Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • lots of schoolwork, video games, shows, procrastination, and drivers ed

Construct 3 – Javascript

  • module 3

CLASSROOM (THEORY & ANALYSIS)

MDA image from Wikipedia
  • Mechanics the things that make the game work
  • Dynamics the mechanics working together to build the game
  • Aesthetics the audio and video details that make you able to in a way, feel the game

LAB (THEORY PRACTICED)

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • the audio and video features that make the game seem real
  2. Fantasy (Game as make-believe): Imaginary world.
    • unrealistic and crazy
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • the story
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • what makes it difficult
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • the social aspect that makes people able to communicate
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • allows the player to openly travel and explore
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • being able to change your character in order to express yourself as a person
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • you might take breaks and not binge it but you will find yourself coming back to it over again

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com
  • thoughts: I have a lot of work to do, I should deconstruct the projects because it usually feels like more than I is than I did and it was pretty easy. I then worked and completed all my assignments.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • I learned some formatting skills that will allow me to get to the different folders and what they do as well as i can use this Manuel if i get stuck later on

CONTROL ROOM (PRODUCTION)

  • two people can be working on different folders at the same time for one project like on person can work on character design while one could work on character mechanics

WHAT I LEARNED and PROBLEMS I SOLVED

  • I didn’t get one of he questions but i looked at the example and it made it a lot easier

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