Reflective thoughts:
Ben has played several games that he would consider to fit within the Exploration genre. Ben believes that the designers of these games attempted to "engage players with emotional and engaging mechanical blocks where players search for the purpose of discovering new information to expand the world that they are in." (Hill, 2014). Ben goes onto explain the various ways in which these titles have attempted to approach this, either through underpinning the player's actions through narrative, or opening up more of the game-world as a reward for the player choosing to explore. I believe that player choice is perhaps one of the most fundamental aspects within the Exploration genre. The player has to choose and want to explore, rather than be forced into it through design. It should be the player engaging with their own instinctive desire to explore, learn and gain emotional gratification through reward for choosing to engage with the game in this way.
Ben believes that there is still scope for introducing challenges to Exploration games but stresses that it is important that we as designers:
"...understand the impetus of the player, what they are going to be trying to achieve. This always results in a challenge even if that challenge is incredibly easy. If we understand this we can they tailor it to a particular experience within a particular genre...Goals in an exploration game can be vague as long as the player understands their purpose within the game world." (Hill, 2014)
I believe Ben's knowledge and experience will continue to help me develop my design model. As I work closely with Ben already, he has expressed an interest to help me test out the practicalities of the design model (once it is completed) by designing game prototypes that attempt to utilise the principles of the model, thereby testing both its validity and accuracy. This, along with my plans to utilise game-jams as an unbiased 'test-bed' should provide a conclusive set of results.
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’ve played numerous titles that
lean heavily on exploration as an impetus for game progression. Recent titles
that come to mind are titles such as Dear Esther, Proteus, Journey and Flower
whereas more classic titles such as Zork, Adventure and Myst could also be
categorised as using exploration in such a way.
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 in all of these titles the
designers were aiming to engage players with emotional and engaging mechanical
blocks where players search for the purpose of discovering new information to
expand the world that they are in. In the case of classic games like Zork, Myst
and Adventure this is keenly angled towards further engagement with a designed
narrative that underpins the world that the player is in. This is done with the
goal that the player engages with said world as themselves or as a decided
persona that they choose to take on. In the design of Myst for example this was
a core design philosophy throughout development with the designers emphasising
that you, the player, are discovering and interacting with this world for the
first time.
The ideology that the world should be
set up in a non-arbitrary way was paramount to player engagement and immersion.
The same could be said for the other titles but in a lesser manner. I feel
these games were successful in some outputs such as progression via exploration
but in general, due to technical limitations and interactions barriers,
interactions felt illogical or stunted by certain game tropes such as difficult
puzzles for the sake of gating the player. If exploration is the goal, these
interactions and gating methods need to feel natural to the player.
More modern titles use some of these
ideas but often aim to express and deliver narrative development through the
process of exploration with an agenda. Dear Esther for example has minimalist
design to allow for players to process vague narrative segments whilst building
emotional and interpretable blocks of information that help them engage with
the media. In order to do this most of what we would describe as common game
functionality was stripped out. Less interaction skills and more thinking
skills was the goal, however this separated the player from the world and did
not allow them to engage in a natural way.
Journey uses some of these ideologies
but refines player interaction to maximise emotional social output. Simplify
the objective, goal and interaction of the game and allow other emotional and
social factors to form the basis of the experience whilst still giving the
player natural and familiar control. This works incredibly well even if some
stereotypical archetypes of games make their way into the title.
Q3. What
aspects do you believe are important when designing an Exploration title?
A3.
I think human mapping in interaction
is paramount to the way players engage with an environment yet this on its own
is not enough to promote well structured exploration titles. In order for these
interactions to engage players emotionally (when I say emotionally I mean on
many different levels) the underpinning context of the environment, the process
of discovery in the environment and the information discovered within the
environment all need to be designed as a clear contextual system. Due to the
nature of the majority of these titles (Proteus as an exception) the design of
the narrative, not just in plot or in character but in context, underpins the
success of such areas. In a game such as Proteus this narrative contextual
system could be swapped out for a musical contextual system.
Q4. Do
you believe there are any fundamental constraints when designing games within
this genre?
A4.
I think current team structure as well
as individual team roles are a major constraint on the design of these types of
games. A team may comprise of multiple designers on one side of the fence and
multiple writers and narrative designers on the other. Firm design integration
between these two disciplines needs to work seamlessly if a clear narrative (or
other discipline) context is to be reached. Personally I feel it is about a new
job set that is clear on design functionality as well as narrative context.
These should not be separate and instead should be an integrated whole that is
iterated as the game develops.
I also think traditional obstacles
and challenges clash with these context driven goals but more importantly the
design of player rewards need to be re-thought. Player rewards typically belong
in progression; skill set development and visual achievement but in exploration
games the reward for a player maybe very different. Story development,
contextual connections and emotional engagement can all be rewards, especially
if the game has ultimate freedom over the player’s ability to traverse the
environment at will.
Q5. Do
you believe the Exploration genre is limited in terms of a particular
demographic, or is this genre potentially universally appealing?
A5.
I don’t particularly think the
exploration genre is limited to a particular demographic. Many other factors
can be changed to a core game play structure such as non-gameplay genres that
be targeted at different audiences. Other aspects such as pacing and tempo can
be amended to created different, more demanding exploration experiences that
still build on the same ideas discussed. In literature or film it is quite
possible that an individual loves science-fiction and real-life drama. The same
applies to games – game play output is a vessel for engagement and achievement
that aims to create a flow. These systems can be applied to a variety of
non-game genres to create unique and well thought through experiences as long
as the context integrates into the game play system seamlessly.
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.
I think there are still key
traditional fundamentals that are important to the development of games in this
genre. The question is how we apply them and again, in what context. Challenges
can be applied to a variety of different vessels that engage with the game
system, these could within the digital game structure or they could be personal
to the player. It is important that when designing an exploration game that we,
as designers, understand the impetus of the player, what they are going to be
trying to achieve. This always results in a challenge even if that challenge is
incredibly easy. If we understand this we can they tailor it to a particular
experience within a particular genre.
Goals in an exploration game can be
vague as long as the player understands their purpose within the game world.
Games like Myst struggle with this as the player has no purpose… they just
exist in the world and explore.
An example of simplified purpose: You
play as a botanist who has been tasked at taking on a run-down tropical garden
house. The game starts when you first enter the garden house and the player
already knows who they are and what their goal is. All that is left is to
explore and interact – task and level is designed in a particular manner to
help promote certain interactions that allow players to gather and discover
information that help them explore further, rebuilding the gardens as they go.
Context is used to help build a picture of what this place used to be, why is
it run down, who really employed you, how do you take care of certain plants
that even as a botanist you are unsure about?
The end goal becomes clear but the
journey on how to achieve that is interpretable to the player and is theirs to
discover through exploration and context. This is a simple example and is by no
means perfect, but it does highlight player trust whilst allowing players to
explore freely without traditional game challenges, objectives and goals.
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