{"id":681,"date":"2011-06-30T21:48:54","date_gmt":"2011-06-30T21:48:54","guid":{"rendered":"http:\/\/edublog.me\/spieleseminar\/?p=681"},"modified":"2011-07-01T12:15:04","modified_gmt":"2011-07-01T12:15:04","slug":"costikyan-und-spieldesign-14-designelemente","status":"publish","type":"post","link":"https:\/\/edublog.me\/spieleseminar\/2011\/06\/30\/costikyan-und-spieldesign-14-designelemente\/","title":{"rendered":"Costikyan und Spieldesign: 14 Designelemente"},"content":{"rendered":"<p>Es folgt eine Zusammenfassung der 14 Designelemente, die Costikyan in seinem Aufsatz von 1994 <a href=\"http:\/\/www.costik.com\/nowords.html\">&#8220;I have no words and I must design&#8221;<\/a> nennnt. F\u00fcr euch als Spieldesigner (und f\u00fcr das Spiel bzw. dessen Intention) werden einige wichtiger als andere sein. Aber es ist generell hilfreich, sein entstehendes Spiel auf die Elemente hin abzuklopfen; auch, wenn man einmal in der kreativen Phase &#8216;steckenbleibt&#8217;.<!--more--><\/p>\n<p><strong>Hauptdesignelemente<\/strong><\/p>\n<ol>\n<li>Decision Making (bedeutungsvolle, nachhaltige Entscheidungen?)<br \/>\nWhat decisions do players make in this game?<\/li>\n<li>Goals (klare Ziele?)<br \/>\nWhat are the players&#8217; goals? Can the game support a variety of different goals? What facilities exist to allow players to strive toward their various goals?<\/li>\n<li>Opposition (Gegner und &#8216;bewu\u00dfte&#8217; Widerst\u00e4nde?)<br \/>\nWhat provides opposition? What makes the game a struggle?<\/li>\n<li>Managing Resources (Ressourcen?)<br \/>\nWhat resources does the player manage? Is there enough diversity in them to require tradeoffs in making decisions? Do they make those decisions interesting?<\/li>\n<li>Game Tokens (bewegliche Spielmaterialien?)<br \/>\nWhat are the players&#8217; tokens? What are these tokens&#8217; abilities? What resources do they use? What makes them interesting?<\/li>\n<li>Information ((Un)Klarheit von Regeln und Spielzust\u00e4nden)<br \/>\nGiven the decisions players are required to make, what information do they need? Does the game provide the information as and when needed? Will reasonable players be able to figure out what information they need, and how to find it?<\/li>\n<\/ol>\n<p><strong>Weitere Designelemente<\/strong><\/p>\n<ol>\n<li>Diplomacy (Handeln, Verb\u00fcnden, Betr\u00fcgen?)<br \/>\nHow can players help or hinder each other? What incentives do they have to do so? What resources can they trade?<\/li>\n<li>Color (Gestaltung des Spielmaterials?)<br \/>\nHow does the game evoke the ethos and atmosphere and pageantry of its setting? What can you do to make it more colorful?<\/li>\n<li>Simulation (Gestaltung der Spielregeln?)<br \/>\nHow can elements of simulation strengthen the game?<\/li>\n<li>Variety of Encounter (Abwechslungsreichtum?)<br \/>\nWhat things do the players encounter in this game? Are there enough things for them to explore and discover? What provides variety? How can we increase the variety of encounter?<\/li>\n<li>Position Identification (Rollenidentifikation?)<br \/>\nWhat can you do to make the player care about his position? Is there a single game token that&#8217;s more important than others to the player, and what can be done to strengthen identification with it? If not, what is the overall emotional appeal of the position, and what can be done to strengthen that appeal? Who &#8220;is&#8221; the player in the game? What is his point of view?<\/li>\n<li>Roleplaying (Ausleben der Rolle?)<br \/>\nHow can players be induced to roleplay? What sorts of roles does the system permit or encourage?<\/li>\n<li>Socializing (Gemeinschaftliches Miteinander der Spieler?)<br \/>\nHow can the game better encourage socialization?<\/li>\n<li>Narrative Tension (Erz\u00e4hlerische Spannung?)<br \/>\nWhat can be done to make the game tense?<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>Es folgt eine Zusammenfassung der 14 Designelemente, die Costikyan in seinem Aufsatz von 1994 &#8220;I have no words and I must design&#8221; nennnt. F\u00fcr euch als Spieldesigner (und f\u00fcr das Spiel bzw. dessen Intention) werden einige wichtiger als andere sein. &hellip; <a href=\"https:\/\/edublog.me\/spieleseminar\/2011\/06\/30\/costikyan-und-spieldesign-14-designelemente\/\">Weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":14,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,4,13],"tags":[],"class_list":["post-681","post","type-post","status-publish","format-standard","hentry","category-erzahlungen","category-regeln","category-spieldesign-2"],"_links":{"self":[{"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/posts\/681","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/users\/14"}],"replies":[{"embeddable":true,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/comments?post=681"}],"version-history":[{"count":7,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/posts\/681\/revisions"}],"predecessor-version":[{"id":684,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/posts\/681\/revisions\/684"}],"wp:attachment":[{"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/media?parent=681"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/categories?post=681"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/edublog.me\/spieleseminar\/wp-json\/wp\/v2\/tags?post=681"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}