Intention - Making an implementable plan of one's own creation in response to the current situation in the game world and one's understanding of the game play options.
Perceivable Consequence - A clear reaction from the game world to the action of
the player. Reading Church's article was a bit of a tedious, but his argument about the vocab in the gaming industry being too broad and unclear made me realise how often i call a game 'fun' or'good'. It's these type of words that makes a game complicated or 'hard' to review . Using Formal Abstract Desgin Tools (FADT) does make it clearer and set a better understanding of what someones opinion of a game is. Thou I have to say that the choice of words that Church uses are unnecessary and if anything making the issue more complicated then it already is.One of my course mates had the same view as me, thinking that Church is trying to make Computer games designing more academic. I was leaning more towards his opinion the the rest of the class.Aswell as reading Church's article we had to read chapter 2 of Challenges for Games designers by Brathwaite and Schreiber. Putting Church's article aside, Brathwaite and Schreiber used much simpler terms which were more understanding and easier to grasp what they wanted to get across.Using words like:Game state- a collection of all relevant information that may change during gameplay Avatar-Something that represents the player in the digial worldGame View- A portion of game state which the player can seeGame Space- The entire game area Game Bits- Where a physical objects are needed to play the game (e.g dice, control pads,cards e.t.c.)Game mechanics- "if you do X then Y happens. If X is true then you can do Y" pp28Game Dynamics- (not to be confused with Goals) Once your into the game you have to 'finish' (like a race to the finish line in mario kart)Theme and Goals are pretty my self explanatory for a games designer With the simpler words Brathwaite and Schreiber use's it is easier to understand the tools in a game and even simpler to review it. Church describes Mario 64 in a long text about the game play. Yet using the Brathwaite and Schreiber's 'tools' to describe a game.Mario 64 (original) played on the Nintendo 64 ( Game Bits)
Throughout the game you use the same Avatar (Mario) When you start the game the Game View is at Princess Peach's castle (with 3 floors), yet Game space include's multiple areas though the passage on walls and painting. At the start the game state is mario is in Princess Peach's garden. With no special ability until if he jumps though a painting and enters a different world. You can collect all the invisable blue coins and defeat differnt monsters (Game Dynamics). To defect monsters Mario has different abilities, some moves you have to be in a certain area or have a specific surrounding, like the wall jump.
With the tools the using the tools that Brathwaite and Schreiber's have used I havee created a much shorter version of Chruch's explanation of Mario 64 game play. I think that Doug Church has a point about the confusion which is caused by mis-understanding people reviews of games, but his solution in using words like Perceivable Consequence and Intention made me more confused, whereas Brathwaite and Schreiber have done the same as him but binned all the complicated words and dissected the games using their own simpler tools.
Sorry for the massive spacing between some of the lines. I don't know how to fix it
ReplyDeletethat's a nice article, but I still don't agree that Doug Church uses big and complicated words. Have you read Newman? How did he seem in comparison to Church?
ReplyDeleteAs for what you say, that Braithwaite's book is better than what Church said, I tend to think that both articles are good and you can't quite compare them. Does Braithwaite say anything about what Church said as being the "intention"? Yes, I love how she described the game state/view/space and dynamics vs. mechanics really organized a lot of the space in my head.
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Really interesting. Sometimes articles are worth the struggle and for me, Church refers to a slightly more abstract level of design principle. I.e, making sure that, whatever the particular tool you use, you have perceivable consequences for the player, otherwise they will become disillusioned with your game.
ReplyDeletegood stuff
rob