicking on things in an game environment. Fighting Games such as the Mortal Kombat and Tekken series can provide high degrees of Clickability toward pressing the buttons on the physical controls used to play the games.
Time Limits Switches Reward Widgets
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Diegetically Outstanding Features
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Järvinen, A. (2010) Clickability: A Design Concept for Social Games. Blog entry reposted at Gamasutra 07/05/10.
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Acknowledgements
Aki Järvinen