Friday, February 22, 2013

#18 - The Art of Game Design - Chapters 4,5,6

Chapter 4 - The Game Consists of Elements


Much like a doctor needs to really know the human anatomy, a game designer needs to know what makes a game tick.  Schell labels the four elements of a game as being: Mechanics, Story, Technology and Aesthetics.  I couldn't agree more.

Lens #7: The Lens of the Elemental Tetrad.  Is your game comprised of these elements?
Lens #8: The Lens of Holographic Design.  Do you understand what contributes to your play experience?


Chapter 5 - The Elements Support a Theme


A theme in the game helps express the game as meaningful.  Largely, it was very hard to express meaning in a game until such technology arose to the occasion.  And when there is a meaning, there is a theme.  So to add meaning, support your theme!

Lens #9: The Lens of Unification.  Does your game have a theme?  What are you doing to strengthen it?
Lens #10: The Lens of Resonance.  What are you doing to make your player very excited to be in the game?


Chapter 6 - The Game Begins with an Idea


The story by Schell being a young juggler is cute.  Inspiration comes from everywhere - as long as its not from games that look similar to your game or from other designers.  That is, true inspiration cannot be taken, it must be listened to.

Lens #11: The Lens of Infinite Inspiration.  Is there a real life experience that lends its inspiration to the game?

Game design is still design, and design involves solving a problem.  The first step to game design is to identify a problem.

Lens #12: The Lens of the Problem Statement.  What is the problem?  In design, we need to solve it.

Another source of inspiration: your subconscious.  In this chapter we have a number of interesting segments to read discussing how dreams have helped solve problems.  So, go dream!

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