We find ourselves at the final culminating weeks of this course. For the next 4-weeks you will be completing a full design and basic development of a game from start to finish. Across the next 4 modules we will be revisiting the concepts we have covered throughout the semester and putting them to full application. Specifically each week will have a sub-part of your full final project encapsulating the 4 main stages of the iterative process we covered in module 6.
This week we are going to deep dive into the conceptualization phase of the iterative process. We will look at some of the stages of this part of the process a little closer and broader and you will put these new skills and process to full work.
One of the best way to generate ideas is with brainstorming. Brainstorming is a technique meant to fully explore all of the possible answers to a design question, coming up with as many ideas as possible.
The goal of brainstorming isn’t just generating lots of ideas. It is to help get the creative juices flowing, to get team members thinking and riffing off one another and to value everyone’s ideas, no matter the role they might play in the design. It’s also a great way to come to agreement as a team about what’s important.
Here are some methods of brainstorming to consider:
Macklin, Colleen; Sharp, John. Games, Design and Play (Game Design) (pp. 165-169). Pearson Education. Kindle Edition.
Once a game idea is formed, attention should shift to the game’s focus. Is it all about the play experience and the main actions players get to use? Or is it more about exploring a narrative world? Is it a game meant to convey a feeling or idea? Or a game meant to simulate something in the real world? Journalists use the term angle to describe the perspective from which they are telling a story and their intention in researching and writing the piece. Similarly, understanding the angle you will take to craft your game will help you identify important questions to answer. A motivation is just that—the angle you are taking in the game’s design. Motivations link the basic game design tools discussed in Module 3, "Game Design Tools” with the kinds of play covered in Module 4, "Kinds of Play” and help set the stage for your design values described in Module 7, “Design Document.”
We talked extensively about constraints in design tools. Review that material for a good review there. Here is a little more.
Constraint, both in terms of constraining what players can do and providing interesting limits on our game’s design, can generate creativity in overcoming them. Following are a few considerations we like to keep in mind when designing around constraints:
Another core consideration for a game might be telling an interesting story, or perhaps to be more precise in how games tell stories: developing a storyworld. Perhaps you are interested in developing a character through your game, or maybe you have an idea for a setting or historic moment to situate your game in.
Questions to ask if you are interested in designing around a story include these:
Personal experiences can be a big inspiration for creating games, although interestingly enough, the personal story is not as prevalent in games as it is in mediums like writing and film. This may be because we are early in videogames’ history and still developing a language and set of techniques to express ideas with games.
Questions to ask if you are developing a game around personal experience include these:
Games are a medium defined by systems. As Donella Meadows states, “A system is a set of things—people, cells, molecules, or whatever—interconnected in such a way that they produce their own pattern of behavior over time.”9 Meadows’ definition is used to describe the systems that underlay much of how the world works. Games are systems too and are well suited to modeling systems that exist in the real world. They are also abstractions. The world itself is a pretty complicated place—games take that complexity and boil it down into simple rules. When abstracting a system in the real world, we need to choose a player point of view, a core set of actions, and a way to provide feedback to the player about the impact of their actions. Donella H. Meadows, Thinking in Systems: A Primer, 2008.
Questions to ask when designing games that abstract the real world include these:
For many games, players are among the most important considerations. Who do you imagine as the audience for your game? What are they like? A great tool for fleshing out your player is personas. Personas, a tool developed initially by Alan Cooper in his book The Inmates Are Running the Asylum,10 are fictional players that are based on the attributes we think our players will have. A persona has a name, age, job, education history, and other details, such as the kinds of games and other media they might like (or dislike, for that matter). Often, teams will create two or three personas to guide their design process. The first persona will be the primary one—the main player the team wants to design for. The second and third personas will be other players the team wants to keep in mind and who the team thinks will enjoy playing the game. Alan Cooper, The Inmates Are Running the Asylum: Why Tech Products Drive Us Crazy and How to Restore the Sanity. New York: Sams-Pearson Education, 2004.
Whether you create personas or not, these questions are really helpful in understanding your players:
Macklin, Colleen; Sharp, John. Games, Design and Play (Game Design) (p. 170-178). Pearson Education. Kindle Edition.
We covered design values extensively in:
Head on over there for a quick refresher before you move on to this weeks assignment
For the next 4 weeks you are going to be working on a single project that will span 4 assignments that will culminate in not only having a game, but also the documentation to control the process, the play-testing to provide you feedback, and the evaluation to prove out the effectivity of your product. This is where you will take everything we've covered and will put it into practice!
This week you are going to produce the design document for your game.
1 Work through as much brainstorming exercises as you can in a reasonable time.
2 Once you have an idea selected, Create a word document and setup the main sections we covered in module 7. flesh out the contents of this document utilizing the language, tools, skills, and techniques we have learned this semester to fully develop out your concept for your game. Remember to keep the idea bounded to your ability to develop in a given development tool (Scratch, GameMaker, Unity, Unreal, etc.)
3
Submission: Once complete please save the Word Document with a file name matching this format. Replace 'Lastname-Firstname' with your actual name.
'Lastname-Firstname'_FinalDesignDocument.docx
(Example: Swardson-Brad_FinalDesignDocument.docx)
4 Click on Final Project - Design Document in the UNM Learn Assignments Listing.
5 Scroll down to Assignment Files and Browse Local file to select the file you created and attach it to your submission for this assignment.
Please make sure you also complete the other requirements in your todo list like quiz. Don't forget those.