Sunday, May 13, 2007

Roller Coaster Tycoon: EGIS

This Blog has moved to

http://www.gamedesignreviews.com/.

This particular Page has moved to

http://gamedesignreviews.com/reviews/roller-coaster-tycoon-egis/.

If you are a recurring visitor, please update your bookmarks & rss feeds. We apologize for the inconvience.

2 Comments:

Blogger Yu-Chung Chen said...

Does EGIS occur (you sure love to come up with nice terms :) when the "flow indicator is too high", or does the experience line drift off the flow channel?

Let me rephrase what I gathered from your article. I think there is a finite amount of skills to be learned and refined in each given game. After its mastery, any attempt to rise the challenge without a corresponding skill development becomes a mechanical task, which easily leads to fatigue.

Therefore, the horizontal axis of the diagram, indicating abilities, should end somewhere. Maybe the EGIS is then on the right side of the diagram: when the challenge continues to rise while skills cannot be further developed (i.e. going more to the right).

13 May, 2007 14:20  
Blogger Krystian Majewski said...

Yes, I like to come up with new terms. I think linguistically, we lack the proper tools to talk about game design. We need to invent new terms.

EGIS occurs when the challenge level of a game is higher then the game was designed for. The flow channel fades away in the EGIS zone as the rules of flow no longer apply.

You are right. I too thought about adding a second EGIS area at the right edge of the flow chart. While the upper EGIS deals with the limits of the game systems, the right EGIS would be about limits of the humand body and mind - cognetics and ergenomics. The crazy japanese Tetris players come to my mind ;-)

By the way, I wanted to add a nice example of how a game deals with EGIS - in Warcraft II, III and in Starcraft there is a limit on how many units you can build. With the editor you can remove the limit so techically, the game is capable to support a higher number of units. It seems like the game designers decided that higher numbers of units have bad influence on the gameplay and thus, introuduced a limit.

13 May, 2007 15:55  

Post a Comment

<< Home