Tuesday, October 23, 2018

Games and the Initial Design Process - GDD


In this weeks reading we are focusing on Gaming and the Initial Design process or stages. The early stages of the Design Process are crucial, this is where you want to have everything planned out so you have the starting point or base for your game. There needs to be a step-by-step guide to allow for bigger projects to run smoothly and lead to an all-round better game in the end. 

The design components can go a long way in how a game is enjoyed but do they really matter? Imagine playing chess with cardboard cutouts, it's still the same game but would it be as enjoyable to play? Things that should be considered: space between players, high contrasting colours/distinguishable characters, legible fonts, avoid clutter/excess components, etc. But what about the rules of the game? Writing clear and to the point rules might seem like an easy task, but it's often the hardest thing to get right. Things that should be considered here include: blind test the rules (when a game is sent to a group of people who need to learn how to play and understand the game on their own without the help of the developer/designer), include a detailed list of components, what happens when the game ends, how many lives does a player have, etc. 

(source: https://mindofgames.wordpress.com/2014/11/05/failing-makes-success/  interesting blog about the experiences of a game designer)


The first thing that needs to happen in Game Design is coming up with a core concept or basic idea for the game. So Core Aesthetics is very important - how should the player feel? How should the play experience be like? Starting with a rule or system is often a good idea, look at everyday life and how or what decisions being made can be interpreted into your game. Technology is also a good consideration within your game. What items could be used to enhance player experience etc. Other important things to consider is also narrative and market researchCombinations of several of these. For example, starting with core aesthetics and narrative at the same time, you can make a game where the story and gameplay are highly integrated.

I have heard a lot about 'designers block' in the past and it is something that is important to consider could happen. Trying something new and random and integrating it into our game is a good way to prevent this from happening. Also keep a collection of all your ideas for games, mechanics, narratives, etc and look back on these to generate some new ideas so designers block doesn't become an issue. 





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