Chapter 1: type of game

- 3D: the player space is in 3D - voxel: the player space is made of voxels - interactive: the player space is adaptive to player input - dynamic: all elements composing the player space can be made to interact in different ways - procedurally generated: variety is ensured by randomness - physics-based: component elements of the player spaces’ interactions are simulated according to a set of rules of physics - real time: events in game happen in real time - open world: the player is given the possibility to go anywhere they choose - rôle-playing: the player is an in game character - strategic/tactical: the scale of decision making in the game can be planned in different scales. From that of the player to that of multiple groups. - immersive-simulation: the player to game interaction is as seamless as possible. Gameplay is mechanically integrates various user interfaces as diegetically as possible - sandbox: the player is given the potential to interact with the player space in such way as to alter the latter: break, mend, build, move, warp - simulator: the game represents the inner goings on of its diverse set of systems - multiplayer: players can come to interact with each other - second life: the game can serve as a get away - metaverse: the game can serve as a vessel for real world interaction between individuals &/or groups online. Letting them: trade, conceptualise, simulate, sparr or compete at least

Gaming-Projects-Premise