Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

at the end of last week i finished the basic concepts portion of javascript on sololearn.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Construct 3 – Javascript

I started the Conditionals and loops portion on sololearn

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
    • A mechanic is the basic part of the game that can let a player move, attack, jump, and any other action.
  • Dynamics
    • A dynamic is the amount of time it takes for one mechanic to “cooperate” with another mechanic
  • Aesthetics
    • literally just emotion

LAB (THEORY PRACTICED)

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
    • Good ray-tracing, and realistic audio effects
  2. Fantasy (Game as make-believe): Imaginary world.
    • New, original creatures, some sort of concept that wouldn’t fit on earth
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • New things to enjoy, not just the same idea re-used
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • A challenge to overcome like how you have to defeat Bowser many times in Mario
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • Have some sort of in game talking system, and don’t make it a bad one like Black Ops 1
  6. Discovery (Game as uncharted territory): Urge to explore game world.
    • Have an infinite world, like Minecraft and have many bosses like in Terraria
  7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
    • Have a wide character creation system, like Cyberpunk 2077
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

STUDIO (CREATIVITY)

Screenshot from Construct.net

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • I learned that people using Construct tend to want to be in a team and work together

WHAT I LEARNED and PROBLEMS I SOLVED

I learned that many concepts are needed to make so many games, but it usually starts with one type of concept

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