Learning Journal
After our group discussion to kick off the class, we learned about the types of experiences a designer might want to build a game around. To begin with, we went over experience-oriented design. This is simply the experience that we (as the designers) want the player to have. I learned that the specific experience we manufacture does not have to be applicable to the whole game. In other words, you can create one that can be for specific design intentions. I think this is a useful thing to keep in mind, especially if I'm trying to tell a story throughout a game. For instance, there are several scenes in Assassin's Creed: Odyssey that are incredibly sad, but the overall mood of the game is not, and the contrast makes these particular scenes more powerful.
Afterwards, we learned about four main types of experiences:
Narrative - story-driven. This is the sequence of events that keeps the player interested (the "page-turner"). Examples include Halo and The Last of Us.
Emergent - the outcome, or ending, depends on the actions the player takes during gameplay. These are sometimes referred to as 'sandbox' games, and can include narratives to sustain a player's engagement. Examples include Minecraft, Don't Starve, most city-builders and Skyrim.
Emotive - these are designed with a specific, overarching emotional response in mind. These games are the most difficult to design and execute successfully. Examples include Papers Please and most horror games.
Ludic - based on pure play ('play for the sake of playing'). The enjoyment comes from mastery of the way the game works, and examples include Tetris, Dark Souls and board games.
I am excited about the prospect of having total control over the manufacture of a game, in that no part of it would exist without me. It is a bit intimidating as a new games student, though. I'm looking forward to learning how to create these experiences for players, and I plan to test all of my games on my family. Looking at the kinds of games that I like to play, as well as my other hobbies, I believe my favourite type of experience is Emergent. Having creative control really appeals to me, so games where players can curate the experience for their own personal enjoyment are probably going to be the type that I will design the most. I do like when a game has a good narrative, because just running around aimlessly can become boring (this is why I don't play idle games), so to have a gripping story in combination with a customisable environment is the perfect combination for me.
We also went over what it means if a story does or doesn't happen to a player. In simple terms, if the story can be influenced by us, then it happens to us. If it's linear, or scripted - i.e. you will always reach Point A in time for Event B regardless of how you actually interact with the game - then the story does not happen to us. I think I understand what this means, but it is a difficult concept to put into words.
Work on Brief 2
DayZ vs Tarkov
apocalypse vs war
how are they similar?
what makes them not the same genre (survival)
mechanics and features/aesthetics (feel and visual) of both
pace of gameplay (reinforcing point, rather than main talking point)
player psychology
themes
Ubisoft. (2018). Assassin's Creed: Odyssey. Steam. Retrieved August 26, 2022 from https://store.steampowered.com/app/812140/Assassins_Creed_Odyssey/
Naughty Dog. (2013). The Last of Us. IGN. Retrieved August 26, 2022 from https://www.ign.com/games/the-last-of-us
Klei Entertainment. (2013). Don't Starve. Steam. Retrieved August 26, 2022 from https://store.steampowered.com/app/219740/Dont_Starve/
Lucas Pope. (2013). Papers, Please. Steam. Retrieved August 26, 2022 from https://store.steampowered.com/app/239030/Papers_Please/
Notes
Designing for player experience
experience-oriented design - what experience we want the player to have
the designed experience of a player may not necessarily be applicable to the entire game - can be for specific design intentions
narrative experiences:
a story is an event - not all players encounter story, not all games engage strongly with the story
narrative is a sequence of events - what comes next
what draws a player into the next part of the sequence
think of a narrative as a type of story e.g. the hero's journey
less about the events and more about the player's involvement in/experience of those events, and their influence on the outcome
rely on strong plot points - "elements that build the structure … and are compelling to experience"
ex: Halo, The Last of Us
emergent experiences:
the outcome is dependent on what the player does during the game
sometimes called sandbox games
directly influenced by player input
don't usually have a preconceived end or finishing point
systems-focused e.g. wearing metal in a storm draws lighting in BotW
sometimes narrative threads to nudge players along
ex: Minecraft, Don't Starve, Lego, city-builders, AC:O, Skyrim
emotive experience:
specifically designed to elicit an emotional response
difficult to make
not just an emotional moment or segment - the entire game revolves around an emotive experience
ex: Papers Please, horror games
note: with horror, it's not actual fear designers aim for, because then players would stop playing - instead they use specific forms to "thrill" players
Ludic experiences:
pure play experience - newer concept
playing for the sake of playing - the joy of play
the reward is in playing, itself
the focus is on the gameplay, not the story or narrative
ludic sublime - to have full mastery of gameplay and to execute it perfectly
ex: arcade shooters, Tetris, fighting games, Dark Souls, board games
game goal vs player goal
game goal - what we are trying to give the player
player goal - objective that the player is attempting to achieve
deliberate design
as designers, we have absolute, complete control over the game - no part of it will occur naturally or without us