Important elements of computer/video games: part 2

Hamed Yousefi
5 min readSep 11, 2021

In the first part, we mentioned the two components of computer and video games. In this section, we will look at the other components.

3. Game space

Computer games take place in cyberspace, which forms a kind of two-dimensional or three-dimensional geography that may or may not be visually similar to reality. The geography of the game is the range of action of the game character. This space defines to what extent the character has the power to act and from where he is no longer able to do anything. But more importantly, the background also plays a key role in the dramatic form of the game. The space and background of a game are essential in determining the player's eye movement and his knowledge of space and how to react to it. Also, the graphic and visual points included in this background have an effect on the perception of the operating environment.

4. Goal

Any kind of competition needs a goal to achieve, and without it, competition will not take shape. Computer games, as a form of competitive game, need a goal. These goals are usually at the heart of the game, in the form of destroying an enemy, reaching the finish line, or doing a specific task. However, these defined goals are not necessarily what motivate the player to play. Players play more for their own internal goals than to achieve the goal formed in the game. But it should not be forgotten that the purpose of the game helps to make the game exciting and meaningful. It is true that the player plays more to enjoy the game, but this victory should be valuable and not easy. Therefore, computer games have an ultimate goal, to achieve which, smaller goals must be achieved. This step-by-step gameplay, while helping the player to improve his skills in the game, increases the engagement of the game as each stage becomes more difficult. In addition, computer games usually have three structures: easy, medium, and difficult.
The players' interest in replaying a game in a more complex structure indicates that for the players, the spirit of victory in the game and the joy of engagement are important, not the goal that the game defines as a narrative goal. However, it should not be overlooked that the difficulty of a game is directly correlated with the narrative importance of its purpose. In the Call of Duty game, this difficult battle situation is the result of the importance of the goal that is narrated, and if the goal is insignificant, the difficulties of the game will seem irrational.

5. player

Computer games must be played by someone, and that person - at least as long as human-like artificial intelligence has not been on the market - must be human. If a computer game is not designed for human play and is played only by the computer itself, it will become an animation, because the whole narrative is predetermined. It is only with the presence of man in the game that its narrative goes beyond the predetermined state and unforeseen events occur in it.

6. teammate

Some games use people as teammates. Those who help the player to do his mission better. Games like Dallas and Black are in this category. Of course, we do not mean the companion, along with the main character, because in some games, these companions are also controlled by us, in which case we can not call them companions, but they are the reproduced possibilities of the main player. For example, in the game of Commandos, we have several characters with the help of each of which we do something. These characters do nothing until we give the order, and even if they are attacked, they still do not move until the order is given. Such companions are, moreover, other aspects of the player's personality than the companion. By friend we mean those companions of the main character, who act on their own and defend themselves and the main character. In this case, we can still control them. For example, to determine their location, but they do not follow our order, but act according to the necessity they recognize, and do not wait for our order in the face of the enemy.

7. Rival / Enemy

In addition to the enemies we encounter in the computer game, we may engage with other players who are playing with us at the same time or in control of our enemies. Even this competition may take place between us and the player who is our friend, which means that each of us wants to kill more enemies or gain more points. The opponent or enemy is the one who motivates the player to the activity and is the main factor in creating pleasure in this competition. Without him, there will be no competition to engage in. This opponent / enemy can be another character or characters, or obstacles that stand in our way, or even time. Sometimes a combination of all three is placed in front of the player. Time becomes our competitor when we have to do something in a certain amount of time.
And if we have to destroy a certain obstacle or enemy in a certain period of time (Delta Force), we will face a combination of enemy and time. The deadly obstacles that we must find a way to eliminate or avoid dealing with are also included in this case. In general, the enemy is anything that harms the character of the game.

8. obstacles

Obstacles are things that prevent us from moving and we have to overcome them, or get around them. These obstacles often mark paths that are not important in the game or lead us back to where we need to go. These barriers may have been imposed by our enemy and rivals or may have been assumed to be a natural barrier. In any case, they are blocking our way. The difference between them and the obstacles that we considered as enemies is that they do not harm us and only hinder our movement. We do not need to be careful not to reach them, but dealing with them will slow us down.

9. story (Narrative)

Narrative is organizing an arrangement of clues to make a story. But this organization, in computer games, is very different from the organization of the story in other arts, because in the narrative arts, the story is pre-arranged and then read by the audience and concepts are formed in his mind. But in computer games, the narrative is divided into two parts: the predetermined part - which is displayed in the animation pieces, between the stages - and the semi-defined part, which is formed by the player’s play. The first part is almost like any other narrative art. But the second part is very different from them: the role of the audience in shaping the narrative is very wide. This is one of the most important differences between computer games and other forms of art.

Originally published at https://streamcheckup.com

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