Interactive Gameplay Design: Week 6 – Presenting our Game Concepts

This week we Presented our Game Concept Presentations to the Class and our Groups. Once we had then watched everyone in our Groups Presentation we then decided on one of the ideas as our Game to make. We set out a development schedule as well as going everyone roles that they will work on as we make the game.

Ascendance Game Concept Document

Gameplay Design: Week 3 – Structure And Genres

Gameplay Design:

Week 3 –

This week we looked at how games are structured and their progression.  ‘Easy to learn but difficult to master’

Games need to make sure that they start of introducing players the mechanics of the games and not make it hard otherwise the player will get frustrated and leave. However games also need t make sure that as a player progresses through the game that it raises the difficulty and introduces new mechanics in order to keep the player challenged and interested.

We also looked at the various different genres that games fit to.

• Action Games
• RPGs
• Adventure Games
• Strategy Games
• Sports Games
• Fighting Games
• Simulators
and many more
The genre of a game allows the player to understand what kind of mechanics a game will have and how that game will play.

Interactive Game Design Theory and Production: Week 2 – Game Design Principles

Game Theory and Production:

Week 3 –

In this weeks lesson we looked into basic game design principle:

• Player Empathy
• Feedback
• Grounding the Player
• The Moment-to-Moment Experience
• Emerging Systems
• Some basic game design principles
• Immersion
• Writing
• Structure and Progression
• Designing within limits
At the end of the lesson we watched different members of the class play the opening on Bioshock. It was interesting to seed how different people approached the game. Firstly Max would take his time and explore his different option by maybe not following the obvious path straight away and explore ing slightly. Next Deekay would not really follow and on screen interactions or tips causing him to die numerous time  in the same situation. The Dylan decided to try the guns blazing approach making sure he was rushing at enemies and trying to get the first hit on them. Finally Ryan took a more thought out approach planning what he was going to do and taking the time to spot where enemies where and then taking them out.
This shows how different people play the exact same games with very different style and how game designers need to be able to expect numerous ways in which the player can react and interact with certain situations.

Game Design Theory and Production: Week 1 – Table Top Game Feedback

Game Design Theory and Production:

Week 2 –

This week we continued to work on are Table Top Pen and Paper games. We also swapped game around the class allowing other people to test are game out as we tested theirs out. Ot was an interesting exercise because we got to see how other people had come up with ideas for games and how they had presented it and whether they had made it easy to understand.

The feedback we got from people who had played are game was good because it haves us an idea on what we need to focus on when designing a game for example, how easy is it to pick up, is it fun and more.

This feedback will come on handy when designing and coming up with ideas for are  game.

Game Design Theory And Production: Week 0 – The Stages Of Game Development

Game Design Theory And Production:

Week 1 –

In the first week of GDTAP we went over the Module Summary as well as the Aims and Outcomes for it.

We then looked into what makes playing a Game Fun, discussing various different ideas including the ability to communicate with other people, escapism, having the item to chase or just relaxing and playing.

After that we  discussed how we define games, looking at two definitions in particular which contradict one another.

Definition 1:

“A rule-based formal system with variable and quantifiable
outcome, where different outcomes are assigned different
values, the player exerts effort in order to influence, the player
feels attached to the outcome, and the consequences of the
activity are optional and negotiable.”
– Jesper Juul
Definition 2:
“Games are a subset of entertainment limited to conflicts in
which players work to foil each other’s goals, just one of many
leaves off a tree that includes playthings, toys, challenges,
stories, competitions and a lot more.”
– Chris Crawford
We then talked about how the genre of a game is one of the first things that needs deciding on when beginning to design a game.
After that we looked into the development cycle of a game:
•Conceptualisation/Pre-production/Design
• Prototyping
• Production/Development
• Testing
• Refinement of core gameplay
• More Testing
• Polishing
• Quality Assurance
We then split of into groups of 3 and began to conceptualise are own table top game and create it and test it.