====== Lens Of Action ====== **Actions** are the core tools a player has to influence the game. Camera control, avatar movement, jumping, all these can make up the actions of your game. The core loop of any game is to have a [[lenses:lens_of_goals|goal]], do an action to try to progress, and process the resulting [[lenses:lens_of_feedback|feedback]] into more actions. {{ :lenses:goal-action-result-feedback.jpg?nolink |}} ---- ===== Focusing Questions ===== * What actions are players allowed to do? What can they explicitly not do? * What actions do players wish they could do that they cannot? Why? ===== Can be instantiated by ===== === Lenses === * [[lenses:lens_of_feedback|Lens of Feedback]] * [[lenses:lens_of_goals|Lens Of Goals]] === Patterns === [[patterns:quests|Quests]] ===== Examples ===== === Yahtzee === {{ :lenses:yahtzee.jpg?nolink |}} In [[http://en.wikipedia.org/wiki/Yahtzee|Yahtzee]], there are a small number of actions that form the core gameplay loop. * Roll the dice (up to 3 times per turn) * Save 0 - 5 dice, reroll the rest * Trade in a set of dice for points (full house, straight, etc) ===== Considerations ===== > A game without actions is like a sentence without verbs - nothing happens. Deciding the actions in your game will be the most fundamental decision you can make as a game designer. Tiny changes to these actions will have tremendous ripple effects with the possibility of either creating marvelous emergent gameplay or making a game that is predictable and tedious. Choose your actions carefully, and learn to listen to your game and your players to learn what is made possible by your choices. - Jesse Schell, //The Art of Game Design// ===== Tool ===== ===== Metrics ===== ===== Validity ===== The lens is **industry standard**. ===== Categories ===== [[:Motivations:goal-setting| Goal-setting]] ===== References ===== * Schell, J. (2008). The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann. ===== Authors ===== [[about:contributors:danieljost|Daniel Jost]]