The following images were shown in the lecture slides. They are meant to trick our brains. If something does not seem to make sense, our brain will try to depict or reason out what the object is or what we perceive it to be. As you can see, the image on the left is just three circles with a piece each missing from it. It may look weird at first but somehow our brains tell us that we see a triangle. Same thing with the other image below. The straight black and white lines confuse us but, we diamonds in the ruff.
Alexander 15 Properties of Living Structures
1. Levels of scale
Levels of scale in a technological scope can be related to the scoping of goals or like the balanced range of sizes game objects, entities, challenges, or player actions in the game. Levels of scale can also associate with social structures. As an individual you want to feel well among your peers, co-workers, etc... It is good to have a good relationship with your peers in your GDW group.
2. Strong centres
Strong centres are like a section in an image that you can see very clearly while the rest of the image is blurry. This can be used for environments, entities, and story.
3. Boundaries
Boundaries are like the outlines that help you focus on the centres of the game. They are often described through the rules. Boundaries set limitations for space, rules, and actions.
4. Alternating repetition
Having the same structures in a game can give the player familiarity in the game as he/she moves onto higher levels. It gives a sense of order and harmony in your game.
5. Positive space
Space needs to be well-balanced. Knowing there is a contrast between one space and another space is key to making the key focuses in your game easier for your player.
6. Good shape
Shapes in games that are appealing to the players is essential. Making your objects relate-able to your players can create powerful centres of simplicity.
7. Local symmetries
As seen in Portal 2, small symmetries work best. Almost everything is symmetrical in Portal 2. Having the same objects that are the same symmetrical shape can allow players to explore the game environment easier.
8. Deep interlock & ambiguity
Deep interlock & ambiguity is having things that are so inter-twinned that without one object, the process will not be the same. Everything has to fulfill a purpose. In Portal 2, the environment is inter-twinned so that all the portals connect. eg. If you go through one portal, you will appear on the other side of the same room depending where the player placed the portals.
9. Contrast
Having opposites in your game creates more emphasis. A player can differentiate the main character from the enemy or from something that should not be there in the game environment.
10. Gradients
Gradient relates to quality that changes gradually. It is something that gradually moves into something else. As the player continues along with the game, it gradually becomes more difficult. It's just like in Photoshop where you add in a colour gradient.
11. Roughness
Roughness creates character and imperfection. It breathes life into the game environment. It makes games seem more realistic. This can be created through textures or your lighting in your game.
12. Echoes
Echoes represents a pleasing unifying repetition in your game. It is basically using the same functions as used earlier in the game but slightly changed. An example given is in Pixar movies where their characters are similar to each other even though they are in different movies. Finding Nemo and Toy Story characters are relatively in the same Pixar world so their design or the way they function are very similar.
13. The void
Creating calmness and contrast throughout the game can help players concentrate on important objects.
14. Simplicity & Inner calm
This incorporates positive space, which must be well-balanced, as well as essentials in the game. You should try not to use extraneous elements.
15. Not-separateness
Not-separateness represents how all the elements in the game are connected as well as the rules.
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