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miracleofsound's profile
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@miracleofsound

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@miracleofsound

Producer/songwriter/singer from Ireland. 300 million Youtube views, 150 million Spotify streams & rising!

Ireland
youtube.com/user/miracleof…
Joined June 2010

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    1. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      Developers choose what parts of the mechanics are declared and how much. For example, a ton of movement mechanics are communicated by showing the character move, enemies fall when you hit them, etc. Some rules are harder to show, or abstracted into prompts, numbers, or tutorials.

      1 reply 2 retweets 71 likes
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    2. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      Declaration is also used to manipulate the players' feelings, sense of direction, sense of self, attachment, pride, regret - all to build a meaningful experience that isn't necessarily an effect of the mechanics, but nevertheless valuable to the core of the game.

      1 reply 4 retweets 70 likes
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    3. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      We often lie to that end - healthbars that deplete unevenly, bullet effects for raytraced projectiles that only existed for a fraction of a second, sounds for things that don't exist but set the mood. It all exists to manipulate your experience of playing by the rules.

      2 replies 2 retweets 75 likes
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    4. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      All of this declaration in a game directly impacts the players understanding, and thus their intent. The player intent is what allows the player to then make a new input: based on their understanding, they make a choice of what to press, and they execute that.

      1 reply 2 retweets 69 likes
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    5. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      That input back into the game, the game computes a new state based on the input. You pressed spacebar, your character is "on ground" and not "jumping", so now the character is "jumping", gained 4 upwards momentum, is affected by 0.2 gravity. Render the new camera position.

      1 reply 2 retweets 65 likes
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    6. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      So the loop becomes: 1. player understanding -> player intent -> 2. player input -> 3. black box receives new input -> black box calculates new state -> 4. game declares new state -> 1. player updates understanding.

      1 reply 4 retweets 73 likes
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    7. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      It's important to understand that "a game", as the players understand it us technically the black box and the declaration, but occurs wholly in the players understanding - supported by their suspension of disbelief or acceptance of it.

      1 reply 2 retweets 64 likes
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    8. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      That also means that a trailer about the game, earlier games played, the players taste, their mood, the experiences they've had in life - all those are part of the player understanding of the game before the game ever even boots up.

      1 reply 3 retweets 73 likes
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    9. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      It's why we "instinctively" know space bar is jump. It's why some of us play for higher numbers and others for prettier things. Its why some people play for mastery and others play for fun. It's why a game can be overhyped or feel like a hidden gem. It's that and more.

      2 replies 3 retweets 79 likes
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    10. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020

      The distinction between "gameplay" and "cosmetics" is thus pretty hard. One falls in the "mechanics" layer, and the other in the "declarative" layer. That doesn't mean cosmetics ain't part of the experience - like I said, the game experience is in your head.

      3 replies 1 retweet 80 likes
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      Gav‏Verified account @miracleofsound 6 Jan 2020
      Replying to @tha_rami

      Semantics aside, my view on the topic is that for many players the 'have & have nots' divide (due to cosmetic microtransactions) can be just as detrimental to their experience & fun as a bad gameplay mechanic

      5:51 AM - 6 Jan 2020
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      3 replies 1 retweet 31 likes
        1. SonofZilla‏ @Minilla13 6 Jan 2020
          Replying to @miracleofsound @tha_rami

          Agreed gav, especially in destiny when the weapon variety is so poor. Plus the extra events are all pretty similar to each other, makes the season pass stuff so forgettable

          0 replies 0 retweets 0 likes
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        1. Buldanon‏ @buldanon 6 Jan 2020
          Replying to @miracleofsound @tha_rami

          Have you ever played Path of Exile? I have felt this most in that game. A lot of games give you at least some ability to customise without paying but that games there's nothing. Everything looks pretty rubbish without paying in it.

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        1. Rami Ismail (رامي)‏Verified account @tha_rami 6 Jan 2020
          Replying to @miracleofsound

          For sure, but that also applies to gameplay skill, time available, etc. If we continue that line of thinking, we're going to end up with "capitalism is bad", which I agree with but doesn't help?

          0 replies 0 retweets 9 likes
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