Asymmetry is a prevalent feature in modern games. It allows each player to have a unique gameplay experience, which improves a game’s replayability and makes in-game interactions more analogous to those we encounter in real life. Yet, there has been little discussion about the phenomena of asymmetry, how they occur during play, as well as their repercussions on player experience. This chapter begins with a definition for asymmetry, followed by its deconstruction into two major categories: endogenous and exogenous. We analyse six types of endogenous asymmetry described in the literature—(1) Ability, (2) Challenge, (3) Goal, (4) Responsibility, (5) Information, and (6) Interface—and present six other types: (7) Operation, (8) Location, (9) Time Frame, (10) Interdependence, (11) Outcomes, and (12) Feedback, discussing how they may interact with one another.
CITATION STYLE
Neto, A., Cardoso, P., & Carvalhais, M. (2024). Endogenous Asymmetry in Games: Expanding the Typology. In Springer Series in Design and Innovation (Vol. 33, pp. 277–294). Springer Nature. https://doi.org/10.1007/978-3-031-41770-2_16
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