Hamlet the Video Game: Rules of Good Game Design

I found through research that game design constantly follows a set of rules to create a good game. While it may seem repetitive and very structural, I found that reading these and questioning my own practice was essential to building a fresh idea. Here are some points I managed to have a think about and write down.

Firstly, the rule of having an immersive story. It means to not focus on dialogue or text driven parts to tell the story. It’s less about telling the player this is what’s happening and more about letting the player find out or unfold these little story arcs. Unless necessary, the story should be told within the gameplay, not just the cut scenes. This is probably something we need to look out for since we plan on having multiple cut scenes. We need to make sure that we don’t focus on the cut scenes too long and retell the story of Macbeth but rather introduce our character, her motive and her dilemma and let the player figure out the rest. While I am drawing up the cut scene and editing it, the narrative aspect will go to a fellow group member so I guess it’s all about balancing it out with each member’s roles.

The environment and levels need to be fun and allow exploration. The setting of our game is very important to keep the player entertained. The player must respond to the game for it to be successful therefore holding onto their attention requires them to feel in control of the narrative. By doing this, it unlocks this would be a written and planned aspect to game design but the player needs to feel like it was their discovery. Directing the player subtly or encouraging them is something we need to do with our environments and storytelling. This also goes into offering the player something new, whether it is skills, items or a quest. It will also factor into keeping their attention.

So far we are planning to have broken mirror shards as collectable pieces to supposedly unlock a mystery or finish the quest. In terms of level design, I think that I will come up with images of the environment and we can go from there for what assets we need, as well as other elements like enemies. We are planning to all take part in each other’s roles at the moment so the level design could possibly be shared. In terms of surprises, we plan to have enemies attacking her so it is unclear whether this will be mentioned in the story telling aspect or not.

Narrative storytelling will be explored through interaction, game design principles and ideas. I think as a group, our individual research can always be applied to each other’s roles somehow, whether it is studies for the environment or mechanics for the character. This means that our group needs a lot more communication about our own roles so that it can benefit each other for personal and group practices.

 

Links:

http://www.gamasutra.com/view/feature/132341/the_13_basic_principles_of_.php

http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/

http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1

http://www.digra-fdg2016.org/5-rules-of-good-game-design/

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