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GAME DESIGN

Character playing computer games illustration from Freepik.

"What is a Game, Anyway?" written by Ian Schreiber examines the numerous definitions of a game and what is classified as one according to its component parts. The writer compares the games Tic-Tac-Toe and Three-to-Fifteen to highlight the relevance of knowing what a game is in order to distinguish whether two games are the same or different. 

Having the correct vocabulary is very important when talking about and creating games because one needs to be able to communicate using relevant terminology when analysing games. This makes the process of learning much easier. Comparing games to each other is one of the most common ways to describe a game. However, this can be ineffective if the opposite party has not played the same game as you. Another method, usually taken by authors who have published books about game design, would create a set of vocabulary specifically for their writings. This also poses as ineffective because those who have not read said books would not know such terminology. The game industry is gradually bringing together the preferred words to discuss games. 

There are countless definitions for what a game is. David Parlett has said that "A game has 'ends and means': an objective, an outcome and a set of rules to get there." Roger Callois said that "A game has six properties." Whereas, Chris Crawford said that "Games have four properties." From all the varying definitions, commonalities are able to be pulled out to create "a starting point for discussing games." No definition is absolutely correct because there is a big variety of components that come together to make a game and therefore, cannot be defined in a single sentence. 

Puzzles, role-playing games and choose-your-own-adventure books are commonly questioned about whether they can be classified as games. The answer depends on what your definition of a game is. People have also wondered if games are stories or play. The answer is yes because both stories and play are related to games.

Creating ideas illustration from Freepik.

"The Organic Nature of Game Ideation: Game Ideas Arise from Solitude and Mature by Bouncing" written by Annakaisa Kultima from the University of Tampere covers how ideas are generated in game design. Kultima analyses two sets of interviews from 2005 and 2007 where designers and game professionals spoke about their process of game ideation. 

The game industry is classified as one of the "creative industries" and is quickly developing great competition which means that companies are looking to boost their idea generation in order to keep their ideas relevant and fresh. Within the game industry, taking a systematic approach when generating ideas is ultimately beneficial to the process of game design. Brainstorming is a well known method of idea generation. However, there have been reports of its ineffectiveness in game design. 

Two interviews were conducted 2005 and 2007. The interviewees found it challenging to detail their processes of idea generation. Some said it was something that was almost natural to them and has been an on-going process since their childhood. Whereas, others admitted the struggle of ideation. 

Many of the interviewees took an informal approach to coming up with new ideas. They expressed how they sought inspiration from reading, watching television and playing other games. As long as you keep your eyes open, inspiration can be drawn from anything. Two interviewees also mentioned how walking around helped them purposefully come up with new ideas. Being in a changing environment and allowing your brain to react to different forms of stimuli can result in idea generation. 

Formal techniques for generating ideas was found to be more challenging for the interviewees to explain. Formal processes of game ideation were not used very often. The interviewees mentioned brainstorming and mind-mapping, using sticky notes, Six Thinking Hats, Double Team², idea trees, slip techniques, browsing Wikipedia and looking at photographs. 

Brainstorming was said to be the most commonly used form of idea generation. However, it is not exactly a systematic technique. Brainstorming has become more of an umbrella term for the process of group ideation and is more often used in an informal setting. 

The interviewees expressed that some people did not know how to behave in formal sessions to benefit from the ideation process and would disturb other participants. Another issue with formal techniques is the risk of people's ideas being guided in the same direction which would not result in original ideas. One interviewee believed that formal group sessions passed by too quickly and therefore, resulted in rushed and unclear ideas. This could unfortunately lead to the abandonment of a potential good idea. Despite the difficulties of group ideation, the interviewees mentioned that good ideas were still able to come out of the sessions.

Each interviewee had their own interpretation of game ideas but all agreed on the importance of the thematic and mechanical aspects. However, they believe that the mechanics are a "key point." A game idea's foundation is the mechanics. Whereas, the thematic elements can be altered at a later stage. 

Game ideas are the beginning of the game production process. Some ideas are able to remain untouched throughout the game's production. However, an interviewee implies that an idea does not need to stay the same. All interviewees agreed that the chances of an idea remaining unmodified is a rare case. However, some interviewees thought that large changes were impractical. They believed that it is not good to begin the production of a game with unclear ideas. Interviewees believed that coming up with ideas was a simple task compared to generating good ideas. Some believed that there were no such thing as bad ideas. 

The reactions that game ideas invoke in the designer, their colleagues and those who choose the ideas is a very important part in game ideation. It is important that all members of the team contribute to the process. 

Game ideation begins with the individual. It involves seeking inspiration as well as using formal and informal techniques to further explore and develop ideas. 

Comments

  1. Hi Nadine, super interesting to see what you took from the reading! There was a lot to read and you've condensed it so well, it's so helpful. I was reading and was remembering parts that didn't make too much sense and now do so thank you!

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  2. Hi, Nadine!!
    Omg how much writing (and good writing)!! I'm not gonna lie that when I read the articles I was quite confused (can I put the fault on "I'm not a native English speaker?" no? ok...) and now reading your post it's much clear *-*
    Let's all agree with the interviewees that it is challenging to detail our processes of generation an idea hahahah
    Keep going with the good job :)
    LĂ­via Alencar

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  3. Hi Nadine! I love your academic writing I think it's very clear and simple to read. I still have a long way to go with my academic writing but the Monday lectures that we had with Shaun really helped me rethink about the whole thing. I love how far you've come from the first prototype of your game to your alpha. We literally made games and that's such an accomplishment! - Anna Zurawska

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