Friday 9 November 2007

Week 6- Game Design


Why do we play games? Is it for the experience? Or for the visual and audio stimulation? When creating games, designers always face these questions. Shigeru Miyamoto is the game designer behind many famous and influencial games such as Mario and the Zelda franchise. In an interview with CNN he said this about how he designed games:

"My staff and I are motivated not by trying to out-sell whatever happens to be in the market, but rather trying to develop something that is totally unique. I think it's important that we enjoy that process. To create a new standard, you have to be up for that challenge and really enjoy it. This is the way we work and have done so many times."

This way of thinking is not the standard for the industry. Many games are created with the sole purpose of gaining profit and often games are created that well purely based on licencing for a film or television show. These titles often neglect good gameplay. Games are no longer created by one man's dream but a combination of hundreds of members of staff. There will often be an art direction that is achieved by many people instead of one man and the core gameplay will be decided by many. Often gameplay is actually the last thing considered once the art direction and rules of the game are decided, this can lead to games feeling unfinished.

So what do I mean by gameplay? Gameplay is the way in which the player interacts with the game. It is what happens in a game due to the player interfacing through a controller. For example, driving a car in a game is the "gameplay" the rest of it is all for decoration: The graphics and the sound effects are all to make the gameplay more visually and audibly stimulating.

When a game is designed there are different catagories of the design process that need to be considered.

1) The rules of the game: What will the player be allowed to do? Will there be gravity? How strong will the player be? How does the player move? etc.

2) What is the hardware capable of?

And finally

3) How can this be presented?

There are a series of arguements involving game design to do with "Ludology" and "Narratology". Ludologists argue that the most important thing to incorporate into a game are the gameplay structures and that all elements of interactivity are primarily more important than other features such as graphics and storyline. Narratologists argue that storyline and presentation are more important.

Different genres may require different strategies of design. For example a point and click adventure game would probably be designed in a very mathematical fashion, deciding what elements to put in where and when to promt the next section of storyline. Conversely a platforming action game like Super Mario Galaxy has been designed with the core gameplay and mechanics put into place first and the storyline designed around it. This can lead to a less fulfilling narrative structure but fulfilling gameplay.

I beleive that a well designed game incorporates both the theories of Narratology and Ludology almost equally, maybe focusing slightly more on Ludology and the element of play. I think that Ludology is more important personally because I want to be able to sit and relax, play, explore and experience something different from another form of media, such as a film. An example of well implemented balance between the two is in Resident Evil 4: whenever a cutscene happens the player still has to fulfil a series of onscreen promts such as "R + B" in order to survive. Although a simple mechanic it was well designed and made you feel more a part of the game and the story surrounding it. I believe all games should feature similar ideas.

No comments: