Thursday, May 29, 2008

So, there we have it


Wow. There you have it. 36 posts, over 15000 words, 13 weeks, multiple game ideas, lots of analysis, and too many Cokes to appropriate later, and we have a complete design journal. I thought my "last" one should probably wrap up, as I feel like it's been somewhat of an epic journey.

I've actually found this journaling process incredibly helpful for getting a grasp on the lecture content in ITN016. And I'm not trying to say this to appeal to the markers. I really have. I mean, learning about design concepts has been interesting, but I've found their use and importance by actually examining games in the industry against them.

It's also forced me to have to come up with my own game ideas. This has been great cause, while course co-ordinators invite you to think about your own ideas in your spare time, the truth is that.. you don't really get much opportunity to. Not only that, it's forced me to actually assess these ideas. Not just having ideas for the sake of ideas, but having some ideas that are actually soundly justified by tested design principles.

So, key findings:

- Designers abuse gamers - in difficulty, in interface use... and maybe not so much in terms of narrative and affect

- The tried and true methods are often your best bet - a lot of areas *could* be innovated in order to move the industry forward even further, but it's probably best for the moment they aren't ie. FPS interfaces, implicit vs. explicit challenge balances

- Games are a good medium for people to grow - whether this is by assaulting players memorisation ability and requiring superhuman ability, or by bringing them further along in their own lives

- Designing games is HARD - or harder than I initially thought: there are no guarantees what you come up with will sell, and the processes you have to implement to get there are actually quite involved

I know that game developers have probably known these for years, but it's good to have the revelation of these for myself.

I may even continue this blog in the near future. It sure has been useful for creating good game ideas. And while it may not always have an ITN016 lecture to go by, it sure will be focussed on finding new and innovative ways to revolutionise, or at least increment, the gaming medium.

Watch this space.

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