I have been reading through Games Design Workshop – a playcentric guide to making games and these are just some of the aspects of games design that I learnt about from just reading some of the book:
Iterative process. The iterative process relies heavily on audience feedback to help craft a successful game. Throughout the process, they; Formulate ideas, formalise ideas, test ideas and evaluate the results. If there is no problem then they move on. They do this before finalising the artwork and piece. By doing this a games designer can create the best possible experience for a gamer.
''When you design, design with toys, books, films; soundtracks, clothing lines and other franchise extensions you can think of. In addition to that design these things for your audience, not yourself or your team''. - American McGee (Interview in Games Design Workshop: a Playcentric approach to games design, page 46)
Now from a personal perspective, I would both agree and disagree with that statement. While the key to a successful and fun will always be a positive experience from the gaming community, I would say that it is important that the design team and other members feel as though they are working towards something they would play. If this is the case, self-motivation becomes simple as they strive to work together to produce something that they themselves want. It is finding this balance between audience and team enthusiasm for the product that I think is important. Nevertheless a constant stream of audience feedback is important to achieve this.
Another interesting view GDW: A Playcentric approach to creating innovative games presents is that of different 'games. Scott Kim - graphic and puzzle designer, describes a ''Hierarchy '' of games on page 38:
Game - Winning
Puzzle - Goal
Toy - No Goal
Story - No Interaction
He described how often these types of play combine to create a good game. ''To design a good puzzle, first design a good toy”. This would continue up the 'Hierarchy''. It is an interesting viewpoint that definitely rings true.
It is clear how solid and impressive this resource is to understanding games, the industry and how to make games. The book includes small exercises to reinforce the information, that is presented in a way that is easy to read - and further backed up with critical interviews with revered games designers and teachers. The book looks into all areas of games making including areas such as:
Prototyping: This book has taught me how important it is to prototype everything – even if it is just a rough paper copy with notes. Prototyping means that the core gameplay mechanics are there and the more these are playtested and feedback taken, the better the overall product will be. This already was shown in the board-game design project. Having only a rough paper template to playtest with, our group still gathered important information that has crafted our approach. Had we chosen to not playtest as the prototype was too ‘base’ that information would have been lost.
Play-testing and focus groups: Focus groups are purely for the generation of ideas. There is no bias or forced opinions. Everyone must get their fair share of vocal input on your idea or concept. Furthermore focus groups might have to be cut short or not have the desired effect should members of the focus group sway others with their opinions.
Play-testing should be carried out throughout the production process, and can be done so in three ways – within the design team, with close friends and family and with complete strangers or people outside of the production. When play testing it is important to study, not dictate. By this I mean not to explain every element to the players but let them figure it out on their own. Ask them to speak their thought process and only interfere when they cannot progress and note these points down.
Generating Ideas: Use everything from mind maps to a bowl full of random words and try to implement as many different viewpoints and opinions as possible.
This extensive coverage of games design has changed my view on the design process and given me some invaluable structure and ideas to work from when I do any kind of production or design.
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