Stack · 8 cards
Entity
What exists in your game – and how is it configured?
Belongs to the term
- Ludic Entity
- A Ludic Entity is an element that is there in a game: a piece, a card, a die, a ball, a goal; an avatar, an inventory item, an element of the interface; points, hit points, energy, money.
Entity
What it is about
The Entity stack describes what exists in a game: figures and cards, dice and board, an avatar, items in the inventory, points, hit points, money. Something becomes an entity not through its material but by being included in play – the doll on the shelf is not an entity, the same doll in play is one. An entity does not decide; it is controlled or moved by the game.
The stack has two parts. The eight prototypes are frequent profiles against which an entity can be placed: the avatar that embodies the playing person (Mario), the piece as an instrument (the pieces in chess), the unit the game moves by itself (the ghosts in Pac-Man), the value container (the money in Monopoly), the unchanging board and others. The eight dimensions are the axes on which every entity is described: mutability, persistence, control, visibility, ownership, mobility, interactivity and value. A guide card belongs to the stack.
Entities are not divided into fixed types. The prototypes are points of reference, not a complete list; many entities form a profile of their own.
How to use it
Method: (1) Find – collect the entities of the game, for instance with the Entity Finding method and its nine search perspectives. (2) Select – choose the three to five most important entities. (3) Place – determine the nearest prototype for each: which profile does it most resemble? (4) Configure – set its profile on the eight dimensions; when unsure, draw on the dimension cards, each with a design question and a contrasting pair. Transfer the result to the Element Worksheet (Nearest prototype field).
Note: A game does not need many entities but the right ones. A few well-configured entities often create more depth of play.
Time: 15 to 45 minutes, depending on whether the entities first have to be found and how many are configured on the dimensions.
Also for analysis: For an existing game, the dimensions show how its entities are configured.
Relations
Entity and action are the two bearers to which the determinations of a game adhere – regulation, appearance, ascription: the entity says what is there, the action what happens. Entities are what is acted on and with (Actions, Activities). Mechanisms configure entities and connect them, for instance in an auction in which money and goods change owners. In the Temporal Structure, entities can depend on the phase – they appear and disappear. Whoever decides independently is not an entity but an agent.
The cards
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