Game Design
Game Design
Having read all three of the posts I am going to give my thoughts. I feel like with "Reading 1" on the topic of "What is a game" I really like how it is explained and compared. Using examples like "Three to Fifteen" and explains the rules of the game in a bullet-pointed list which makes it really nice to follow down through.
It goes on to talk about how games are defined with stuff like "A game has "ends and means" an objective, an outcome, and a set of rules to get there (David Perlett)" I really do agree with this and I think its absolutely right. The purpose of a game for me at least is for the player to get a sense of achievement, either by say killing a boss or finding out how a story ends every game is different in its own way. On the complete other end of the spectrum of games we have to take into consideration the theme and setting of a game. Its all well and good saying "hey I wanna make a shooting game where players have to eliminate each other to see who gets the most kills", but we have to make a foundation for the setting of the game. It might be a futuristic game based in really modern cities or it might be a shooting game based in the early 1800's in flower filled fields its really got endless options.
I would think its fair to say that games have a certain set of "rules" they go by such as activity, rules, conflict, goals & decision making just to name a few. These are all very useful things to research into and read about for me as Its going to help me to understand games overall a little better so I can make my own game the best it can be for the end users.
Looking into another topic about game design is the people in the industry its self. Personally for me growing up "Gaming" was only really a thing boys did and the girls would play other stuff but now days that's not the case, people have really started to move away from stereotypes and do what they enjoy which is nice to finally see.
Sadly though when game design studios were evolving and always trying to be the biggest hit of the year with their release, it seemed that they were always in competition with other company's for the best sales, at the end of the day its really only about the money. So with this competition this drove game company's to gather the most talented and creative teams to help them achieve their goals. This however kinda didn't work out as well as you and I would hope. The problem was that there was actually now no versatility of developer teams at all. In 2009 at the Game Developers Conference in Europe a panel of female game professionals addressed this issue. They were pushing for companies to start recruiting "outside the comfort zone". There were plenty of developers out there who are amazing at what they do, but its because companies stuck to what "Worked" and didn't want to try new things they never really got a platform to shine. Now thankfully now days this has changed a lot, with the technology available there are loads of very successful indie developers who have decided to make a game of their own and publish it to the world to play and im really grateful we have achieved this as it gives people a great chance to share their work, skill and passion for what they do.
Now why dont we take a glance at what its like to make a game.
When it actually comes to making a game there are four techniques used,
Concentration
Brainstorming
Scamper
Ramsey
Personally for me I really like to brainstorm out anything before I try go at it, its a great way to get ideas flowing instead of going in empty handed then getting caught up in ideas that wont work together. for example say I wanted to make a game about flying jet packs but I also wanted to be fighting pirates in ships, setting wise it doesn't really make sense. There is nothing stopping me doing so, but I think it would of had made better sense to brain storm out all the ideas to come to some sort of agreement if you wanted to still use both ideas. Maby by developing them into pirates fighting with some of the crew members using a make shift cannon launcher to mimic a jet pack or something. Its just an idea so u get the point.
In practice when brainstorming you would then try group and select the ideas that best fit your end goal. This is also a great way to help you stick to a certain theme or setting for your game. Some designers will then go onto substitute stuff such as maby we drop the flying cannon thing instead for mermaids with swords, this is all just part of the early stages after all.
Game design graphic - Google images https://www.google.com/search?q=game+design&client=firefox-b-d&channel=nrow5&sxsrf=AOaemvKaOp6sSOn_zpVsR-AWvnEKEuRWVg:1633463078201&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiRk56UhLTzAhXFh1wKHWBeC0MQ_AUoAXoECAEQAw&biw=1920&bih=955&dpr=1#imgrc=1vJoNdRhKZVCMM
This is a really nice piece of graphic design work I found online that captivates what game design is all about, Its showing that you can literally make a game from nothing and adapt and change it to be how ever you like. Its completely up to you.
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