Segmentation of gameplay describes how a game is broken down into smaller or shorter units of gameplay.
3 Types of Segmentation:
- Temporal Segmentation
Limiting player action within the game with turns and real time.
Used for temporal co-ordination and as a temporal resource.
Used for temporal co-ordination and as a temporal resource.
- Spacial Segmentation
The virtual space broken down into sub-locations such as: levels, maps, and worlds.
In referencing a strong sense of spatial segmentation, it is important that the player perceives he or she is participating in a virtual space larger than its onscreen representation and that this space is traversed in parts.
Levels are evident the through discontinuity in gameplay, they represent different locations.
Checkpoints break down locations into sub locations which can be used as a progression alternative to levels, without discontinuity.
In referencing a strong sense of spatial segmentation, it is important that the player perceives he or she is participating in a virtual space larger than its onscreen representation and that this space is traversed in parts.
Levels are evident the through discontinuity in gameplay, they represent different locations.
Checkpoints break down locations into sub locations which can be used as a progression alternative to levels, without discontinuity.
- Challenge Segmentation
Sub-units of gameplay which contain challenge.
Challenge segmentation comes in forms of boss challenges, puzzles, and waves.
Waves suggest an intended increase in difficulty to the player.
Puzzles add challenge to a game, without making the player encounter enemy characters. Puzzles often must be solved to progress to the next puzzle.
Boss segments spike the challenge in the game as they require more effort and new strategies to overcome.
Bonus stages refers to a phase in the game where the player can't lose.
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I feel there was too much focus on labeling segments of games, as opposed to when how or why to use these segmentation types.
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