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The holland code of games (suite)

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larienna
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I worked a bit about the idea posted in those threads:

http://www.bgdf.com/forum/game-creation/design-theory/defining-broad-categories-mechanics-according-player-actions

http://www.boardgamegeek.com/article/20353010

I have broaden the categories a bit more to realize that it is somewhat similar to the Holland code (except for the last one). Here are the categories with some examples. Note that certain mechanics can be present in multiple categories and some could be optional to gameplay:

Dexterity: Includes physical dexterity and perception. Action video game, dexterity board games, real time mechanics, etc.

Social: Socialization required from the player. Like negotiation, bluffing, thrash talking, etc.

Analysis: Optimizing, Situation analysis, resource management. Like Deck Building, Tactical positioning, puzzle, Economic machine development, etc.

Creativity: The use of creativity in game play. Used in Magic the gathering deck building, the Sims, Sim City, etc.

Operation: any "Working" task required to make the game work. Rolling dice in combat resolution, collecting resource manually in mobile game, any other task that could get repetitive and boring.

Discovery: Be amazed by occurring events and discovered locations, explore new areas and feed your curiosity.

Like Holland code, probably games should focus on 3 aspect in priority order. There are also some aspect like "Operation" that could be seen as pointless if they could be automated by a computer. But as some people pointed out that it can be fun to manually roll dice for example, I think Operation mechanics should be used in moderation.

Sure, in the end, it does not give a detailed list of mechanic categories that could be used in game, but it allows to position our game in a certain area and know what we should use if for example we want a Social+Operation+Discovery game.

Of course we could sub-divide those aspect to get more detailed concepts like: resource management, bluffing, Dice rolling, Timing, etc.

Does my schema of 6 aspects make sense?

Do you see anything missing?

let-off studios
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Holland Codes = Close to Home

I'm laughing as I read this, because I refer to the Holland codes time and time again in my day job (at a non-profit career-counseling agency).

Perhaps a couple things I would add to your list in some categories would be Set Collection and Manipulatives.

SET COLLECTION: whether someone must "catch 'em all" or they simply want all the cards, miniatures, or expansions of a particular game. Maybe they want this so that all options are available for a given game, or they feel they are competing with other players, or other reasons. Another aspect of this is "Achievements" in videogaming, where players purchase and/or play games largely to just add to their collection of games, "Achievements," trading cards (on Steam) and so on.

MANIPULATIVES: players who want to enjoy a tactile element to their games. Partly spectacle but also partly functional, this would apply to miniatures, figurines, dice, tiles, tokens, costume components, or other physical objects used to represent people, places, and things within the game. Some are attractive enough to be displayed outside the game itself.

As you have it organized right now, I'd imagine that SET COLLECTION would be a subset of Discovery or perhaps Analysis, while MANIPULATIVES may fit into the Operation or even Creativity (I think Dexterity is a stretch, but it's also possible). I would hazard to say that since the MANIPULATIVES quality is potentially applicable to so many categories it shouldn't be considered for inclusion, but there are gamers out there who absolutely LOVE miniatures, painting them, showing them off, etc. And how many of us have seen - or heard - players flicking their hand of cards or clacking plastic tiles together? Or stacking pieces on top of one another in ways not utilized in the game?

The next step for your Holland Codes of Gaming would be to see how much synergy exists between two or more categories. Finding complimentary aspects of a job is often key to helping find clients a job they want. If patterns exist in the working world based on these patterns, maybe patterns can be discovered between different Gaming Codes as well.

This was a breath of fresh air today, larienna! Thanks for sharing. :)

larienna
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Thanks for the input. My GF

Thanks for the input. My GF studies as a career counseler and she also told me that some profiles could be created.

For sure, video game and sports will have more dexterity elements, while board games will have more operational and social elements.

X3M
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I think Operation would be

I think Operation would be something, designers want to keep as low as possible. This for keeping the game going.

I don't see how players might enjoy certain repetitive actions, that slow down game play.
Well, I can think of some examples that do. Like reinforcements in Risk, or placing a "Behold!" a lot of tokens in MtG.

Perhaps you can redefine Operation as (repetitive) actions that bring joy to the players?

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