Difference between revisions of "Clickability"
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[[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. | [[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. | ||
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+ | While selecting units in most [[:Category:Real-Time Strategy Games|Real-Time Strategy Games]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | As long as there are clickable things in the game environment that provides some | ||
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+ | Providing [[Clickability]] in a game can be | ||
[[Combos]] | [[Combos]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | See | + | See next section. |
=== Interface Aspects === | === Interface Aspects === |
Revision as of 18:20, 21 May 2011
Noticeable feedback loops based on clicking as input which 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 strong 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.
While selecting units in most Real-Time Strategy Games
Using the pattern
As long as there are clickable things in the game environment that provides some
Providing Clickability in a game can be
Time Limits
Switches
Reward Widgets
Diegetic Aspects
See next section.
Interface Aspects
Unless the Clickability is intended to be achieved in relation to physical buttons on the game interface, a Focus Loci needs to do the actual clicking in the game environment.
The Clickability of Game Items or parts of game environments can easily be strengthened by using Diegetically Outstanding Features but this most probably breaks Diegetic Consistency.
Consequences
Clickability not only motivates players to click on objects while gaming, it can let them discover and try to maintain Rhythm-Based Actions and thereby achieve Sensory-Motoric Engrossment. Although not enough to make Pottering a viable activity in games on its own, providing Clickability can be one way of supporting the activity since it works against gamers feeling that they are Grinding. Having Clickability on the important parts of game environments can make exploratory actions[2] easy or trivial to achieve, and thereby remove one learning requirement that may otherwise be need to achieve Game Mastery.
When Clickability is achieved through encouraging gamers to use their Focus Loci this changes how they relate to these. In contrast, Button Bashing can emerge as an effect of providing Clickability by creating strong feedback loops between presses on physical buttons and events in the game.
Relations
Can Instantiate
Button Bashing, Rhythm-Based Actions, Sensory-Motoric Engrossment
Can Modulate
Focus Loci, Game Items, Game Mastery, Pottering
Can Be Instantiated By
Diegetically Outstanding Features
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Grinding
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.
- ↑ Linderoth, J. (2010).Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.
Acknowledgements
Aki Järvinen