Games & Virtual Worlds Series

Overview of Video Game Systems

Understanding Games: How Video Games & Board Games Work

Video games often have a variety of systems that work together to create gameplay mechanics and experiences. Some common systems found in many video games include:

Combat system: A system that determines how characters engage in combat, including how they attack, defend, and use abilities or weapons.

Character system: A system that manages the attributes and stats of characters, such as their health, level, and abilities.

Timing system: A system that determines the timing of events and actions in a game, such as the speed at which characters move or attack, or the interval between enemy attacks.

Magic system: A system that manages the use of magical abilities or spells in a game. This may include the costs and effects of different abilities, as well as the availability and recharge of magical resources.

Inventory system: A system that manages the items that characters carry and use, including equipment, consumables, and other resources.

Quest system: A system that tracks and manages player objectives, such as tasks or missions to complete, items to collect, or enemies to defeat.

Dialogue system: A system that manages NPC interactions and conversations, including dialogue options and branching dialogues.

Economic system: A system that manages the exchange and flow of currency and resources within a game, including the prices and availability of items.

Crafting system: A system that allows players to create or modify items by combining resources or using special abilities.

Skill tree system: A system that allows players to unlock and improve abilities or stats by spending points or resources.

Stealth system: A system that determines the visibility and awareness of characters and NPCs, and the consequences of being detected or remaining hidden.

Weather system: A system that simulates and manages weather patterns and effects in a game world, such as rain, snow, or fog.

Physics system: A system that simulates the physical properties and interactions of objects in a game world, including gravity, friction, and collision.

These are just a few examples of the many systems that can be found in video games. The specific systems and mechanics of a game will depend on the design and genre of the game.

Anecdote Start

I know a guy at Electronic Arts who has done nothing over the past decade there other than program (in C# SQL) the player statistics databases in their FIFA games. That’s his only job at EA, and he can easily just keep doing that one thing for several more decades until he retires. It is downright CRAZY how hyper-specialized job roles can be in AAA games, which are massive multi-multi-million dollar projects which have end credits like Marvel films’ visual effects department….

Anecdote End

Games can be more easily discussed and understood by designers when they are defined as sets of systems. As a practical reality, in any kind of software development, it is very common to find code snippets online as ready-made solutions, which programmers regularly share in online forums to be reused by others, which makes them more productive, if not more sane, too.

The necessity for game designers to constantly reimplement the same functionalities is reduced as specialized teams refine their system and the system itself becomes highly portable between games.

Reading a game’s rulebook or use manual can help you figure out what kind of game system you’re dealing with, as the tutorials are usually organized in a fashion that is consistent with that system.

Character Systems

The character and avatar systems in video games are systems that manage the attributes and stats of characters and the player-controlled character (the avatar). These systems typically include the following elements:

Character attributes: These are the basic stats that define a character’s abilities and capabilities. They may include things like strength, intelligence, agility, endurance, and charisma. Different games will have different sets of attributes, and they may be organized in different ways.

Skills: These are specialized abilities or areas of expertise that a character can have. They may be tied to specific attributes or may be separate from them. Examples of skills might include sword fighting, magic, stealth, or persuasiveness.

Equipment: This includes any items that a character can use or wear to improve their stats or abilities. It may include weapons, armor, clothing, and other items.

Health: This is a measure of a character’s physical well-being. When a character’s health reaches zero, they may be defeated or incapacitated.

Mana or other resource: Some games have a resource system that limits the use of certain abilities or actions. Mana is a common resource used in magic-based games, but other games may use different resources, such as stamina or energy.

Level: This is a measure of a character’s overall progress and power. Characters may gain levels by gaining experience points or by completing specific objectives, and each level may unlock new abilities or stats.

Inventory: This is a list of items that a character is carrying or has access to. It may include weapons, armor, consumables, and other items.

Appearance: This is the visual appearance of a character, including their clothing, hair, and other physical features. Some games allow players to customize their character’s appearance, while others have predetermined appearances for each character.

Personality: This is the character’s personality or demeanor, which may be determined by their attributes, skills, and other factors. It can affect their interactions with other characters and their responses to player choices.

These are some of the main elements that may be included in the character and avatar systems in video games. The specific elements and how they are implemented will vary depending on the game and the design of the systems.

Functional & Characterization Attributes

Functional attributes are attributes that directly affect a character’s abilities and performance in the game. They are often tied to specific gameplay mechanics or systems, such as combat, exploration, or interaction. Examples of functional attributes might include strength, which affects a character’s physical damage output and carrying capacity, or agility, which affects a character’s speed and dodging ability.

Characterization attributes, on the other hand, are attributes that describe a character’s personality or backstory, but do not have a direct impact on gameplay. They are used to give characters depth and personality, and to provide context and motivation for their actions. Examples of characterization attributes might include charisma, which describes a character’s charm and likability, or intelligence, which describes their knowledge and problem-solving ability.

Some games may use both functional and characterization attributes to describe their characters, while others may focus more on one or the other. The specific attributes and how they are used will depend on the design and goals of the game.

Cosmetic Attributes

Cosmetic attributes in video games are attributes that do not affect gameplay mechanics, but are used to customize the appearance of a character or avatar. These attributes may include things like hairstyles, clothing, tattoos, or other visual features that are purely for aesthetic purposes.

Cosmetic attributes are often used to allow players to personalize their character or avatar and make them stand out from other characters in the game. They may be unlocked or purchased using in-game currency or other resources, or they may be available from the start.

Some games may offer a wide range of cosmetic attributes to choose from, while others may have more limited options. The specific cosmetic attributes available in a game will depend on the design and genre of the game.

Boss Character Systems

Boss characters in video games are powerful characters or enemies that are typically encountered near the end of a level, area, or game. They are often much more powerful than regular enemies and may have unique abilities or attacks.

The boss character system in a game is the system that manages the attributes, behavior, and challenges of boss characters. This may include things like the boss character’s stats, such as their health and damage output, as well as their special abilities and attack patterns.

The boss character system may also include mechanics or challenges that are specific to the boss fight, such as puzzles or obstacles that the player must overcome in order to defeat the boss.

The design and implementation of the boss character system will depend on the specific game and the intended difficulty and impact of the boss fights. Boss characters are often used as a way to provide a challenging and memorable end to a level or area, and to give players a sense of accomplishment upon defeating them.

Personality Expression

There are a variety of systems and mechanics in games that allow players to express their personality and make their character or avatar unique. Some examples of these systems include:

Character customization: Many games allow players to customize their character or avatar by choosing their appearance, stats, skills, or equipment. This may include options for selecting hairstyles, clothing, tattoos, or other visual features, as well as selecting abilities or stats that reflect the player’s preferred playstyle or role.

Dialogue choices: Some games allow players to make choices in dialogue or conversations with NPCs, which can affect the outcome of the conversation or the overall story. These choices may allow players to express their personality or values by selecting responses that align with their character’s personality or motivations.

Quests and objectives: Some games allow players to choose their own goals and objectives, either through a quest system or by simply exploring and interacting with the game world. This can allow players to pursue activities and objectives that reflect their interests and personality.

Player-generated content: Some games allow players to create their own content, such as custom levels, items, or artwork. This can allow players to express their creativity and personality through their creations.

In-game actions and decisions: Many games include mechanics or systems that allow players to make decisions or take actions that reflect their personality or values. For example, a player might choose to be a peaceful character who avoids combat, or a more aggressive character who takes on challenges head-on.

These are just a few examples of systems and mechanics that can allow players to express their personality in games.

World/Level/Environment Systems

The world, level, and environment systems in video games are systems that manage the locations, assets, and gameplay mechanics of the game world. These systems may include the following components:

Game world: This is the overall setting and setting of the game, including the geography, culture, and overall theme of the game. The game world may be a single location, such as a city or a planet, or it may be a larger, more expansive setting, such as a fantasy world or a galaxy.

Levels: These are the individual areas or locations that make up the game world. Levels may be structured as linear paths or as more open, non-linear environments, and they may include specific objectives or challenges to complete.

Assets: These are the objects, characters, and other elements that make up the game world. Assets may include things like buildings, vehicles, weapons, and characters, as well as environmental objects like trees, rocks, and water.

Gameplay mechanics: These are the rules and systems that govern how the game is played. They may include things like combat, exploration, and interaction mechanics, as well as systems for managing resources, progression, and other aspects of the game.

Artificial intelligence: This is the system that controls the behavior of non-player characters (NPCs) in the game world. It may include systems for managing NPC dialogue, interactions, and decisions, as well as systems for managing NPC behavior and actions in response to player actions.

Terrain: The terrain of a game world refers to the layout and surface of the land, including things like mountains, valleys, rivers, and forests. The terrain system is responsible for generating and managing the terrain of the game world, as well as determining how characters and objects interact with it.

Objects and props: Objects and props are the various objects and elements that populate the game world, such as buildings, trees, rocks, and other structures. The objects and props system is responsible for managing the placement and behavior of these elements, as well as determining how they interact with other objects and characters.

Lighting: The lighting system is responsible for managing the lighting in the game world, including the direction, intensity, and color of light sources. It may also include features like shadows and reflections, which can affect the appearance of objects and characters in the game world.

Weather: The weather system is responsible for simulating and managing weather patterns and effects in the game world, such as rain, snow, fog, and wind. It may also include features like day and night cycles, which can affect the lighting and appearance of the game world.

Sound: The sound system is responsible for managing the audio effects and ambiance of the game world, including the sounds of objects, characters, and the environment. It may also include music and voice-based elements.

Combat Systems

Combat systems in video games are systems that manage the mechanics and rules of combat encounters, including the actions and abilities of characters and enemies. Combat systems may include the following elements:

Attack and defense: The attack and defense system determines how characters and enemies deal and receive damage, and may include mechanics such as armor, shields, or evasion. It may also include special attacks or abilities that can be used to deal extra damage or to counter enemy attacks.

Health: The health system tracks the current health of characters and enemies, and determines when they are defeated or incapacitated. Health may be restored using special abilities or items, or it may replenish over time.

Damage types: Different damage types may have different effects or be more or less effective against certain enemies or defenses. For example, fire damage may be more effective against enemies with low fire resistance, while physical damage may be more effective against enemies with low armor.

Targeting: The targeting system determines which characters or enemies are targeted by attacks or abilities, and may allow players to manually select targets or automatically target enemies within range.

Range: Some attacks or abilities may only be usable within a certain range, while others may be ranged or have longer reach. The range of attacks and abilities can affect their effectiveness and the tactics used in combat.

Timing and rhythm: The timing and rhythm of combat may be influenced by factors such as attack speed, ability cooldowns, and enemy attack patterns. This can create a sense of flow and pacing in combat, and may require players to time their actions and abilities carefully.

Special abilities and combos: Many combat systems include special abilities or combos that can be activated by performing specific sequences of actions or by satisfying certain conditions. These abilities may have unique effects or be more powerful than regular attacks, but may also have longer cooldowns or other costs.

User Interface System

The user interface (UI) system in a video game is the system that manages the elements of the game’s interface that are visible to the player. It is responsible for displaying information and allowing the player to interact with the game. The main elements of a video game’s UI system may include:

Heads-up display (HUD): The HUD is the portion of the UI that is overlaid on top of the game world and displays important information to the player, such as the player character’s health, resources, and objectives.

Menus: Menus are screens that allow the player to access and manage different features of the game, such as the inventory, character stats, settings, and save/load options.

Map: The map is a visual representation of the game world that shows the player’s location and nearby points of interest. It may also include markers or icons that indicate quest objectives or other important locations.

Inventory: The inventory is a list of items that the player character is carrying or has access to. It may allow the player to view, equip, or use items, or to sell or discard them.

Quests: The quest system displays the player’s current objectives and tracks their progress towards completing them. It may also provide information about the rewards and consequences of different quests.

Dialogue: The dialogue system displays the text of NPC conversations and allows the player to choose their responses. It may also display the NPC’s facial expressions or body language to convey their mood or personality.

Tutorials and help: The tutorial system provides information and guidance to players who are new to the game or unfamiliar with certain gameplay mechanics. It may include in-game tips, tutorial levels, or a help menu.

Game Modes

Game modes are variations on the basic gameplay that offer different challenges or experiences. Examples of game modes might include survival mode, where the player must survive as long as possible against increasingly difficult enemies; challenge mode, where the player must complete a level or game under specific conditions or constraints; or multiplayer mode, where players can compete or cooperate with each other online or locally. The game mode system in a video game is the system that determines the rules and objectives of the various game modes, and what aesthetic and mechanic variations are presented in them.

A.I.

The AI (artificial intelligence) systems in a video game are systems that manage the behavior and decision-making of non-player characters (NPCs) and enemies. These systems are responsible for determining how NPCs and enemies interact with the player and the game world, and for creating a sense of challenge and immersion for the player. The main elements of a video game’s AI systems may include:

Decision-making: The decision-making system determines what actions and behaviors NPCs and enemies will take in response to different stimuli or conditions. This may include things like attacking the player, fleeing from danger, or using special abilities.

Navigation: The navigation system determines how NPCs and enemies move around the game world, and may include features like pathfinding, obstacle avoidance, and flocking behavior.

Awareness: The awareness system determines how much information NPCs and enemies have about the player and their surroundings, and how they use that information to make decisions. This may include things like sight, hearing, and other senses, as well as memory and attention.

Personality and behavior: The personality and behavior system determines the personality and demeanor of NPCs and enemies, and how they behave in different situations. This may include things like aggression, cowardice, curiosity, or other personality traits.

Dialogue and interaction: The dialogue and interaction system determines how NPCs and enemies interact with the player and with each other, and may include features like dialogue trees and branching conversations.

Physics Systems

The physics system in a video game is the system that simulates the physical properties and behaviors of objects and characters in the game world. It is responsible for determining how objects interact with each other and with the environment, and for creating a sense of realism and immersion for the player. The main elements of a video game’s physics system may include:

Collision detection: The collision detection system determines when objects or characters collide with each other or with the environment, and may trigger specific actions or effects as a result.

Gravity: The gravity system determines how objects and characters are affected by the force of gravity, and may include features like falling, jumping, and climbing.

Mass and density: The mass and density system determines the weight and physical properties of objects and characters, and how they are affected by forces such as impact, friction, and buoyancy.

Forces and momentum: The forces and momentum system determines how objects and characters are affected by external forces, such as pushes, pulls, and impacts. It may also include features like ragdoll physics, which simulate the motion and deformation of bodies under force.

Constraints: The constraints system determines the limitations on the movement and interaction of objects and characters, and may include things like joint constraints, which simulate the movement of limbs and other body parts, and soft body physics, which simulate the deformation of flexible objects.

Achievement Systems

Achievement systems in video games are systems that reward players for completing specific objectives or challenges, and that track the player’s progress towards those achievements. These systems are often used to encourage players to explore different aspects of the game, to try new strategies or playstyles, or to compete with other players. The main elements of a video game’s achievement system may include:

Achievements: Achievements are specific goals or challenges that players can complete in order to earn rewards or recognition. These may include things like completing a level, defeating a certain enemy, or reaching a certain score.

Rewards: Rewards are items, resources, or other benefits that players receive for completing achievements. These may include things like in-game currency, items, or equipment, as well as titles, badges, or other recognition.

Progress tracking: The progress tracking system keeps track of which achievements a player has completed and how close they are to completing others. It may also show the player their overall progress, such as their total number of achievements or their completion percentage.

Leaderboards: Leaderboards are ranking systems that show how players compare to each other in terms of achievements or other metrics. These may be based on global or regional rankings, or on rankings within a specific group or community.

Community features: Some achievement systems may include community features that allow players to share their achievements or compete with each other. These may include features like social media integration, forums, or in-game chat.

Sandbox vs. On Rails

Sandbox games and “on rails” games are two types of video games that differ in terms of their structure and player freedom.

Sandbox games are games that offer a large, open game world and allow players to explore and interact with that world in a non-linear fashion. Sandbox games often give players a lot of freedom to choose their own goals and objectives, and to approach challenges in their own way. Some examples of sandbox games include Minecraft, Grand Theft Auto, and The Legend of Zelda: Breath of the Wild.

The systems that make up a sandbox game may include:

World generation: The world generation system creates the game world and its layout, including the terrain, objects, and other features.

NPC and enemy AI: The NPC and enemy AI systems determine the behavior and decision-making of non-player characters and enemies in the game world.

Quests and objectives: The quest and objective system allows players to pursue their own goals and objectives within the game world, and may include features like NPC dialogue and branching storylines.

Resource and crafting systems: The resource and crafting systems allow players to gather and use resources to create or modify objects and items in the game world.

On the other hand, “on rails” games are games that have a more linear structure and a predetermined path that the player follows. These games often have more linear narratives and fewer player choices, and may involve more scripted events or challenges. Some examples of “on rails” games include puzzle games like Tetris, or rail shooters like Time Crisis.

There are a number of system parameters that are commonly used to create “on rails” video games, which are games that have a more linear structure and a predetermined path that the player follows. This involves the use of various game systems in particular ways to support an “on rails” experience such as:

The level design may include features like checkpoints, power-ups, and obstacles that the player must overcome.

The timing and rhythm system helps to create a sense of momentum and excitement for the player.

The story and dialogue system manages the narrative and character development of the game, and may include features like cutscenes, dialogue trees, or branching storylines.

From my free Udemy course, Understanding Games: How Video Games & Board Games Work

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Bibliography & Further Reading

  • A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy and Naomi Clark
  • A Theory of Fun for Game Design by Raph Koster
  • Advanced Game Design: A Systems Approach by Michael Sellers
  • An Introduction to Game Studies by Frans Mayra
  • Basics of Game Design by Michael Moore
  • Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made by Jason Schreier
  • Board Game Design Advice: From the Best in the World vol 1 by Gabe Barrett
  • Building Blocks of Tabletop Game Design: an Encyclopedia Of Mechanisms by Geoffrey Engelstein and Isaac Shalev
  • Character Development and Storytelling for Games by Lee Sheldon
  • Chris Crawford on Game Design by Chris Crawford
  • Clockwork Game Design by Keith Burgun
  • Elements of Game Design by Robert Zubek
  • Fundamentals of Game Design by Ernest Adams
  • Fundamentals of Puzzle and Casual Game Design by Ernest Adams
  • Game Design Foundations by Brenda Romero
  • Game Design Workshop by Tracy Fullerton
  • Game Mechanics: Advanced Game Design by Ernest Adams and Joris Dormans
  • Game Writing: Narrative Skills for Videogames edited by Chris Bateman
  • Games, Design and Play: A detailed approach to iterative game design by Colleen Macklin and John Sharp
  • Introduction to Game Systems Design by Dax Gazaway
  • Kobold Guide to Board Game Design by Mike Selinker, David Howell, et al
  • Kobold’s Guide to Worldbuilding edited by Janna Silverstein
  • Level Up! The Guide to Great Video Game Design, 2nd Edition by Scott Rogers
  • Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, et al.
  • Narrative Theory: A Critical Introduction by Kent Puckett
  • Narrative Theory: Core Concepts and Critical Debates by David Herman, James Phelan, et al.
  • Narratology: Introduction to the Theory of Narrative, Fourth Edition by Mieke Bal
  • Practical Game Design by Adam Kramarzewski and Ennio De Nucci
  • Procedural Storytelling in Game Design by Tanya X. Short and Tarn Adams
  • Professional Techniques for Video Game Writing by Wendy Despain
  • Rules of Play by Salen and Zimmerman
  • Storyworlds Across Media: Toward a Media-Conscious Narratology (Frontiers of Narrative) by Marie-Laure Ryan, Jan-Noël Thon, et al
  • Tabletop Game Design for Video Game Designers by Ethan Ham
  • The Art of Game Design, 3rd Edition by Jesse Schell
  • The Board Game Designer’s Guide: The Easy 4 Step Process to Create Amazing Games That People Can’t Stop Playing by Joe Slack
  • The Cambridge Introduction to Narrative by H. Porter Abbott
  • The Grasshopper, by Bernard Suits
  • The Routledge Companion to Video Game Studies by Bernard Perron and Mark J.P. Wolf
  • The Routledge Encyclopedia of Narrative Theory by David Herman
  • The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten
  • Unboxed: Board Game Experience and Design by Gordon Calleja
  • Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques by Evan Skolnick
  • Writing for Video Game Genres: From FPS to RPG edited by Wendy Despain
  • Writing for Video Games by Steve Ince
  • 100 Principles of Game Design by DESPAIN

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