Game Ontology Project

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Game Ontology Project by Mind Map: Game Ontology Project

1. Interface

1.1. Input

1.1.1. Input Devices Analog Pushbutton Digital Pushbutton Direction Pad Fourward Joystick Lightgun Rotary Paddle Control Thruster (two-way) Joystick Touch-Sensitive Screen Stylus pen Microphone

1.1.2. Input Methods Locus of Manipulation Multiple Entity Manipulation Single Entity Manipulation Manipulation Method Direct Manipulation Indirect Manipulation

1.2. Presentation

1.2.1. Cardinality Of Gameworld 1-Dimensional Gameworld 2-Dimensional Gameworld 3-Dimensional Gameworld Undefined Gameworld Cardinality

1.2.2. Presentation Hardware Audio Display Hardware Haptic Display Closed Cycle Haptics Open Cycle Haptics Visual Display Hardware Video Monitor VR Goggles

1.2.3. Presentation Software Feedback Confirmation Warning Point Of View First-person Point of View Second-person Point of View Third-person Point of View Sensory Output Aural Output Tactile Output Visual Output

2. Rules

2.1. Rules Synergies

2.1.1. Complete Information

2.1.2. Dominant Strategy

2.1.3. Dynamic Difficulty Adjustment

2.1.4. Economies of Scale

2.1.5. Economies of Scope

2.1.6. Incomplete Information

2.1.7. Intransitive Relationships

2.1.8. Transitive Relationships

2.2. Gameplay Rules

2.2.1. Cardinality of Gameplay 0-Dimension Gameplay 1-Dimensional Gameplay 2-Dimensional Gameplay 3-Dimensional Gameplay

2.2.2. Game Ends Evaluation of Ending Gameworld Exhaustion Narrative Exhaustion Resource Exhaustion

2.2.3. Lives

2.2.4. Multiplayer Cooperative Multiplayer

2.2.5. No Game End

2.2.6. Player Manipulable Rules Difficulty Levels Character customization

2.2.7. Randomness

2.2.8. Segmentation of Gameplay Challenge Segmentation Boss Challenge Bonus Stage Puzzle Wave Mission Spatial Segmentation Level Spatial Checkpoint Temporal Segmentation Temporal Coordination Temporal Resource Narrative Segmentation

2.3. Gameworld Rules

2.3.1. Checkpoint

2.3.2. Cropping

2.3.3. Expiration

2.3.4. Pseudo-Physical Rules Gravity Life Support Solidity Persistent Gameworld (proposed)

2.3.5. Savepoint

2.3.6. Spawnpoint

3. Entity Manipulation

3.1. Compound Action

3.1.1. To Manage Resources

3.1.2. To Shoot

3.1.3. To Transport

3.2. To Collide

3.3. To Create

3.3.1. To Generate

3.4. To Move

3.4.1. To Evade

3.4.2. To Teleport

3.4.3. To Traverse

3.4.4. To Visit

3.5. To Own

3.5.1. To Capture

3.5.2. To Exchange To Transfer

3.5.3. To Possess To Collect To Release

3.6. To Remove

3.7. To Rotate

3.8. To Select

3.8.1. To Target

3.9. To Manipulate Time

3.9.1. To Start Time

3.9.2. To Pause Time To Pause Time with Gameworld Agency To Pause Time without Gameworld Agency To Save

3.9.3. To Rewind Time To Undo Time

3.9.4. To Fast Forward Time To Skip Time

3.9.5. To Accelerate Time

3.9.6. To Decelerate Time

3.9.7. To Localize Time

3.10. To Manipulate Gravity

3.11. To Customize

3.11.1. In-game Customization

3.11.2. Customization via Game Menu

3.11.3. Extra-game Customization

4. Goals

4.1. Agent Goals

4.2. Game Goals

4.2.1. Optional Goals Collectables Side-Quest

4.2.2. Required Goals

4.3. Goal Metrics

4.3.1. Performance Record

4.3.2. Score

4.3.3. Success Level

4.3.4. Time