It's been a long time since I last made a post to this blog, primarily because I put it to the back of mind once I completed my MA. For anyone who's visiting, and is curious to know, I graduated with Distinction in July 2016. I enjoyed this research project and am continuing to lecture in Manchester, England.
Since then, I've also been made the course leader for BSc (Hons) Game & Interactive Audio at Futureworks, which was validated back in 2015. The course has started well and is now into its second year of delivery. Aside from that, I'm also continuing to develop my own company, Deft Ear, along with my business partner, specialising in providing a range of outsourced sound solutions for all forms of media, including (of course) video games! Check us out here: www.DeftEar.com
You can find a download link to my final Masters degree submission here, which is a combination of all of the research and outcomes featured on this blog. I encourage you to have a read, use this within your own research if you like, and provide any questions or feedback you may have.
Until next time... Thanks for watching!
Joe
Joseph Shorrocks - Master of Arts in Games Design - Project Blog
Tuesday 24 October 2017
Sunday 10 January 2016
Initial Game Concept Game Exercise: Event Review and Analysis
Initial
Game Concept Game Exercise
Held at Futureworks on 8th January 2016
Aims
The second practical test of
the Suggested Game Elements was designed to focus on the following:
1.
How experienced
practitioners utilised and perceived the suggested game elements as key design
considerations for an Exploration Game. Specifically, participants were asked
to consider if the Suggested Game Elements are fit-for-purpose, and how
comprehensive they are.
2.
The order/ hierarchy
and interdependencies between game elements.
The practical test would
consist only of developers with experience in making games at
Industry-standard, and/or with a high level academic qualification in game
development (or related field of expertise).
Event Observations and
Analysis
Before the event, all of the
invited participants were sent a questionnaire to complete (Appendix A). Of the
five participants that were invited, two completed the questionnaire and
provided their responses. These can be found in Appendix items B and C
respectively.
The event itself took place
on 8th January 2016 at Futureworks: School of Media. In total, of
the five participants invited, four were able to attend. The event was
initially intended to last for, at least, a couple of hours. However, due to
other commitments held by the participants, the event lasted for one and a half
hours.
The participants were first
given the Suggested Game Element diagram to look at, and were briefed as to the
aims of the exercise. The participants were informed that they were to work as
a group, using the diagram, to come up with a basic game concept that they
believed fit the description of an Exploration game.
Firstly, the participants
discussed which game elements they should focus on first. It became evident
that there was some confusion over what was meant by the term “Open World”
despite the description provided. It was commented that a more accurate
description would be “Non-Linear World”. It was quickly decided that the
underlying story and game environment/world should be the starting point,
closely followed by defining the primary goal/objective for the primary
character / player (figure 1).
Fig 1. The participants
deciding upon which Game Elements they should focus on first.
|
The group then proceeded to
form a basic story around the player character (i.e. who they were, why they
were in the game world/ what were they looking for, and what their motivation
was). This can be seen in figure 2 below:
Fig 2. An initial “who, what and why?” approach to the player character. |
The group then attempted to
narrow down and refine their ideas (figure 3):
Fig 3. The group’s ideas were refined into more specific details about the player character and their motivation. |
During this process, the
group’s ‘trail of thought’ was recorded:
Player character
-> Motivation (skeletal story structure) -> Means of obtaining objective
-> Where it takes place -> Fleshed
out underlying story -> NPCs -> Inventory / collectables / limited useable
items.
The group was then shown the
following diagram (figure 4) that was created in response to comments made by
Darlington and Morris in the questionnaires sent out before the event took
place (Appendix B and C). Specifically, Darlington suggested that more
clarification of the hierarchy between elements was
required.
Fig 4. Suggested Game Elements and the Interdependencies between them. |
It was explained to the
participants that Environment Hazards and NPC elements were considered
optional, as were the interdependencies highlighted by dashed lines. They were
then asked if they agreed with both the game elements that were included (core
and optional) and with the structure/hierarchy presented in the diagram. The
results of these questions proved extremely interesting: All of the
participants agreed that the core and optional elements were correct. However,
where the structure/hierarchy was concerned the responses were far more varied.
One participant stated that they would generally agree with the structure but
would not like to be restricted to following it exactly. Two of the
participants said they would follow a different structure, pointing to their
trail of thought during the exercise as a more likely structure. One
participant stated that they would not use the diagram as they already have set
beliefs of how they would create exploration games from prior experience. This
participant elaborated that they would take a more ‘loose’ approach and would
focus on core gameplay (mechanics and story first) and would design the other
elements simultaneously around these). This was partially demonstrated on the
following image (figure 5) that displays what the participants believed to be
the structure of the basic game concept they designed during the exercise. An
interesting comment was made by one of the participants who stated that they
believed a second core genre is needed first to help define the ‘core
framework’ of the game. They stated that this would consist of core gameplay
mechanics and an underlying story. To this the rest of the group agreed and
they suggested that the order of the game elements (and which optional elements
to include), rather than be fixed, would in fact change depending on the
secondary-core genre. They provided examples of a ‘Survival / Exploration’ game
or ‘Narrative / Exploration’ game, to highlight this point.
Fig 5. How the group visualised the structure and interdependencies of game elements within their initial concept. |
The group were finally asked
if they who they considered would be the best target audience for the Game
Elements hierarchy/structure. Unanimously, the participants believed that game
design students, or developers who have little to no experience developing
Exploration games would most benefit from using the diagram as a guide.
The results of this exercise
perhaps have profound consequences for the content and structure of the overall
Design Framework. Firstly, it may be that exploration alone cannot sit
independently as a ‘genre’; requiring an additional genre to help define and shape
the fundamental elements of the game’s design. Secondly, the results here would
suggest that there is no single structure/ hierarchy. While the elements and
interdependencies that have been included in the current model tend to be
accepted, the responses obtained within this exercise would suggest that the
structure itself would vary depending on whatever other ‘core-genre’ was
included within the game’s core design / vision.
Appendix
A. Shorrocks, J. (2015) Developer / Practitioner Questionnaire: Designing Games That Focus on Exploration as the Primary Theme
I am currently carrying out an
investigation into the suitability of a standardised design-framework for games
that use “Exploration” as a primary theme. The investigation has so far
considered developers’ opinions regarding Exploration as a primary theme, and
how they would approach this within their own practice. Additionally, the
investigation has also attempted to understand player engagement in exploring
virtual environments, and what factors (core gameplay mechanics, player-defined
goals and objectives etc.) most contribute to this engagement.
From the responses obtained by
developers and players alike, I have attempted to categorise and contextualise
core ‘game elements’ that are most crucial in providing a gameplay experience
where the exploration of virtual environments is both necessary and rewarding.
While the game elements are designed to act as a guide, I have purposely
written them so that they are not too specific in order to encourage and
promote creativity through interpretation. You can view these on the next page
(please see below).
I would be very grateful for
your thoughts on the ‘game elements’ I have suggested, and have composed a short
set of questions to gain your thoughts and opinions regarding them. Allow me to
thank you in advance for your time to complete your responses; your input is
invaluable to the research I am conducting and will help to shape the final
output.
For additional information
into the research I have been conducting, please visit http://joeshorrocks.blogspot.co.uk/.
Kind regards,
Joe Shorrocks
Please
answer the following questions, providing your reasons for each.
Q1. Do you
believe the game elements shown on the previous page are comprehensive? Are
there any additional elements you would include? Would you remove any of if the
existing elements?
Q2. Do you
believe the elements suggested would help guide developers to design a game
with exploration as a primary focus? (Here I am attempting to ascertain
whether the sub-text in each section is specific enough, too specific or not
specific enough).
Q3. Taking
the game elements into account, if you were tasked to design a game with
exploration as the primary focus, in which order would you
initially set out design each element, and why?
Q4. When
designing a game that focuses on exploration, who do you believe the game
elements would work best for as a design guide?
B. Darlington, J. (2015) Developer / Practitioner Questionnaire: Designing Games That Focus on Exploration as the Primary Theme
Q1. Do you
believe the game elements shown on the previous page are comprehensive? Are
there any additional elements you would include? Would you remove any of if the
existing elements?
After a thorough consideration of the
elements I feel that everything that could arise as part of a framework for
exploration games is accounted for here somewhere. However, the current
presentation of the elements does give – to me at least – a sense of something
missing. I think this may be due to some elements being much more connected to
each other than to other elements and perhaps the way in which they are grouped
together could be made more structured
in order to demonstrate this visually. For example, Open World, AI Opponents
and Enivronmental Hazards feel like one natural grouping (to do with core
gameplay mechanics), while Narrative and Goals section are also closely
related. Narrative and Open World, however, are also linked – and Objectives might
also group with Inventory… Either way, the particular arrangement of the
elements I think could be clearer (or at least more consciously ordered). The
elements themselves though seem thorough and exhaustive.
Q2. Do you
believe the elements suggested would help guide developers to design a game
with exploration as a primary focus? (Here I am attempting to ascertain
whether the sub-text in each section is specific enough, too specific or not
specific enough).
The ambiguity of the some of the descriptions
is a strength I feel. Where a tendency of some design guides / studies in
dealing with open worlds is to go for genre expectations (fantasy I guess being
the major one), there is something in these descriptions which is applicable
across genres and possibly even across gameplay styles.
Q3. Taking
the game elements into account, if you were tasked to design a game with
exploration as the primary focus, in which order would you
initially set out design each element, and why?
The order I would initially adopt is:
1) Underlying Narrative
2) Open World
3) Player-Defined Goals/Objectives
4) Inventory System
5) Environmental Hazards
6) AI Opponents
The reasoning behind this is that the
narrative for me defines the vision of the game overall. It may not be fully
fleshed out first but the core synopsis of the world and what is at stake in it
would drive the rest of the design process and provide a core for all members
of the design team to grasp onto when they’re struggling to conceptualise
subsequent elements. The open world design would emerge from this including
areas and sub-areas of interest (plus Ocarina of Time style separation of
thematic areas from each other, combat and non-combat areas with NPCs, etc).
This again would help establish the context for the rest of the design work.
Goals and Objectives would emerge from combination of world and narrative, the
inventory system from the Goals (as accumulation of items would no doubt be
part of rewarding the successes of the player and unlocking extra areas by
overcoming hazards – which leads to…). Environmental Hazards would follow from
inventory and AI from environmental design (and the constraints that would
represent for AI functionality in movement and combat/communication). With any
good design process each element would feedback to each previous one, but
that’s the general approach I’d take.
Q4. When
designing a game that focuses on exploration, who do you believe the game
elements would work best for as a design guide?
As a design guide I’m guessing that the head
of production would find it most useful, although in a small design team that
would be lead developer or whoever is responsible for overseeing the direction
of the overall team. I would expect something such as this would be most useful
in the overall conception of the game and setting out some initial design
overview documents. Encountering this type of macro-level design guide during
an ongoing design process would probably either conform the current process or
else be too late for any changes on that scale to be made. Each company and
each project is different however, so these kinds of speculations might prove
totally wrong.
C. Morris, S. (2015) Developer / Practitioner Questionnaire: Designing Games That Focus on Exploration as the Primary Theme
Q1. Do you
believe the game elements shown on the previous page are comprehensive? Are
there any additional elements you would include? Would you remove any of if the
existing elements?
I believe the elements to be comprehensive.
Although I believe an exploration game can exist without an inventory system or
AI, the framework allows for the facilitation of such a game.
Q2. Do you
believe the elements suggested would help guide developers to design a game
with exploration as a primary focus? (Here I am attempting to ascertain
whether the sub-text in each section is specific enough, too specific or not
specific enough).
The elements are very clear and would provide
good discussion points during the initial conception and throughout the
development process.
Q3. Taking
the game elements into account, if you were tasked to design a game with
exploration as the primary focus, in which order would you initially set
out design each element, and why?
1.
Underlying Narrative
2.
Open World
3.
Player-defined goals/objectives
4.
Environmental Hazards
5.
AI Enemies
6.
Inventory System
If designing an exploration game, my primary
focus would be ensuring there was a cohesive underlying narrative the player can unravel and drive them to
discover more about the environment they have been introduced to. The open world would then be designed
around the narrative to encourage the player to explore all tangents of the
storyline. I would still have a core narrative but with optional depth rewarding
those who take the time to explore beyond the initial requirements (thus
leading into the player-defined goals).
With the above three elements in place, I
would introduce further conflict into the game world via the environmental hazards to further ground
the player immersion as well as provide a gating system to encourage
travel/exploration.
As initially mentioned, the final two
elements are not completely necessary as good exploration games can exist
without either inventory or AI but I would place AI enemies next to provide additional conflict and player drama.
The inventory system is an odd one –
depending on the context, I would either place it higher up or last. I could
use it either as:
·
a system of driving the player forward and achieve goals via a direct
challenge (pick up 100 skulls = achievement/craftable shelter) or indirectly
(finding crowbar means I can open more things)
·
or dispense with it altogether and focus purely on the narrative.
Q4. When designing
a game that focuses on exploration, do you believe the game elements would work
best only as a guide to student/new developers, or would they also help
existing developers to focus on specific design areas?
I believe the system would
work for all areas however with some caveats. It’s a great resource for
students/new developers as it establishes a strong foundation from which all
aspects of an exploration game can be considered and developed from. In regards
to existing developers, it may be more applicable to those who haven’t tackled
exploration games in the past as it, again, provides a good framework to work
within.
For those who have worked
in this field, it may give additional aspects they haven’t considered but they
would likely have a system in place already. That being said, any good designer
would still utilize the framework as an opportunity to expand their knowledge
and provide additional value to the game.
Fig 1. Shorrocks, J. (2016) The participants deciding upon which Game Elements they should focus on first. 8 January 2016.
Fig 2. Shorrocks, J. (2016) An initial “who, what and why?” approach to the player character. 8 January 2016.
Fig 3. Shorrocks, J. (2016) The group’s ideas were refined into more specific details about the player character and their motivation. 8 January 2016.
Fig 4. Shorrocks, J. (2016) Suggested Game Elements and the Interdependencies between them. 8 January 2016.
Fig 5. Shorrocks, J. (2016) How the group visualised the structure and interdependencies of game elements within their initial concept. January 2016.
Monday 4 May 2015
DE4108: Design Practice 2: Game Jam Analysis
Futureworks Game
Jam: Exploration Game Design Framework
Event Review and Research
Outcomes Analysis: Design Practice: What are the
Implications of this Exercise on the Research Project?
Investigating
the emerging genre of video game experience currently known as an “Exploration”
game, with an aim to create a new fit-for-purpose Design Framework for
developers.
Event Review
The
Game Jam event was held at Futureworks School of Media in Manchester on
Saturday 25th and Sunday 26th April between 11am and 6pm
as scheduled (appendix 1). 15
participants attended and contributed to the event. The participants were
separated up into small teams consisting of between three and six members each
and participants with specialist skills (i.e. Programming and Audio) were
allowed to ‘float’ between teams to make up for any shortcomings. This, coupled
with tutor support, provided each team with the range of skills and knowledge
required to create a small prototype game, based on the genre and game elements
that were suggested.
Participants
who are currently undertaking a Diploma in Game Development were initially
introduced to a basic concept that was based on the suggested game elements (appendix
2). However, this concept was not well received, and ultimately all
participants chose the alternative approach in designing their own concepts
based on the suggested game elements.
The original basic concept provided to the Game Development Diploma participants was not well-received. |
Before
any development took place, participants were provided with a Welcome letter
(appendix 3), which defined the research being undertaken as well as
introducing them to the Suggested Game Elements. Participants were informed
that they should use these elements as a guide when designing their games, but
that they could also deviate from them if they thought it would benefit the
overall design. Participants were then provided with an initial questionnaire
based on the research being undertaken (appendix 4) before beginning the
development process.
An Analysis of the Initial
Questionnaire Responses
From
the responses obtained from the initial questionnaire (appendix 5), it was clear that all participants had
played games which they considered to be Exploration games. This was beneficial
as it allowed me to gauge their expectations and make comparisons to games they
were familiar with. In
regards to whether the participants believed the designers of those titles were
successful in what they were trying to achieve, most of the participants
believed they were. Participants stated that they believed the designers of
these titles wished to create a world in which was intriguing and somewhat
mysterious to the player; thus sparking the players’ sense of intrigue and
encouraging them to explore the game world. Certain participants believed that
the creative freedoms to manipulate the environment provides players with a
greater sense of personalisation, identity and ownership; this backs up my
findings within the research carried out so far. However, some participants
also noted that games that included large expansive environments could
sometimes feel overwhelming. Participants suggested that sparse content could
also be an issue with large scale open world environments. Other responses
indicated that certain exploration games employed mechanics that became repetitive
over time- although these responses did not specify which titles they were
referring to. This is an interesting point, and one that merits further
research. It could be suggested that by providing players with greater freedom
and power to manipulate the game environment, the means in which this can be
done should be carefully considered. Considerations should be given not just to
the boundaries of the game-world (and the limitations of players’ abilities
within it), but also to how players
go about manipulating the world. Examples here include the building mechanics
in games such as Minecraft (Mojang),
which force players to spend time mining and collecting resources, crafting
them and then using them to build structures. Further study should be given between
the sense of value through time invested in, in-game activities, to potential
laborious tasks. This echoes Jesse Schell’s comments in both his “Design
Outside the Box” DICE presentation (Schell, 2010) and his thoughts on the
relationship between work and play at DICE 2013.
The
participants were then asked what they believed to be the most important
aspects when designing an Exploration game. Here responses were more varied but
certain trends were able to be identified. Most participants believed that a
detailed open world was essential, whether this be in the form of multiple
collectable items, detailed environments, to a large number of side- quests
within an intricate background narrative / lore. Other responses included the
importance of allowing the player to figure out their own purpose within the
game-world, and, in multiplayer games, allowing the player to freely
communicate with other players and collaborate towards a common goal.
The
following question asked participants if they believed there are any
constraints when designing games within the Exploration genre. Again this drew
a range of different opinions, from those believed there are no fundamental
constraints to those who believed that the game-world should change with every
play-through. The reasoning behind this is to provide longevity to games that
rely on mystery and uniqueness to the game world. Interestingly, some of the
games I have analysed during the course of my research have implemented
procedurally generated worlds, to some degree or other, perhaps to specifically
tackle this issue (i.e. Sunless Sea
(Failbetter Games)). Other participants believed that the scale of the game-world
may also cause issues, again linking this to a sense of overwhelming the
player.
Sunless Sea by Failbetter Games uses a degree of procedural generation for it's environment. |
The
final question asked if the participants how important they believe traditional
design fundamentals, such as providing challenges to the player, are for an
experience that focuses on exploration. In addition, the participants were
asked if they believed there are any alternative approaches or goals that they
would present to the player instead. This question generated some interesting
responses, with most participants believing set challenges form an important
part of maintaining player engagement. The form of these challenges however,
differed across the range of responses that were submitted. Some participants
believed that the challenges presented should be story-based, providing further
context to the narrative and the role of the player. Other participants
believed that the only challenges that could realistically be presented are
that of environmental hazards and enemies to defeat. Interestingly, these are two
of the suggested game elements that are presented within the Design Framework.
One participant believed that while set-challenges are important, ‘good’ game
mechanics can provide means for a player to set their own challenges. Another
participant believed that challenges should not be immediately apparent and
that part of the ‘joy’ of exploration is allowing the player to discover
themselves what it is they want or need to achieve rather than having it
presented to them via the design or narrative. An interesting response to this
question was presented when a participant suggested that “presenting a world
rich enough for the player to explore and find meaning in could easily replace
traditional concepts”. This participant provided the game Proteus (Curve Studios) as an example.
Game Jam Observations
During
the Game Jam, I made several observations based upon the participants’ initial
reception to the theme and suggested game elements, how they planned their
designs based upon these, and how ultimately they approached the development of
their prototypes.
As
previously mentioned, the majority of participants did not well-receive the
initial basic concept provided to them by the Game Development Diploma tutors.
Interestingly, on the whole this is not because they did not like the concept,
but rather they believed it was too restrictive in terms of providing them with
creative freedom. Instead, all of the participants opted to create their own
concepts based on the suggested game elements.
Certain
students initially struggled to think of concepts that included all of the
elements, and became frustrated by this. However, with the help of the Game
Design Degree students (acting as design consultants) all of the teams
eventually came up with their own unique concepts. The scope of the concepts
was also an issue, given the amount of suggested game elements involved versus
the amount of development time available within the game jam. Despite
indications to the contrary, all of the participants felt compelled to include
all of the Suggested Game Elements in the concepts, which seemed to overwhelm
several of them. Another point of interest was that the participants chose to
use reference material from other popular Exploration titles such as Journey (ThatGameCompany) to inspire
their theme and art styles. It was clear that the participants felt safe to
emulate the look and feel of these titles as this is what they identified as
forming the expectations within the genre. In order to share ideas,
participants relied primarily on verbal communication rather than centralising
their ideas on a basic initial concept document or a simple GDD. When
questioned about this, one participant replied that they did not see the need
for such documentation, as they all knew the basic theme, art-style and game
mechanics and were using the Suggested Game Elements for consistency.
In
regards to the development process, the range of technical skills and design
knowledge within the group was evidently quite wide. This, coupled with the scope
of what each team was trying to achieve in the limited amount of time, had a
profound impact on the quality and level of completeness of the final
prototypes. Again, the assistance, guidance and technical competency of the
tutors, Degree students, and from the single Game Audio Diploma student, went
some way to negate the teams’ skill-gaps.
The final prototypes produced at the end of the game jam have been included within the appendix link (please see appendix link below).
Various teams at work at the Futureworks Game Jam |
Analysis of Post-Game Jam Reflective
Questionnaire Responses
Once
the game jam was completed, participants were asked to reflect on their
practice and the effectiveness of the Suggested Game Elements. The questionnaire
(appendix 6) first asked the participants if their perception of Exploration
games had changed now that they had worked on developing their own. Responses
indicate that for a slight majority, their perceptions had changed with
participants indicating that they now had a greater awareness of the various
game mechanics that encourage players to explore the game-world. Other comments
suggested that some participants now had a greater appreciation for the way
combinations of mechanics, narrative and an interactive environment worked
together to encourage certain player behaviours while still allowing for a
sense of freedom and self-direction.
The
participants were next asked what aspects of an Exploration define the genre.
Here the responses were more varied but certain trends did appear.
Specifically, most participants felt that an open world was crucial, but also
suggested that the world needed to be content-rich and allow for a good deal of
interaction. Participants believed that this approach was crucial to making the
world engaging and able to keep the player’s interest. Customisation of the
player character was also mentioned by one participant, stressing that a sense
of personalisation was important to them. Progressive goals was also identified
as an important aspect for the majority of participants, with one participant
stressing that allowing the player to progress at their own pace was one aspect
that set Exploration games apart from games in other genres. This factor is
interesting, as I believe it ties in with allowing the player a greater sense
of freedom over their own actions, and ultimately, their own successes or
failures within the context of the game. Forcing the player to act at a set
pace works well in games that strive to create a sense of tension, or allow the
designer a greater amount of control over in-game events. However, this
approach may also make the game-world feel less authentic and may remove the
sense of control and responsibility from the player. I believe this aspect is
one that merits further study, and may tie directly into the emotional
experience of the player.
Next,
the participants were asked if the Suggested Game Elements they were provided
were useful when designing their Exploration game prototypes. This question
provided a wide range of results. From those participants who responded, seven
participants believed the Suggested Game Elements supported their design and
provided guidance; three believed they did not and were too restrictive in
terms of creative freedom within their designs. In addition to this, some
participants suggested that there were too many suggested elements and this
made the possible designs too rigid. From the remaining two participants who
completed the questionnaire, these did not provide a specific response to this
question. These responses, coupled with my own observations, suggest that the
way the Design Framework is presented to developers may be essential to how it
is received, and ultimately utilised. It is apparent, that it is important to
stress that the Framework and the Suggested Game Elements within, should not be
portrayed as a set of compulsory constraints that must be followed.
Furthermore, it also raises the underlying question as to whether such a Design
Model is practical within a ‘real-life’ design and development environment.
In
order to assist in any potential changes to the Design Framework, participants
were asked if they had any recommendations to either the Suggested Game
Elements or the way in which they were presented. The answers to this question was
enlightening: Most of the participants found that the game elements were useful
for initial concept work, but that if followed too literally they constrained
and limited their creativity. This is interesting because it somewhat
contradicts comments made by Arthur Parsons during my earlier research: “knowing where your boundaries are makes design easier because you are less
likely to lose direction” (Parsons, 2013). However, a
possible explanation for the participants’ response to this could be found in
the following question which asked if they would make any specific changes should
they carry out a similar project in the future. To this, almost all of the
participants said that they did not have enough time to fully explore the
recommended game elements to a level they were happy with. It could be,
therefore, that with more time, the participants would have embraced and pushed
the boundaries of the suggested game elements. This, in turn would have
provided them with a greater amount of creative freedom and may have inspired
more innovative designs. These in turn, would likely have pushed the boundaries
of the genre itself. Further study is required to fully test this theory but I
believe this is an encouraging development.
Implications Towards Future
Practice and Research
Upon reflection, I believe this exercise has provided me with evidence that there is
scope and demand for this type of design framework – at least, within the
Exploration genre. In this regard, my findings would suggest that standard
practice would benefit from such a structured approach, although I believe more
refinement is needed to make this a fully-viable development aid.
In
order to further test the theories that have come about from carrying out this
Game Jam, it would be practical to attempt to carry out the exercise again but allowing
for more development time. Ideally, if time permitted, it would be enlightening
to test the Design Framework on the development of a fully-scoped game. It
would also be beneficial to allow more experienced developers to attempt to
create a prototype in order to gauge if developer experience is a factor in the
effectiveness and usefulness of such a Design Framework. This, coupled with the
User Guide I created earlier in the project, would help to ascertain if this
type of approach to game development practice is more beneficial as educational
material for students and graduates, or if it is universally beneficial for all
developers within the Industry.
Another
consideration that did not feature in the Game Jam was the order and priority
of design and development for each of the game elements that were suggested.
For example, should the environment be designed first and then the game
mechanics, or should the game mechanics directly influence the design of the
environment? It is highly probable that the order in which game elements are
designed and developed will have a significant outcome on the overall design of
the game. It could be argued that a specific order is not required, and
attempting to standardise this would further restrict creativity within design.
Again, this is something that merits further consideration as the project
develops.
References
Curve
Studios (2013). Proteus [Video
game]. London: Curve Studios
Failbetter Games (2015). Sunless Sea [Video game]. Greenwich : Failbetter Games.
Mojang (2009). Minecraft [Video game]. Stockholm : Microsoft
Mojang (2009). Minecraft [Video game]. Stockholm : Microsoft.
Parsons,
Arthur (2013) Video Lecture at UCLan, Recorded 8th February 2013
Schell, J., 2010. Design Outside the Box. Las
Vegas, DICE.
Schell,
J., 2013. The Secret Mechanisms. Las Vegas: DICE.
ThatGameCompany (2012). Journey [Video game]. Los Angeles. CA.: Sony Computer
Entertainment
Appendix
Please click on the following DropBox link for all appendix items:
Wednesday 29 April 2015
DE4108: Exploration Genre Suggested Game Elements
Below is a more graphically-rich version of Suggested Game Elements for the Exploration genre. Each Suggested Game Element is accompanied by a design-focused definition which is targeted towards developers. The graphic is designed to provide developers with 'at-a-glance' guidance and direction to form the basis of an Exploration game.
Monday 27 April 2015
DE4108: Game Jam: An Initial Test of the Exploration Genre Game Design Framework
Game Jam: An Initial Test of the Exploration
Genre
Game Design Framework
Rationale
Using a practical game
development exercise (game jam), test the effectiveness of suggested game
elements within a design framework, based upon the research carried out into popular
Exploration game titles and from the Practitioner Research conducted earlier in
the project (DE4201). Within the research that has been carried out, various
commonly used game elements have been identified. I have used a combination of established
game design theory, my own practical knowledge and the collective opinions of
the practitioners interviewed during DE4201, to suggest why these elements are
frequently used by designers within the Exploration genre. This body of
research will be compared and critically analysed against the opinions of the
participants, both before and after the game jam exercise has taken place. The
participants understanding and opinions of the Exploration genre- and
ultimately the framework itself- will also be compared before and after the
exercise to ascertain if the framework is effective in influencing developers’
practice.
Date of event - 24th- 25th
April 2015, 11am-6pm.
Location - Futureworks, Riverside, New Bailey Street, Manchester, UK.
Participants
The participants that
have been invited to undertake the exercise are as follows:
1.
Game
Development Diploma Students.
2.
3rd
Year BA(Hons) Game Design Students.
3.
Diploma in
Game Audio students.
As a result of their
current levels of education, both groups of students will have varying
practical skills and theoretical knowledge of game design and game development.
This will help to test the design framework’s flexibility and usability across
a greater range of developers. However, after consultation with the Game
Development Diploma’s teaching staff it was recommended that slightly more
guidance be provided to these participants in order to ensure the best possible
outcomes (prototypes). Therefore, the exercise will be modified slightly for
these participants (see below for details). The Diploma in Game Audio
participants will be given the option of which team they wish to join, given
their specialist area of expertise.
Schedule
1. Participants
will be welcomed and asked to fill in a pre-exercise questionnaire. This
questionnaire will also set out the nature of the exercise and the research
project linked to it.
2.
Depending
on their level of expertise, participants will be either:
a.
Provided
with a basic game concept theme (based upon an Exploration game), and will be
provided with and asked to work within, the suggested game elements. This condition will be provided to those
participants undertaking the Diploma in Game Development.
b.
Provided
and asked to work within with the suggested game elements, and be asked to
create an “Exploration” game. This
condition will be provided to those participants undertaking a BA(Hons) in Game
Design.
3. Participants
will be organised into groups – preferably ones with an evenly spread skill set
(progammers, designers, artists, audio etc.)
4.
Each team
of participants will have between 11am-6pm on Saturday 25th April
and Sunday 26th April to use the suggested game elements to create a
small-scope prototype video game. Members of the Futureworks tutor team will be
on hand to provide any additional guidance required as well as ensuring that
the suggested game elements are adhered to.
5.
At the end
of the game jam, participants will be invited to fill in a reflective
questionnaire based on the practical research exercise, as well as gathering
their thoughts on the wider scope of the research that is taking place.
6. The
responses from participants will be analysed and will aid my overall
conclusions in regards to further refinement of the Design Framework.
7.
The final
game prototype builds will be analysed in terms of how closely they met with
the recommended game elements guidelines. Responses from the reflective
questionnaires will be considered when analysing the prototypes to inform
design decisions made by the participants.
Possible Issues / Problems
Attendance – While approximately 30 participants have
been invited to the Game Jam, and initial indications are that the majority of
these will attend, attendance is voluntary. A low number of participants may
not provide a true indication of the effectiveness of the Design Framework, and
may hinder the development of the prototypes that are created. All possible
measures to ensure the confirmation of attendance have been made.
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