You can find the latest version of my Learning Agreement below:
| 
Name | 
Joseph Shorrocks (20616252) | |||
| 
MA
  Course Title | 
Games Design | |||
| 
Status
  (F/T or P/T) | 
Part Time | |||
| 
Date | 
16th March 2014 | |||
| 
Version
  No.: | 
2 | |||
| 
Explanation / Outline of Project | ||||
| 
Through practical and theoretical
  investigations, design a completely new design framework for the emerging
  genre of video game experience currently known as an “Exploration” game. This
  is a game that is centred on the emotional experiences of the player, with an
  emphasis on player self-defined objectives. In common Exploration games, the
  game designer merely presents either a suggested over-arching goal or
  objective, or leaves this entirely up to the player to define.  Titles included in this emerging genre are
  Journey, and Flower (ThatGameCompany), The Unfinished Swan (Giant Sparrow),
  and The Long Dark (Hinterland games). Journey, Flower and The Unfinished Swan
  have all received critical acclaim and have all sold well upon commercial
  release. This supports the claim that there is a demand for this type of
  game. However, despite their success, each game experienced unique
  development challenges and problems due to the nature of what they were
  trying to achieve. I believe that this is because the developers were
  constrained to traditional game design fundamentals- particularly
  challenge-driven designs, which are not completely appropriate for, or
  perhaps even compatible with, this genre. This suggests that a new design
  framework is required, that will help future developers fulfil the potential
  of this genre without experiencing the difficulties experienced by the
  developers mentioned above. 
The Exploration Game design framework
  should be designed in such a way that it can be followed by game developers
  to produce high quality, tailor-made and fit-for-purpose Exploration games
  across multiple platforms. At the present time, Exploration games are not
  gender or age specific, so the design framework needs to reflect this.  | ||||
| 
Context / Rationale | ||||
| 
Currently all games (according to the
  author’s knowledge and experience) are designed using challenge-driven design
  frameworks. As Exploration games are meant to be focused on the emotional
  experience of the player, presenting mandatory challenges to the player both
  limits and focuses the emotional experience to the endeavour, failures and accomplishments
  of overcoming the challenges that are presented. This in turn limits the
  potential of what Exploration games can include and ultimately provide the
  player in terms of a ‘gameplay’ experience. To overcome this problem, a new framework
  needs to be designed that does not limit the player’s experience to merely
  overcoming these challenges, but instead focuses on what the player believes
  to be worthwhile to them personally. It is this personal investment, combined
  with an added sense of responsibility that should help to create a more
  meaningful gameplay experience. | ||||
| 
Key Areas of Research | ||||
| 
 
 
 
 
 
 | ||||
| 
Intended Outcomes of Project | ||||
| 
To invent a new design framework that
  is appropriate for Exploration games. The framework should include
  fundamental design guidelines and principles that work together to ensure the
  player experiences the emotional responses intended by the developer. As an
  initial starting point, current popular Exploration games will be reviewed
  and analysed to help inform suggested game elements that make up the
  framework. Based upon the research carried out so far, the framework may or
  may not include designer- defined challenge-based player objectives. However
  if these are included, they should not be the driving element behind the
  design. The model should be compatible with any current gaming platform and
  should be, to an extent, future-proof. 
From the key areas of research that
  are undertaken, I intend to use the findings to inform the designs of the
  framework I intend to create. The framework can then be tested with the
  development of short, prototype games. To keep the outcomes unbiased by my
  intentions, I aim to have these prototypes developed by game design students
  (with the possibility of input by practicing professionals). I intend to
  utilise the Futureworks Game Jams throughout the course of my studies to test
  any iterations of the design framework. The participants will be given
  certain constraints on the games that they can create based on the principles
  and guidelines set out within the framework. The participants will be made
  aware of the theories behind the framework but will be allowed to interpret
  it as they see fit. This should allow for an unbiased test of the design
  framework’s effectiveness to be carried out.  | ||||
| 
Student signature | 
J.Shorrocks | 
Date | 
16th March 2015 | |
 
No comments:
Post a Comment