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):
- Plot / Theme / Narrative / End-Goal* (Applicable for non-narrative based puzzle games)
- Setting / Environment
- Characters
- Props (static / dynamic)
- Player Objectives / Goals
- Game mode(s)
- Win / Lose Conditions
- Game play loop
- Game play mechanics
- Player Perspective (1st person / 3rd person / interchangeable?)
- 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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