Posts Tagged design

design language: challenge & struggle

Conflict is crucial to creating drama, and drama is really our #1 goal. Conflict is the intriguing, engaging heart of drama that we all connect with. Simple conflict can be created through external challenges which the protagonist must overcome. But importantly, conflict is also about the internal struggles that a protagonist or character needs to deal with while overcoming the challenges they face. The simultaneous combination of the two makes for dramatic and meaningful situations.

  • Challenge is the external obstacle, barrier, fight, argument, puzzle, maze or hurdle to cross
  • Struggle is internal, emotional, characterful, relationship obstacle that is often as big a hurdle as the challenge.
  • Put the two together and you have meaningful conflict which will engage, demand attention and have the potential to be remarkable.
  • As a bonus, leaving uncertainty in the resolution or outcome can create a sense of anticipation which will amp up the engagement.

Understanding Conflict by Janice Hardy or her blog fiction-university

Narrative advice isn’t always easy to apply directly to game design. Games often focus on the direct challenges and tend to leave the inner struggle on the table. Finding ways to includes more emotional struggle in your game could add stronger connections, hard choices, variation, personality, believability and depth. All things which will make your game better.

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consider listening

Seek First to Understand, Then to Be Understood

Habit 5

Forming opinions or proposing solutions can be easy and yet is a heavily biased process. Being determined to listen, to understand, and consider different perspectives before you formulate your opinions or solutions will lead to better ideas.

Listening isn’t always easy, people present their opinions, or solutions and often poorly communicated views rather than sharing the core of the topic. Listening is an active process, that requires engagement, digging and exploration. It can take time and persistence.

Listening can trigger your personal defenses, if you feel or have a sense of responsibility for the topic, how can you impartially listen?

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PAC for the best position

Product

  • What will the remarkable, attractive & distinct aspects of the product be, in terms that the player will value?
  • Can these benefits be easily communicated and understood by players?

Audience

  • Demographics: Who are the player groups who match the product experience?
  • Motivations: And why will they like it?
  • Is there enough business potential?

Competitors

  • Direct: Is someone already meeting the needs of these players in this space?
  • Adjacent: Which products are closely associated with but not direct competitors
  • Inspiration: Which products provide inspiration to these players?
  • Will someone be meeting these needs by the time your product releases
  • Is there a gap within this competitive landscape?

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be clear, singular and have a perspective – Ive

And here’s the next irony that defines Ive’s career: In the clutter of contemporary culture, where hits and likes threaten to overtake content in value, the purity of an idea takes on increasing currency. “I think now more than ever it’s important to be clear, to be singular,” he says, “and to have a perspective, one you didn’t generate as the result of doing a lot of focus groups.” Developing concepts and creating prototypes leads to “fascinating conversations” with his team, says Ive. “It’s a process I’ve been practicing for decades, but I still have the same wonder.”

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god games are?

god games are?

Peter Molyneux’s definition of god games

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reality is compelling right off the bat

Will Wright: I think the idea of having a game based on reality is compelling right off the bat because everyone has some experience with the subject of the game. I don’t know anyone who has actually fought a dragon or flown a fighter plane in combat. But the themes our games are about, almost everyone brings their own experience to. Also, after people play these Sim games, it tends to change their perception of the world around them, so they see their city, house or family in a slightly different way after playing.

http://edition.cnn.com/chat/transcripts/2000/12/1/wright.chat/

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entertain them

“Don’t make people pay for entertainment. Entertain them so that they will pay.”

http://www.gamasutra.com/view/feature/6552/the_design_of_freetoplay_games_.php

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