A primary motivation to play computer games is the delight of being drenched in
ID: 3902892 • Letter: A
Question
A primary motivation to play computer games is the delight of being drenched in a mediated world. Spatial presence and flow are viewed as key ideas to explain such immersive encounters. Immersion into mediated conditions can be clarified through flow and presence; flow can be characterized as submersion or inclusion in an action, whereas presence alludes to a feeling of spatial immersion in a mediated environment. Having an environment where the objects that surrounded the player have a variance that imitates real life is a great way to help the player immerse themselves in the environment. For this discussion forum, provide other examples where variance can be used in video games.
Explanation / Answer
Variance is the major factor in deciding the crucial way to design games. This results in both micro and macro changes in the game plan.
Example: Micro would cover the play space and macro would cover the actual design.
The games developed using the variance is the best way to win and sustain over a course of time.
The real time example of variance is the binding of isaac. This covers all the possibilities of shuffling the elements. To create variance we need to reduce the fixed elements in the game. This in turn helps in designing a great system.
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