As we mentioned previously in this blog, developing game narrative and game design have much in common. One can look at play game design fundamentals from a variety of viewpoints. Like the featured image of Nazca lines, perspectives can radically change things. So, today we examine the concept of game design from three perspectives. Doing your game, writing, and narrative design with these definitions in mind should prove to be of help.
Featured Image Credits- Peru – Paracas National Park – Nazca Lines – 21/world-wide-gifts.com
Through the art of game design, what you actually do is craft the player’s experience through your game.
It is essential to know that game design, like developing computer games and narratives, is also a craft. You need to practice and practice game design to take it to a reasonably proficient level. Not only that, like all other crafts, but you also need the help of a person who is well versed in it. This gradual development of game design skills in the world of video games through stages is the reason behind game designer levels. But the most important thing about this viewpoint on game design and narrative design for indies is the player’s part.
The player experience is the primary keyword in any game design exercise. You need to examine what is it exactly that you want players to have from playing the game? What is the experience you intend for them? After you have figured out the answers to this question, it is time to hone in your design to achieve it. You need the story and the game mechanics to work at tandem to give the player that kind of playing experience.
As a game designer, you also double up as a sort of journalist in many ways.
There are six questions that a journalist must answer through each and every article he writes. These are-
Who? What? How? Why? Where? And When?
Like these “W” based questions, designing a game requires you to answer the following questions:
- Who is the target audience for my game?
- What are expectations players have from a game of this type?
- How I, as the game designer, can serve to meet up to those expectations?
- Why particular game mechanics and systems were chosen?
- Where will be the game be released?
- When is the deadline? Before when must I complete the game?
Average Joe doesn’t give a damn. But, I made him care!
It might be useful to think up of your player like the average Joe. In all probability, Joe has the least concern for the efforts you put in the game. How has the least regard for how much money it took to develop it? He doesn’t want to know whether you think it’s a good game or not or how much you like the story. What really matters to him is the experience you get by playing the game. You aim as the game designer is to make him care if not love your game. If you can achieve this, you have usually succeeded as a game designer.
To Sum Things Up
There is one thing common to all these three viewpoints on game design. This universal aspect is the player. He should always be the center of the game design, and his playing experience should matter the most. Successful game design must answer the question of who the player is, what they want, and finally, how do you intend to provide them that!
Stay tuned to our blog for more tips and views on crafting the player’s perspective:
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