Deciphering the three dimensions of the game scenario
Game scene
Deciphering the three dimensions of the game scenario
1.Scene mechanics
Mechanics are deciphers of the specific rules of the game. For example,
Monument Valley uses the mechanics of optical illusions in the scene to
design its puzzles. In Little Crocodile Bath, it's through digging.
There are a lot of games that don't seem to have a scene mechanic of
their own, like Mecha and Galactic Adventure, which just click to trigger
events. We can think of this as a common mechanic, such games generally
use "chains of events" to create puzzles. Also, the scene is the carrier
of the mechanics, and the mechanics are the carriers of the gameplay. The
joy of the game itself comes from the mechanics of the scene. The digging
in the dirt in Bathe, the cutting of the rope in Cut the Rope, the rotating
perspective in Monument Valley, when we do these things in the scene, we
are manipulating the game world, or the characters in the game world, and
it feels like we are "actually playing the game."
2.The Scene Creates atmosphere
Game scenes and atmosphere can provide players with a sense of context
and emotional resonance, enhancing their engagement and engagement with
game tasks.
The game scene can provide a sense of reality for the decryption game,
so that players can better integrate into the game world, and enhance the
sense of immersion and substitution in the game. Secondly, the game
atmosphere can create a tense atmosphere in the decryption game, thereby
increasing the player's sense of urgency and the need for quick thinking,
and improving the difficulty and challenge of the game. For example, if
the game is set up as an emergency situation where players have to solve
some puzzles within a limited amount of time, this sense of urgency can
motivate them to a higher level of motivation. In summary, the game setting
and atmosphere can provide a better story and emotional resonance for the
decryption game, making the player more engaged in the game.
3. Levels
"Level" is not the same as "scene".
A level is a specific stage, and it usually involves a set of missions,
challenges, or enemies, and an environment designed to accomplish those
missions. In many games, the player must pass a level to advance to the
next level or unlock new content, or defeat the final enemy in the final
level of the game to complete the game.
A scene is more general and usually refers to any interactive
environment or area in the game. These areas can have separate goals or
stages, but they don't have to be as clearly defined as levels.
A lot of times a level is just a scene, like the traditional puzzle
solving in Baby Crocodile Bath. But in Monument Valley, there are many
scenes in a chapter. Sometimes, in order to show a mysterious state, the
creators arrange the player's experience, and after walking through the
various scenes, they come back to where they started. Machineries has a
lot of scenes, but there doesn't seem to be a clear level.


















































































