Closed zaphodb2002 closed 1 month ago
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To Create An Experience.
The game is just an artifact created to (hopefully) elicit the experience. Designers are judged by what the player experiences, not what is actually in the game.
Games require agency from the user. It allows for deeper, more personal storytelling, but relies on communicating to the player, as invisibly as possible, what they need to do.
Behaviorists: measurable behavior, with objective, controlled experimentation. Phenominalists: the nature of human experience, "the feeling of what happens".
Behaviorists dominant, Phenominalists not good science, subjective by definition. Methodology of Behaviorists re: experimentation design is worth looking at, and phenominalists an interesting idea to recontextualize
What humans do. Cultural and economic tendencies. "Human Nature". Look to cultural anthropology
Musicians, Architects, Authors, Filmmakers, Industrial Designers, Web designers, Graphic Designers, Illustrators, Choreographers, etc etc. Artists.
How to make things. How to make things work well. How to make things easy to use.
To learn, a wide but shallow approach is favorable. Better to know the basics of many different disciplines.
Not scientific. Just because it feels true doesn't mean it is. But we only care about what it feels like is true anyway. Remember, we make experiences, not things. Design is art, not science.
"I like this game, therefore it's good." Nope. What matters is the player's experience, not mine. The game is for your audience, not for you. That said, you also can't not make decisions. So be bold and make decisions, but keep the audience in front of mind.
LENS 001: The Lens of Emotion
1. What emotions would I like my player to experience? Why?
2. What emotions are players (including me) having when they play now? Why?
3. How can I bridge the gap between the emotions players are having and the emotions I'd like them to have?
He of Uncertainty fame. Paralysis by analysis. Exercises to get the juices flowing.
Describe an important or memorable experience from memory in as much detail as possible.
Have an experience (say, playing a game, watching a movie, or going for a hike) and describe it from memory the same day.
As you are having experiences, try to take note of highlights and emotional beats, just barely dipping into the most general analysis
Not unlike meditation. Try to really focus and analyze an experience. Can be as simple as sitting quietly for a few minutes and really trying to take in as many details as possible.
LENS 002: The Lens of Essential Experience
To use this lens, stop thinking about your game and start thinking about the experience of the player.
1. What experience do I want the player to have?
2. What is essential to that experience?
3. How can my game capture that essence?
Introduction
What is Game Design?
Focus on Fundamentals
A good but simple base is better than a complex but bad one. Board games and traditional games (like sports and gambling, or playground games like tag and hide-and-seek) persist because they have a strong fundamental base.
Avoid genre specific stuff as much as possible, instead focus on the player psychology.