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The focus of a game designer is creating play experiences, rules and structures that result in a meaningful experience for players. Every design decision and technological feature should improve the experience of play.
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Making a game is also a nice opportunity to learn different creative things since many disciplines come together for the making of a game.
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Games are fundamentally inefficient ways to do things (via the lusory attitude) but they imbue an experience with meaning as the players suspend their disbelief.
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Video games and other media make use of Archetypes too. The best example is found in the use of element-based systems. in this context, archetypes serve as paradigmatic models for contextualizing the world in a way that minimizes cognitive load. Still, it should be noted that archetypes can make games feel the same. The key around this is to reframe these into new contexts. 1
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There are two camps when it comes to games. In some sense both are right because at the end of the day, a game is about creating an experience.
- Narratologists - story precedes gameplay
- Ludologists - gameplay precedes story.
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There are also differing perspectives about whether or not games are objects or processes.
- Games are objects because they have constituent parts.
- Games are processes because they can only happen with a player.
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Design for player experience not realism.
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Sid Meier’s Covert Action Rule - advises that games should not simply be a package of minigames. Otherwise, each minigame will compete with each other for becoming “the most enjoyable part”. Focus on what the game is.
Topics
- The Fundamentals of Game Design
- Players and Why We Play Games
- Lenses for Game Design - Notes
- Game Mechanics Design
- Level Design Principles
- Puzzle
- Combat Systems
- UX Design Principles
- Algorithms in Games
Genre Specific
Links
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Rules of Play — Game Design Fundamentals by Salen and Zimmerman
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Fundamentals of __ Game Design Series by Ernest Adams - Covers game design in the context of various genres.
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Design - more on design. In particular, focus on Iterative Design, wherein games are made as they are being playtested
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Unity - a game engine.
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Godot - another game engine
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Blender - for creating 3D models
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The game of Set for game design inspiration.
Footnotes
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Similar to conceptual models, Archetypes. Category Theory also applies because the identities of archetypes depend on their relations with others. ↩