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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Deciding on what you want your users to achieve


Consider the following points to determine the end goal for your users:

  • Aim: The aim of what you want your players to achieve at the end. For example, the aim of your gaming experience may be to increase productivity within users. Ultimately, without a clear aim you can begin to ask what the point of the experience is and why you are designing it. If you are unsure about your aim, chances are the player will be as well.

  • Objectives: The list of objectives includes different actions that the user must perform to achieve the listed outcomes. These can be anything from finding items, rescuing a princess, and so forth. Some objectives may be hidden and only revealed to the player after certain conditions have been met, such as unlockables. For example, an objective in a language application might be to learn grammar rules and punctuation.

  • Outcomes: The list of outcomes extends from the aim. For example, for increasing productivity, an outcome involves...

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