Reflective thoughts:
Within his own research and practice, Stephen has played a number of titles which he believes fits within the Exploration genre. Games such as Minecraft and Proteus keep being mentioned by various practitioners, however Stephen has suggested I play Timeframe as it takes an interesting approach to designing within this genre. Stephen explains that it encourages players explore by playing through the game multiple times, rather than being able to explore everything during a single play-through. This is an interesting approach, as it encompasses a game loop in a much larger context. It would also (perhaps) make the game more appealing from a marketing standpoint (ie. "Over 60 hours of gameplay!"). It is a title I will definitely aim to obtain and experience for myself.
Stephen's response to my question on targeted player demographics is an interesting one, as he uses existing examples titles and provides his own thoughts as to who finds them appealing. Some exploration games are purposefully targeted towards more mature audiences. Could this be because of the themes that are explored through the narrative, or because the designers believe that younger audiences would find it harder to engage with games that do not include traditional challenge-driven, and therefore far more guided, experiences?
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.
Outside the above games cited,
I’ve played the following titles, each exhibiting differing viewpoints on the
Exploration genre
·
Minecraft (Mojang)
·
Proteus (Ed Key)
·
Passage (Jason Rohrer)
·
Timeframe (Random Seed)
·
Gone Home (The Fullbright Company)
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.
Minecraft:
Markus’ game is the purest form of player expression and exploration – each playthrough is a unique experience and the player-led narrative is cherished and shared.
Markus’ game is the purest form of player expression and exploration – each playthrough is a unique experience and the player-led narrative is cherished and shared.
Timeframe:
This game is poetic in its depiction of the final moments on Earth. After realising the end, repeated playthroughs take on an extra poignancy and the landmarks encourage players to explore the world in the available time to see a different viewpoint.
This game is poetic in its depiction of the final moments on Earth. After realising the end, repeated playthroughs take on an extra poignancy and the landmarks encourage players to explore the world in the available time to see a different viewpoint.
Q3. What
aspects do you believe are important when designing an Exploration title?
A3.
Underlying Narrative:
Whether it be player-led and designer-led, exploration games need a narrative
Whether it be player-led and designer-led, exploration games need a narrative
Interesting Landmarks:
A subsect of the above, both player- and designer-led narrative need locations that engage and encourage the player to explore the environment.
A subsect of the above, both player- and designer-led narrative need locations that engage and encourage the player to explore the environment.
Q4. Do
you believe there are any fundamental constraints when designing games within
this genre?
A4. No response provided.
Q5. Do
you believe the Exploration genre is limited in terms of a particular
demographic, or is this genre potentially universally appealing?
A5.
With the success of Minecraft, it
is clear that there can be a
universal appeal for exploration games but the genre is highly dependent on the
viral/word-of-mouth aspect for a universal market. The construction mechanic
within Minecraft allows for the players to drive the narrative and the
availability of social media expanded its audience.
With titles such as Unfinished
Swan, Dear Esther and Gone Home, they are games that seek, and deserve, a
mature audience. Although this limits their audience, it is clear that this
market is still lucrative (Esther achieving profits after 5 and half hours).
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.
Complex stories could be told by
tying multiples clues together over the course of multiple playthroughs. This
would encourage, and emphasise, exploration as a key mechanic.
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