21st Century Game Design, by Chris Bateman and Richard Boon, 2005.
Part I - Games exist primarily to satisfy the needs of an audience
ch1 - Zen game design
Zen Buddhism can not be learned, it can only be experienced. There is no objective perspective on anything. Hence zen game design's tenets: game design reflects needs + there's no single method to design + there exist methods to game design. These methods are:
- first principles: what you want to do -> game world abstraction -> design -> implementation
- clone and tweak: most common method. existing design -> tweak -> implementation
- meta-rules: goal = provoking debate. meta-rules -> design -> implementation
- expressing technology: in teams without actual game designers. technology -> game implementation
- Frankenstein: art or technical materials -> design -> implementation
- story-driven: narrative -> design -> implementation
Participants in the game project: audience, publisher, producer, programmers, artists, marketing/PR, license holder. Example: saving for causal audience is vital; for hardcore audience, it should not break gameplay; for programmers, it's a technical detail; for producer, it's looking at how other games do it.
ch2 - Designing for the market
The commercial success for a medium clears the way for artistic expression, not the way around
A game design is successful when the target audience is satisfied. This justifies the need for an audience model. Existing models: simple distinction hardcore/casual, distinction by genre (but genres are too vague), EA's model, and ihobo's model.
hardcore | casual |
---|---|
plays lots of games | plays few games |
game literate | game illiterate |
plays for the challenge | plays to relax, kill time, and just for fun |
segment can be polarized: many can buy the same title | hard to polarize, diverse and disparate |
EA's model:
EA's model take-away: do not ignore hardcores because they are the ones pushing a game to broader segments. Corollary: no TV ads are needed if the game is not made for casuals.
iHobo's model [...]
21st Century Game Design - Part I
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