Friday, 1 March 2013

Elements of Game Design Part 1


Elements of Game Design Part 1

What is gameplay?
I believe that gameplay relates to the way in which the player interacts with a game, excluding factors like graphics and sound, gameplay is more the experience of the game and how the mechanics of the game are set up to create the experience, good or bad, the gameplay can make or break a game no matter how immersive the world or how well written the story, bad or unwise choices in the gameplay and or game mechanics can really ruin the overall game and the enjoyable experience that external factors like the graphics and sound strive to create.
In summary without going into to much detail on the topic delving into different gameplay types, I believe that the term gameplay is meant to signify the experience either individual or communal that player receive while playing a game.





Who are the leading lights in game design?
In my opinion the companies at the top of there field in game design are the ones that consistently produce triple A games that reach worldwide sales, these games become household names for their distinctive design and gameplay. Companies like EA with titles like Sims, Fifa, Crysis, Dead Space and Need For Speed and many more. However companies like this are only one side of the argument from my point of view, these high end businesses are too set in their ways most of the time to create something individual and innovative, too scared by the unknown, will they make a profit on the game? And so settle for much safer options. Although this produces big game titles, it keeps the industry stuck in a circle of repeating the same things over and over with very little change. This is where smaller companies come into their own and rise to the top of the list for game design in my eyes. A recent example is Thatgamecompany’s game ‘Journey’, a much less well known company, the game was released solely for the PS3 journey broke out from the shackles of normality and genre rules and made it’s own, the game focused on immersing the player into the very emotional story and did so immensely well, earning several ‘game of the year’ awards and an incredibly positive overall reception.
To sum it up, I believe that the leading lights in game design really depend on what you class as successful design, be it world popularity due to following the same strict rules and plots, or new out of the box thinking to produce a new experience, writing your own rules almost.

Where does game design take place in the modern developer? Is it a single person’s responsibility?
In a word, no. Game design takes place in a skilled team, where teams of people have there separate responsibilities that are spread out to handle various parts of the game.
The design takes place through out the company itself, many different departments will together to achieve the end result, this team will include designers, artists, programmers and Game Testers all working in unity.








Do different games require different design principles?
In my opinion games of the same genre do not require different design principles, they all require musical scores appropriate to the style, believable visual environments and immersive writing and gameplay.
However games outside the genre do not change the design principles, more alter them to fit, they still require all those elements however they change slightly from a horror to adventure, everything will be altered to match the style and feel of the game, that’s why the music and gameplay style in Dead Space has a distinctive horror and gripping tension feel, where as Journey has a much more relaxed musical score with a much more simplistic approach.

What is important for you when you play?
When I play a game the single most important factor for me in the immersiveness created by the game, and that for be being the sound and plot. I can overlook areas like graphics and gameplay so long as the story and musical score is engaging enough to keep me wanting to play.
Now graphics and gameplay do matter, I do find it fascinating to see how designers want to the player to engage with the characters, environment, but without a gripping story and immersive soundtrack I find it more to be a shell of a game.



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