Game Design Theory The Essential Experience Paul Taylor 2010.

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Presentation transcript:

Game Design Theory The Essential Experience Paul Taylor 2010

Today’s Working Example Today we are focusing on a game about broken toasters x-toasty_8.jpg FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s40 0/10491.jpg

Why are we designing games? or-design.gif

The Essential Experience We are trying to create an experience A game is simply our tool An environment to allow players an experience

Creating the Experience 007/06/experience_map.html

How does one create an experience? nal/experience22.jpg 550x550,075,f.blue-storm-newport-the-hdr- experience.jpg

Separating Design and Development content/uploads/2009/11/manhunt-2-axe.jpg

What is Design? The Oxford Dictionary: “a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is made”

Prototyping The Oxford Dictionary: “a first or preliminary version of a device or vehicle from which other forms are developed“ “the first, original, or typical form of something; an archetype”

Development The process of creating the actual artefacts In our world, it’s mostly art and programming

Breaking down the Game pg

Creating an Experience This is the overall semester goal You understand how difficult games and play are to define? Now we need some approaches to considering game design piecewise

Dissecting a Game What do you do when multiple designers are to work on a game? So how do we divide and conquer? According to Schell....

The four basic elements of a game Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

What do we need for an realistic first person shooter game? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

Doom The original ‘mass murder simulator’ by Dave Grossman, the leader of the Killology Research Group ( See vels-81 for a good laugh 8/Doom_gibs.png

Context and Form Paul Taylor 2010

Christopher Alexander Architect Wrote ‘Notes on the Synthesis of Form’ 1964 – A building architecture book which has been influential computer scientists since His approach to architecture design involved two simple components, context and form...

Context This is the framework in which one is attempting to design

Form This is the mouldable content which interfaces with the context The Form is the only editable part of the whole

Context and Form Solutions should always be a form which fits within a context Alexander insists that a designer must consider many different forms and contexts to arrive at the best solution

Applying Form and Context to Design Broken Toasters..... ??

Form and Context? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

So how do we decide upon Form and Context? C# is an Object Oriented Language

The End