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.


DE4108: Design Practice 2: Game Element Analysis Through Practical Comparison

In order to begin identifying the most appropriate game elements that are to be defined and recommended within the Design Framework, for the past few months I have delved into various released titles that have been defined as Exploration games. I then decided to make a note of any common game elements that existed across these titles in order to ascertain what developers utilise to create what they perceive to be an Exploration-based experience. As many released titles, across all scales (AAA in comparison to smaller Indie titles), contain Exploration as a partial focus, I have attempted to limit my comparison to those titles who advertise exploration as their main (or joint-main) focus. The table below shows these titles as well as the game elements they contain. From this, a comparison can be made to determine common trends in regards to shared game elements. Those game elements marked green are those which are shared most commonly across the selected titles. Those marked red share the least amount of commonly shared game elements. From this, the most common game elements are those which I will use as the recommended game elements for the Design Framework.






Games In Order of Most Shared Gameplay Elements

The Long Dark (Hinterland Games) (7/8)
Sunless Sea (Failbetter Games) (7/8)
Elite: Dangerous (Frontier Developments) (7/8)
Rust (Facepunch Studios) (6/8)
Minecraft (Mojang) (6/8)
Fallout: New Vegas (Obsidian Entertainment) (5/8)
Miasmata (IonFX) (5/8)
Outer Wilds (Team Outer Wilds) (4/8)
Gone Home (Fullbright) (2/8)


Suggested Game Elements for Design Framework

Open WorldAllows for a greater freedom of exploration and scope. Provides an added sense of intrigue and wonder (unexplored areas, shroud, hidden/secret areas). Player is not necessarily confined within a level-based structure- although some areas may still be locked off until the player achieves a certain goal.

Underlying Narrative – Provides a sense of context and purpose for the player within the game world. Also potentially provides a role or position within the game-world. Can define what the player is capable of, and what they can hope to achieve. Can provide a suggested end-game state.

Player- defined goals / objectives – Ultimately provides the player with a sense of freedom and greater control over their own actions and outcomes within the game-world. Provides a greater sense of immersion through player-defined role(s), allegiances and responsibilities.

Inventory System* – Provides a means for players to collecting items in a quantifiable manner. These items may help the player to achieve their goals or gauge a sense of their progress. Inventory items can be used within game loops and / or can be used to complete set quests, open hidden areas, or be used by players to achieve their self-defined goals / objectives. Inventories are usually (but not constrained to) finite storage amounts. This can help to add a sense of prioritisation, planning and additional challenges to the player (such as becoming encumbered).

AI Enemies Provides the player with additional hazards that provide further context to the game world. In this sense enemy AI can help to create a greater sense of immersion, while providing the player with additional challenges to overcome. AI enemies can also potentially provide a sense of unpredictability (added challenge; greater sense of vulnerability; more believable world). Players can be rewarded for overcoming AI enemies either through world-progression or collectable items.

Environmental Hazards -  Helps to provide a sense of context and believability to the game world. Helps to set additional constraints on the player in terms of location boundaries. Environmental hazards can either be static or dynamic in nature, and can be designed to be either permanent or temporary depending on the player’s actions.


Anomalies

Gone HomeInterestingly this title, while described and widely recognised as exploration and narrative-driven, shares the least common gameplay elements with the other popular exploration titles that have been included in this comparative analysis.



References


Hinterland Games (2014). The Long Dark [Video game]. Vancouver :  Hinterland Games.
Failbetter Games (2015). Sunless Sea [Video game]. Greenwich : Failbetter Games.
Frontier Developments (2014). Elite: Dangerous [Video game]. Cambridge : Frontier Developments.
Facepunch Studios (2013). Rust [Video game]. Walsall : Facepunch Studios.
Mojang (2009). Minecraft [Video game]. Stockholm : Microsoft.
Obsidian Entertainment (2010). Fallout: New Vegas [Video game].Santa Ana. CA : Bethesda Softworks.
IonFX Studios (2012). Miasmata [Video game]. St. Paul. MN : IonFX Studios.
Team Outer Wilds (Not yet released). Outer Wilds [Video game] : Team Outer Wilds.
Fullbright (2013). Gone Home [Video game]. Portland. Ore : Fullbright.

Monday, 16 March 2015

DE4108: Learning Agreement version 2 (updated)

As part of my submission for DE4108, I am required to submit an updated Learning Agreement based on the evolution of my project. Certain aims, key areas of research and intended outcomes have been amended, as to has certain terminology. A potentially key change in terminology is that of using 'Design Framework' rather than 'Design Model'. I believe the use of the term 'framework' helps to better define what it is I am trying to create, while still allowing designers room for creative freedom.

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

  • Current Exploration games, and the design rationale and methodology behind them. An analysis of these games and a reflection of the designers in terms of success compared to what they set out to achieve.

  • Current game design fundamentals, including rationale.


  • In turn, investigate how most practicing designers would approach an Exploration game if they were tasked to make one. Main considerations should include their perceptions of the genre and what they consider to be important factors/ components when making a game of this type.


  • How games can invoke emotions depending on content and gameplay.


  • The psychological differences between work and play and how this effects how experiences are perceived.

  • How players and developers perceive Exploration games as gameplay experiences. In what way(s) they appeal to the player and the rationale behind this.
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