Monday 28 April 2014

DE4106: Game Design Models: Constraints, Game Loops and Basic Process Structure




Game Design Models:Constraints, Game Loops and Basic Structure



Rationale


It is obvious that in order to define my game design model, I will have to place certain constraints that restrict what developers can and not do throughout the entire design process. These constraints will act as boundaries that will help to ensure the principles I set out (and are informed by my research) are followed by the game designer, and prevent them from adding in anything that may diverge from the parameters that help to define an Exploration genre game. In other words, the constraints help to define the ‘rule set’ of the model.

What factors / parameters could have constraints applied within the model?


When designing any game, there are certain factors that must be taken into account. These factors (or parameters) can vary across various genres and even across different media. However, in order to keep my project as concise as possible from the start I will attempt to list those factors that I think are essential for any game. The list will be numbered, so that it is easier to refer to (Schell, 2008):

  1. Plot / Theme / Narrative / End-Goal* (Applicable for non-narrative based puzzle games)
  2. Setting / Environment
  3. Characters
  4. Props (static / dynamic)
  5. Player Objectives / Goals
  6. Game mode(s)
  7. Win / Lose Conditions
  8. Game play loop
  9. Game play mechanics
  10. Player Perspective (1st person / 3rd person / interchangeable?)
  11. Controls              

A note on game loops


Game loops are a sequence of tasks/ events that direct the gameplay within a game. They both dictate and are effected by the gameplay mechanics within a game. The player experiences gameplay loops at all times whilst experiencing the game. There are different types of loops depending on the game type. For example, an interesting article by Michail Katkoff on Gamasutra explores gameplay loops in mid-core game and how they are used to enhance the gameplay experience. Within this article, Katkoff explore the ‘dual loop’ (Fig 1.) and how the meta-game plays a significant yet subtle contribution to the overall gameplay experience (Kotkoff, 2013). Other articles, such as on Valve’s Developer Community web site discuss game loops in level design, where a player is directed back to a location they have visited before. While maintaining the player’s interest or at best, the illusion of free-will where they player believes they have chosen to retrace their steps.  Overall, gameplay loops are used to make levels (or entire games) seem far more in-depth and broader than they actually are. (Valve, 2011)




Game design model- basic process structure


Below is my first attempt at laying out a basic flow chart that represents the basic processes of a video game. I have designed the flow chart to be non-genre specific.




References


Katkoff, M., 2013. Gamasutra: Michail Katkoff's Blog - Mid-Core Success Part 1: Core Loops. [Online]
Available at: http://www.gamasutra.com/blogs/MichailKatkoff/20131024/203142/MidCore_Success_Part_1_Core_Loops.php
[Accessed 2nd April 2014].

Schell, J., 2008. The Art of Game Design: A Book of Lenses. New York: CRC Press.

Valve Corporation, 2011. Loops (Level Design) Valve Developer Community. [Online]
Available at: https://developer.valvesoftware.com/wiki/Loops_(level_design)
[Accessed 10th March 2014].


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