Showing posts with label Reading. Show all posts
Showing posts with label Reading. Show all posts

Thursday, 7 July 2022

Reading and Writing

This week’s reading task required a review and reflection of all the work done so far and the work left to complete 


Looking back

I am reflecting on all the previous reading and writing assignments I have completed for this module thus far. I have found every single ready assignment to be very useful and beneficial for the module and for the game design process. In the first week I named my favourite game, this simple brainstorming task of choosing my favourite game allowed me to think about the many games and game genres that are available.  I was able to learn many new skills and terms, from time management strategies to technology tools and even learning about the growth mindset and how they can help me with this module. Some of the more recent reading assignments gave me a deeper understanding of game design and how games are made and what components make up a game. The readings were about game design, game elements, game design documents, game fun and game decisions. These most recent readings helped give me a good knowledge of everything involved when it comes to game design. So far, I would say I am happy with my game project. I have a clear vision for how I want the game to turn out, but I am confident that with my current unity skills and knowledge that I will be able to complete it to the best of my ability.


Image 

Below is my chosen image. I chose this image from the reading task from week 2. I chose this image because this was my second ever assigned reading for this module.  Tis image is of significance to me as it as my first ever knowledge of learning about the growth mindset theory. Learning this growth mindset theory has change the way in which I approach not only my studies but my daily course of work and other aspect of life. It has taught me that in order to succeed at something you have to allow for failure or mistakes to happen, which in turn leads to learning from them and thus growth.


 


Looking forward 

I believe that moving forward, it would benefit me to carry out some extra reading material or more specific unity tutorials to refine and complete my game. I want to add in some art features in my game, such as a scoreboard and a results page for when the game ends. I believe it would be beneficial for me to do some extra reading material and unity tutorials around this to enhance my game. Moving forward I also plan to be more strategic with my time management and planning for the game. Each week I decided to allocate 10 hours to this module and the module task, this included the tutorials, reading and the project work. I also plan to liaise with my cousin regarding my game and outputting my final game, as he is a game designer and is quite familiar with game code, I plan to ask him for tips and tricks that I can apply to my own game design.


Friday, 1 July 2022

Game Decisions

 This week’s reading task was based on game decisions and flow theory within games

Some points that I learnt and can apply from this week’s reading task can be listed as follows:

I learnt the meaning of flow theory in games. Flow is a theory that we can adapt to our game to make challenges that allow for a more engaging gameplay. I learnt that flow theory is necessary to create an engaging gaming experience, and it is also based on human psychological trends.

 

I learnt about flow state. This can be described as being in the zone of the game or in a state of hyper focus. I was able to learn about the benefits and drawbacks of flow experience. Whilst self-improvement is one of the benefits, a drawback caused by overconsumption can lead to devastating effects on mental and physical health,

 I learnt that the term flow experience can not only be applied to gaming but it can be applied of all aspects of life, such as flow experience in work, flow experience in playing sport, or flow experience in playing music

 The last keyword vital to gaming is the term game decisions. Decisions and decision making are vital to creating a game most games have some manner of decision-making, and it is here that a game can be made more or less interesting. I learnt that in order for a decision to be interesting or good, it needs to involve some sort of trade-off. This can involve

 

But what makes a decision “interesting”? What Makes a Good Decision?

Generally, interesting decisions involve some kind of trade-off.

All of these decisions involve the player judging the value of something, where values are shifting, not always certain, and not obvious.

my sources can be linked below:

Flow experience in computer game playing among Thai university students

Flow Theory 

What is flow theory in game design 





                

Sunday, 19 June 2022

Games MDA

 

 

This week’s reading task had a focus on understanding the MDA framework.  The term MDA stands for mechanics, dynamics, and aesthetics. My understanding from these reading sis that the MDA framework was created as a formal body to be able to help understand games. It was created to help connect all the elements of game design, development,  criticism and technical game research.

 

I learnt that this framework is used for game developers and designers because it helps them to understand how gameplay decisions can affect the user experience of the game. Which can also be useful to make changes to the game further down the line of developments

 

Another thing I learnt about the MDA framework is that it has limitations and is often criticised. This is because it neglects many aspects of game design and has a focus on mechanics, making it unsuitable for all game types. I learn that there are alternative design frameworks that can be used.  The other two frameworks can be described as follows:

 

-          Elemental tetrad – defines mechanics and aesthetics as central components similar to the MDA framework. however, it does not agree on how they are connected

-          DDE framework – Design dynamics and experience – this overcomes MDA frameworks weaknesses and is therefore used in place where it is limited.

 

I enjoyed learning about this framework and its uses and it limitations, I look forward to progressing more with my knowledge throughout the course and applying it to my future game projects

 

Below are links to resources I used to create this blog post

 

MDA: A Formal Approach to Game Design and Game Research

Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design

Explaining the MDA Design Framework | Video Game Design




Wednesday, 17 November 2021

Game Fun- Reading Week 08

The readings for this week discuss the topic of “fun” in games, what is fun and how is it defined when it comes to game design, the reading also discus the social aspects of gaming and how that is linked to “fun” and game interactivity. below I have included some highlights and thoughts from each reading piece.

 

Social context and its influence on the experience of games

This reading discusses the social nature of games and how social context can influence the user’s experience. The study summaries that use of games in social contexts had a higher enjoyment factor than the latter. The study also has its limitations and further understanding of the social processes and its experiences on gameplay is required. This study has proved useful for this module especially regarding the game design element, it is now beneficial to know that adding in a social aspect such as a group play, or multiplayer option game can improve the user enjoyability of the game

 

 A theory of fun for game design

This was an educational Video Which outlined the theory of fun regarding game design. Some important points to take away from the video are as follow; the fun factor of a game comes from the possibility to provide a space for learning and also a space that will grab our attention and challenge us, this is further explained using Nicole Lazzaro’s 4 Keys to fun  





Another element that adds to the “fun” of a game is the provision of a sense of engagement, this comes from having a challenge in the game that will rise in proportion with the individuals abilities

 

Gamification Design 

This last reading provided information required for gamification Design, The reading can be summarised into the following:

  • Fun is categorized as subjective- meaning it its personal, what may appear fun to one person may not appear the same to another, this is why gamification design is necessary when it comes to making a game fun
  • Fun can be categorized and refined based on cognitive learning, fun and learning are often interlinked

These articles all provided a useful piece of information regarding and gamification design.

When It comes to designing the game for this module, these factors for implementing fun must be considered.

Wednesday, 3 November 2021

GDD -Game Design Document-Reading

Assigned readings for This week involved the discussion around the topic of game design documents. The necessity and the instructions to create game design documents was also provided.

 


What is a Game Design Document? 

 

This can be summarized as a tool that designers use to communicate their ideas regarding the game to team, their purposes can be summarized as a memory aid, defining the works of a game in detail, and noting each step/process of the game. Another purpose of the use of GDD is communication, using a GDD as a communication tool is a necessity for game developers, as there are many team members involved in the production of a game, having his document creates a good communication foundation for the team. There are many forms of game design documents and the type that the game developer will create will depend on the style of game being produced. These can include but are not limited to:

·      Game Design Overview

·      Detailed Design Doc

·      Story Overview

·      Concept Art Overview

 

 


How is a Game Design Document Written?

When writing a GDD a simple process is followed, you first begin by providing a game description. This is a Summary of what the game, the objective the summary is to give the readers and other team members a clear idea of the type of game that you are trying to produce.

Then depending on the game you are designing, for example an RPG, you would then need to introduce the storyline and plot, theme and plot progression etc.

Essentially, the GDD follows a typical structure, you would then complete the document by completing (but not limited to) the following sections in descending order; User skills, Game Mechanics, Items and power-ups, progression and challenges, losing, Art Style, Music and Sounds, demographics, marketing and funding and lastly platforms and monetization. 

 




These articles will prove useful for moving forward in game development, the need for the use of GDD has been highlighted as an important one and moving forward it will be used in the development of games. It can be seen as essential for have this document especially during the early game idea generation stages, having a clear concise document will all the stages of the game process will help with the progression of idea generation.



 



 

Monday, 11 October 2021

Game Elements – Week 04 Reading

 This weeks reading involved the game elements and what elements make up the components of a game

 

Game Elements

The article summarises the qualities and elements required for a game, there are some fundamental elements that are required for making games and these can b listed as follows; The game objectives, players , game state , information , sequencing, theme, narrative , setting and the player interaction. These are often referred to as the atomic elements of games as they are the smallest parts of the game and can be isolated and studied individually.

Another factor to note from this article is the importance of critical analysis in relation to game design. Its important for discussing or comparing games in a non biased way. Something important to take away from this article is that in order to design a successful and functioning game, all the formal game elements must be predefined.


Prototyping

This informative video gives a good introduction into the methods involved in game design prototyping.

Game design prototyping can be described as an experimental process where rough ideas are iterated either digitally or onto paper.

This process of prototyping is an important one especially when it comes to establishing the mechanics, it act as a starting point and help to develop the game and add any additional changes which may be needed.

     

Formal Abstract Design Tools 

This article emphasizes the importance of setting up a common vocabulary for game design.

The benefits of creating a design vocabulary can allow for the following, it can act as a tool kit to help game designers refine how games work. These tools are an important aspect when it comes to understanding game design, they are also important for maximising the players feeling of self-involvement. Some examples of some formal abstract design tools can be listed as follows:

 Intention- this is the first abstract design tool, it involves understanding the world of the game, making a plan and acting on it, it is a means of getting the player invested and involved in the game

Perceivable consequence- this is a defined reaction from the game world from the action of the player

Story- this is the thread-narrative, it can be designer-driven or player-driven, it is an element that binds events together to allow players to forward to the completion of the game.









Tuesday, 5 October 2021

Game Design- An Introduction With Thoughts

The assignment readings for this week’s task provided a much essential insight into the world of games, game design and development.

 

The article “What is a Game, Anyway? “Establishes a definition of what a game is, what makes up a game and what it involves.

It was quite beneficial to read this article as an understanding of the game structure and plot was clearly defined.  The properties that make up a game, proved useful and are properties that would not have been thought of beforehand or in such technical terms. Some of these properties can be listen as follows “free, separate, unproductive, having certain outcome and make believe” (Roger Callois)

 

The second assigned reading, with the article title of "The Organic nature of game ideation” was quite an unexpected read.

The reading focuses heavily on game ideation and how systematic approaches to creativity can help accelerate the design process. 

The discussion of brainstorming is quite an important one when it comes to cultivating a new game. Often when the thought of brainstorming comes to mind, it is not followed by a systematic approach, upon reading and concluding this reading it is now understood that in order to yield the full potential of idea generation or a brainstorm that a systematic approach is the best method.

 

The last reading was followed up with the topic of “Idea generation” 

 

When it comes to game design and designing games, the process of generating ideas tends to be a popular roadblock. The “Scamper” method was one that caught the eye, the simplicity of just combining and substituting certain elements to an idea can really change the whole original concept and even stimulate a more engaging or even better idea.

 

Important things that were noted from his reading is where that, games have a clear-cut definition with a set of rules and guidelines. Creativity training is essential as it has a high impact on the originality of ideas. This is something that is quite essential for this current course as it does involved a lot of creative elements and would be beneficial moving forward.





                                                         Gaming Console Source

 

Beta

  After weeks of work and editing and writing and rewriting scripts I can successfully say that I have successfully completed my game! Thi...