Reflective thoughts:
Peter believes that "it is difficult to know what constitutes as an exploration game as exploration is a core mechanic in a lot of traditional games..." (Field, 2014). He goes on to suggest that I should refine my terminology to suggest that Exploration games do not employ traditional skill-based challenges (Field, 2014). I believe this is a good suggestion and more clearly defines the type of traditional challenges I am referring to in my practice. Peter also reflects the thoughts of the other practitioners I have interviewed when he states that a clear narrative and context for the actions is important when creating atmosphere. (Field, 2014).
Peter and I disagree somewhat when he states that designers should "design a game before assigning it a genre" (Field, 2014). While I understand and accept the merits of this approach, I believe that a guided genre-defining design model will help to set out either rigid or flexible constraints that will promote creativity, rather than hinder it. This belief was echoed by Arthur Parsons of TT Games when he delivered a lecture on working within established IPs. (Parsons, 2013).
Finally Peter states that while almost all games have a win-state, the most widely recognised Exploration game, Minecraft originally didn't have a win-state, and that it worked perfectly well without one. This is interesting, and I believe is something I can explore within the prototypes that are eventually designed using the guidelines of the model.
Questionnaire for Game Designers
Considering a new Design Model
for the ‘Exploration’ Game Genre
Joe Shorrocks
MA Game Design
UCLan
Rationale of study: To design a completely new design model 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, rather than necessarily presenting the player with challenges to
overcome. Recognisable titles that have been loosely included in this emerging
genre are Journey, and Flower (ThatGameCompany), and The Unfinished Swan (Giant
Sparrow). Other titles that explore this genre to a lesser extent are Katamari
Damacy (Namco) and the upcoming title The Witness (Number None, Inc.). 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 – specifically
challenge-driven designs- which are not completely appropriate for, or perhaps even
compatible with, this genre. This suggests that a new design model is required,
that will help future developers fulfill the potential of this genre without
the difficulties experienced by the developers mentioned above.
The following questions are designed to help shape the development
of this model.
Q1. Have
you played any existing titles that you would consider to be within the
Exploration genre?
A1. Yes, I have played all the
games mentioned above. Also Dear Esther & Minecraft might be included in
this list.
Its hard to know what constitutes
as an exploration game as exploration is a core mechanic in a lot of
traditional games such as Metroid & Castlevania, but I think you are
specifically looking at games that don’t have traditional skill based
challenges. Some games like Dear Esther & the Stanley Parrable don’t have
skill based challenges and are entirely narrative focused but don’t encourage
exploration as they are so linear and there are no rewards for deviating from
the main path.
Q2. If
yes, what were your opinions on those titles in regards to what you believe the
designers were trying to achieve? Were they successful?
A2. I think designers (whether mechanics,
level designers or script writers) are always trying to create a specific
feeling. I think games that were particularly successful in this regard include
Flower, Journey and Minecraft. Journey is probably the most traditional of
these three and possibly employs the most traditional methods to create the
atmosphere it wanted to. It has the clearest narrative and context for the
action (super important when creating atmosphere) but it did have a very
unconventional multiplayer component which definitely elevated the playing
experience above that of a more traditional adventure game.
Q3. What
aspects do you believe are important when designing an Exploration title?
A3. A reason to explore is very
important. Ether One rewards exploration with narrative snippets which works
super well. Minecraft rewards exploration with rare recorcess which works
exceptionally well.
I think the other important thing
is to create believable environments that are enjoyable to explore. Side paths
that loop back on themselves to reduce backtracking and frustrating dead ends,
visible goals like the mountain in Journey.
Q4. Do
you believe there are any fundamental constraints when designing games within
this genre?
A4. No, It is probably better to
design a game before assigning it a genre. Mixing aspects from other genres can
be super successful (RPG levelling in CoD 4 Modern warfare revolutionised FPS
multiplayer)
Just go with your gut and do
whatever feels good to you. Then prototype it, try it out and be very honest
with yourself when it doesn’t work, then fix it. There isn’t really a rulebook.
J
Q5. Do
you believe the Exploration genre is limited in terms of a particular
demographic, or is this genre potentially universally appealing?
A5. I think exploration is used
in almost every existing genre; even racing games have hidden shortcuts and
secret paths. I’m not sure if it’s universally appealing but I don’t think it
will alienate people.
The problem this kind of game
faces is telling the player what the
point of the game is. Dear Esther wants to tell a story, Flower wants to
make you feel like you are flying and Minecraft wants you to explore and build
stuff. Exploration is an ingredient in all of these games but it is not always
the reason for playing them. Only Minecraft asks you to explore as the main
reason for playing the game.
Q6. How
important do you believe traditional fundamentals such as providing challenges
to the player are for an experience of this nature? Are there any alternative
approaches, or goals that you could present to the player instead?
A6. Providing a challenge is
definitely a sure fire way of keeping a player engaged but I think this is partially
to do with that path being so well trodden. We have been making games in that
way for a long time and there are a lot of strong examples to copy and learn
from. But I don’t think it is the only way, in fact I don’t think there are
rules when designing a game.
Nearly all games in the list above have a win state, even things like The Stanley Parrable and Dear Esther have a win state even if it is walk through this door. Minecraft doesn’t have a win state (well it does now but it worked perfectly well before that was added J) and I think it is also the purest example of exploration in a game which is probably no coincidence.
Nearly all games in the list above have a win state, even things like The Stanley Parrable and Dear Esther have a win state even if it is walk through this door. Minecraft doesn’t have a win state (well it does now but it worked perfectly well before that was added J) and I think it is also the purest example of exploration in a game which is probably no coincidence.