Deciphering the three dimensions of the game scenario

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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.

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