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

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