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.
Wednesday, 29 April 2015
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.
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.
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 World
– Allows
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 Home
– Interestingly
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.
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