“Dynamics are the run-time behavior of the gameplay system. In other words, dynamic interaction is required for anything that we define as a game, and with that, game designers have two choices to make when making a game: heavily author the game by placing meaning in mechanics or abdicate authorship and let each player create his or her meaning through the act of playing.”
Clint Hocking

When I start watching this video (link) I start questioning  how relevant it is till Clint Hocking start talking about “The Kuleshov Effect” which I find really interesting and inspiring not only game wise but as well in art wise. The Kuleshov Effect can easily influence on player behavior (dynamics) in the game.

It is trully interesting how we can assume what emotions are associated with person seeing particular image/scene or what are our presumptions about person that is looking at those images/scenes.


When Hocking was talking about dynamics he start from most basic definition of it saying that dynamics  are in simpler words behaviors (Dynamics -> Behaviors). He brought up as well really interesting examples. One of them was based on Stephen Lavelle words:

Stephen Lavelle.JPG

Here definition of dynamics would be:the way how the person/player uses the whip.

Next example is  “The Chaos Triple Bill” where dynamics are described as ->  Sensitivity, Proximity and Fragility of the system. This allows player to approach situations in the multiple ways in order to accomplish tasks required to pass particular stage of game. The fact that player can chose it’s way of playing the game creates the dynamics. Player choose if will play for example safe or aggressively. The player emotions will influence his/her decision (dynamics) that will be made.

Another simple example was based on popular game called Tetris:
M- pieces fall, you rotate them around, fit them among other pieces and if you complete row without holes the row dispersal. If they stack to the top of the screen you lose
D – precision, dexterity, anticipation, keep opportunity alive

“Dynamism are fundamental driver how game mean and why they matter. It is reactor core what we do. Dynamism is revolution”

The other examples of dynamics in the game would be:
exploration | economies | productivity | evolution |

The dynamics in my card game would be for example choosing from which pile you would take cards, the decision between 4  face down piles. (link)


GDC Vault – Dynamics: The State of the Art [Video file]. (n.d.). Retrieved from