Friday 31 January 2014

DE4106: Designing a Game Design Model for Exploration Games: An initial exploration

MA Game Design - Design Practice 1

Designing a Game Design Model for Exploration Games: An initial exploration


Yesterday I met with Josh to discuss my practice.

I have proposed the idea that I want to design a new game design model for Exploration 'games' / experiences, as the traditional challenge-driven model for video games does not adequately fit this emerging genre. It was discussed that Exploration games, may not even be considered to be games in that they do not have to involve some form of competition. This being said, solitaire is considered to be a game even though the player may choose whether or not to time or score themselves. For the purpose of clarity I may use both terms to define the Exploration genre as the project develops. The design model should be accessible for any developer who wishes to design a game / experience within this genre, although it should be adaptable enough so that a hybrid of the existing challenge-driven design model could be merged into it if required. The model is intended as a platform from which innovative new IP could be conceived.

It was discussed what factors would make up the 'Exploration' Game Model in order to ensure they player experienced a sense of enjoyment. While certain assumptions can be made at a preliminary stage, such as 'player emotional attachment', 'a high amount of immersion to the environment, or characters (narative?)', and achieving a sense of gratification from 'exploration', it is clearly apparent that further research will need to be undertaken to find out what factors in the few existing Exploration games contribute towards the desired emotional responses from the player. A closer look into how Toy Designers design toys to trigger certain emotions may also help within this area.

In order to apply my theory into practice, I will need to arrange for prototype Exploration games to be made based off the design model I create. It might be possible to utilise the Futureworks Game Jams to facilitate this in the future. Further arrangements will need to be made once an initial model has been created.

Journey (Thatgamecompany, 2012)