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Description: These games relied on text-based input and output. Players interacted through typed commands and received textual responses.
Examples:
“Spacewar!” (1962): One of the earliest interactive games, where players controlled spaceships in a two-player combat scenario.
“Adventure” (1976): A text-based adventure game with puzzles and exploration.
Conception of Interactive Experiences:
Designers in this era had limited technology (mainly text-based interfaces).
Narrative Exploration: Players engage with the story by reading descriptions and making choices. Designers focused on creating engaging narratives and puzzles.
Typed Commands: Players input commands (e.g., “go north,” “take sword”) to interact with the game world, which influenced game design.
Gameplay Choices:
Narrative Exploration: Designers crafted rich textual descriptions to immerse players.
Choice-Based Gameplay: Players made decisions by typing commands (e.g., “open door,” “attack dragon”).
Puzzle Solving: Clever puzzles that required logical thinking and exploration.
Description: Arcade games were coin-operated machines found in arcades. They featured simple gameplay mechanics and high scores.
Examples:
“Pong” (1972): The first commercially successful arcade video game, a simplified tennis simulation.
“Space Invaders” (1978): A classic shooter where players defend Earth from descending alien invaders.
Conceptions of Interactive Experiences:
Arcade games aimed for quick, addictive play.
Limited memory and processing power influenced design.
High Score Competition: Players strive to achieve the highest score. High scores encouraged replayability.
Quick Reflexes: Players react to fast-paced gameplay.
Gameplay Choices:
Quick Reflexes: Simple controls (joystick, buttons) allowed immediate responses.
High Score Competition: Short play sessions, intense action, and score tracking.
Skill Mastery: Gameplay loop focused on improving performance.
Description: Consoles brought gaming into homes. Early consoles used cartridges or cassettes.
Examples:
Magnavox Odyssey (1972): The first home video game console.
Atari Video Computer System (VCS) (1977): Later renamed the Atari 2600.
Conception of Interactive Experiences:
Controller Inputs: Players use joysticks, buttons, and paddles. These enabled precise control.
Multiplayer Gaming: Consoles allowed local multiplayer experiences.
Consoles brought gaming to living rooms.
Designers explored longer narratives and more complex mechanics.
Gameplay Choices:
Local Multiplayer: Couch co-op or competitive play.
Exploration and Adventure: Longer play sessions with evolving challenges.
Description: Platformers involve jumping between platforms, while adventure games emphasize storytelling and puzzles.
Examples:
“Super Mario Bros.” (1985): Iconic platformer featuring Mario.
“The Legend of Zelda” (1986): Adventure game with exploration and puzzle-solving.
Conceptions of Interactive Experiences:
Exploration: Players navigate intricate levels or worlds. Exploration and puzzle-solving became central to conceptions of games.
Problem-Solving: Solving puzzles and uncovering secrets.
Designers aimed for immersive worlds and character-driven stories.
Advances in graphics and sound influenced design.
Gameplay Choices:
Precise Jumping Mechanics: Platformers required timing and precision.
World Exploration: Hidden secrets, branching paths, and collectibles.
Narrative Engagement: Adventure games emphasized storytelling.
Description: During the late 20th century, portable gaming devices emerged, allowing players to enjoy their favourite games on the go. These devices were compact, lightweight, and designed for portability.
Examples:
Milton Bradley Microvision (1979): The Microvision was the world’s first handheld video game system with interchangeable cartridges. Despite its primitive 16-by-16-pixel black-and-white LCD screen, it paved the way for future innovations.
Epoch Game Pocket Computer (1984): A Japan-only console, the Game Pocket Computer was a precursor to the Nintendo Game Boy. It had a non-backlit black-and-white LCD screen, interchangeable game cartridges, and gamepad-like controls. Unfortunately, it didn’t gain traction in Japan.
Nintendo Game Boy (1989): The iconic Game Boy revolutionized portable gaming. With its monochrome screen, long battery life, and Tetris as a killer app, it became a massive success. RPGs like “Final Fantasy” and open-world adventures like “The Elder Scrolls” found a home on the Game Boy.
Nintendo DS (2004): The DS changed the game by introducing dual screens, touch functionality, and a wide range of games. It made gaming mainstream, transcending age, gender, and race boundaries.
Conceptions of Interactive Experiences:
Buttons and Controls: Most handheld devices feature physical buttons, directional pads, and triggers. Players use these to navigate menus, move characters, and perform in-game actions.
Gyroscope and Accelerometer: Some devices have built-in motion sensors. Players can tilt the device to control gameplay (e.g., steering in racing games).
Stylus Input: Nintendo DS and similar devices include a stylus for precise touch input. It’s useful for drawing, puzzle-solving, or interacting with virtual objects.
Connectivity: Multiplayer modes, trading, and sharing content become possible.
Gameplay Choices:
Character Customization: Players could create and develop their avatars, adding a personal touch to their gaming experience.
Choice-Based Storytelling: Decisions made by players had a direct impact on the game’s outcome, enhancing immersion and replayability.
Description: Mobile games are accessible, often free-to-play, and designed for short play sessions.
Examples:
“Angry Birds” (2009): Physics-based puzzle game.
“Candy Crush Saga” (2012): Match-three puzzle game.
Conceptions of Interactive Experiences:
Mobile games cater to casual players with short attention spans.
Social Integration: Competing with friends or sharing achievements.
Touchscreens influenced design. Swipe, tap, and drag interactions.
Camera Integration: Cameras allow augmented reality (AR) experiences, face detection, and photo-based gameplay.
Gameplay Choices:
Swipe and Tap Controls: Intuitive interactions for touchscreens.
Level-Based Challenges: Bite-sized gameplay sessions.
Social Competition: Leaderboards, sharing achievements.
In 1947, British mathematician and codebreaker Alan Turing wrote code for a computer to play chess. He hypothesized that if a computer could play something as complex as chess, it could be taught to think. This baby-step in the development of Artificial Intelligence (AI), inspired other scientists and engineers to begin experiments with computing, laying the foundation for videogames.
During the early years of the Cold War in the 1950s, computers were often housed in university research laboratories and were part of the race to develop technological advantages over the enemy. There was a long way to go though, as they were the size of an entire room and often took hours to run calculations. Videogames like NIMROD had been developed to demonstrate these new technologies, not for play or fun. In 1958 that changed, when American physicist William Higginbottham made Tennis for Two for an oscilloscope in the Brookhaven National Laboratory.
In the early 1960s, Harvard and MIT employees Martin Graetz, Steve Russel and Wayne Wiitanen created a game from data stored on punched paper tape called Spacewar! The game featured two ships battling on a digitised starfield and was seen by Nolan Bushnell, the founder of Atari. This inspired him to release Atari’s first arcade machine, Computer Space.
MAPS IN GAME DESIGN - Find many, many more here
Assasin's Creed Odessey uses a map of the Agean Sea. Read map left, game map right.
Breath of Fire II World Maps introduced world maps that opened up new sections as the player gained fresh abilities
Elden Ring Interactive World Map
Final Fantasy XIV Interactive World Map
Luigi's Mansion 3 Interactive World Map
Minishoot Adventures Interactive World Map
Star Wars Jedi Survivor Interactive World Map
Dead Island 2 Interactive World Map
Platformer (e.g., Super Mario Bros., Celeste)
Action-Adventure (e.g., The Legend of Zelda, Uncharted)
Stealth (e.g., Metal Gear Solid, Assassin's Creed)
Survival Horror (e.g., Resident Evil, Amnesia)
Metroidvania (e.g., Hollow Knight, Castlevania: Symphony of the Night)
Roguelike/Roguelite (e.g., Hades, The Binding of Isaac)
JRPG (e.g., Final Fantasy, Persona)
Action RPG (e.g., Dark Souls, Diablo)
Tactical RPG (e.g., Fire Emblem, XCOM)
Open World RPG (e.g., The Elder Scrolls, The Witcher)
Monster Taming (e.g., Pokémon, Temtem)
Real-Time Strategy (RTS) (e.g., StarCraft, Age of Empires)
Turn-Based Strategy (e.g., Civilization, Into the Breach)
Tower Defense (e.g., Plants vs. Zombies, Bloons TD)
Multiplayer Online Battle Arena (MOBA) (e.g., League of Legends, Dota 2)
Auto Battler (e.g., Teamfight Tactics, Auto Chess)
Life Simulation (e.g., The Sims, Stardew Valley)
Vehicle Simulation (e.g., Microsoft Flight Simulator, Euro Truck Simulator)
Business/Tycoon (e.g., RollerCoaster Tycoon, Game Dev Tycoon)
Social Simulation (e.g., Animal Crossing, Tomodachi Life)
Sports Games (e.g., FIFA, NBA 2K)
Racing (e.g., Forza Horizon, Mario Kart)
Extreme Sports (e.g., Tony Hawk's Pro Skater, SSX)
First-Person Shooter (FPS) (e.g., Call of Duty, Overwatch)
Third-Person Shooter (e.g., Gears of War, Fortnite)
Arena Shooter (e.g., Quake, Unreal Tournament)
Tactical Shooter (e.g., Rainbow Six Siege, VALORANT)
Match-3 (e.g., Candy Crush, Bejeweled)
Physics-Based (e.g., Angry Birds, Cut the Rope)
Logic Puzzles (e.g., Portal, The Witness)
Hidden Object (e.g., Hidden Folks, June's Journey)
Idle/Clicker Games (e.g., Cookie Clicker, AdVenture Capitalist)
Hyper-Casual (e.g., Flappy Bird, Hole.io)
Endless Runner (e.g., Temple Run, Subway Surfers)
Word Games (e.g., Wordle, Words with Friends)
Augmented Reality (AR) Games (e.g., Pokémon GO, Ingress)
Rhythm Games (e.g., Guitar Hero, Beat Saber)
Music-Based Platformers (e.g., Crypt of the NecroDancer, Rayman Legends)
2D Fighters (e.g., Street Fighter, Mortal Kombat)
3D Fighters (e.g., Tekken, Soulcalibur)
Platform Fighters (e.g., Super Smash Bros., Brawlhalla)
Sandbox (e.g., Minecraft, Terraria)
Player-Created Content (e.g., Dreams, LittleBigPlanet)
Physics Sandbox (e.g., Kerbal Space Program, BeamNG.drive)
Visual Novels (e.g., Doki Doki Literature Club, Phoenix Wright: Ace Attorney)
Interactive Fiction (e.g., 80 Days, Choice of Games titles)
Walking Simulators (e.g., Firewatch, What Remains of Edith Finch)
Multiplayer Party Games (e.g., Mario Party, Jackbox Party Pack)
Cooperative Games (e.g., Overcooked, It Takes Two)
Arcade-Style
Classic Arcade (e.g., Pac-Man, Space Invaders)
Neo-Arcade (e.g., Geometry Wars, Resogun)
Edutainment (e.g., Carmen Sandiego, Brain Age)
Serious Games (e.g., Foldit, Papers, Please)
Art Games (e.g., Journey, Gris)
Experimental Gameplay (e.g., Baba Is You, The Stanley Parable)
Wire Framing in Design
Wireframing is a crucial early step in the design process for user interfaces and user experiences. It involves creating a basic visual representation of a digital product's structure, layout, and functionality. Wireframes are typically low-fidelity sketches or diagrams that focus on content placement, user flow, and overall structure rather than visual design elements. Read more at this comprehensive guide.
Layout: The overall arrangement of elements on the screen.
Content Blocks: Placeholders for text, images, and other media.
Navigation Elements: Menus, buttons, and links that guide user movement.
Functional Elements: Forms, search bars, and interactive components.
Information Hierarchy: Visual weighting of elements to guide user attention.
User Flow: The path users take through the interface to complete tasks.
Annotations: Notes explaining functionality or interactions.
Consistency: Maintaining a uniform structure across different screens or pages.
Game designers can adapt wireframing techniques to plan and visualize game interfaces and mechanics. Here's how they might use wireframing in developing game concepts:
Main Menu Layout:
Sketch the arrangement of menu options, settings, and game modes.
Plan the hierarchy of information to guide players to key features.
HUD (Heads-Up Display) Design:
Map out the placement of vital game information like health bars, scores, and inventory.
Ensure important data is visible without obstructing gameplay.
In-Game Interfaces:
Design inventory screens, character customization menus, and pause screens.
Plan how players will navigate between different game interfaces.
Level Maps:
Create simplified layouts of game levels or worlds.
Indicate key points of interest, obstacles, and pathways.
Tutorial Flows:
Outline the step-by-step process for introducing game mechanics to new players.
Plan placement of instructional text and interactive elements.
Player Progression:
Visualize skill trees, achievement systems, or character development interfaces.
Design how players will track their progress through the game.
Dialogue Systems:
Plan the layout for character interactions and dialogue choices.
Design how narrative elements will be presented to the player.
Mini-games or Puzzles:
Sketch out the basic structure and elements of any mini-games or puzzle interfaces.
Store or Economy Interfaces:
Design interfaces for in-game stores, crafting systems, or resource management.
Multiplayer Elements:
Plan interfaces for player matchmaking, leaderboards, or team management.
By using wireframes, game designers can:
Rapidly iterate on ideas without getting bogged down in visual details.
Ensure gameplay elements are logically organized and easy to access.
Test user flows and game mechanics before investing in high-fidelity graphics.
Communicate ideas clearly to team members and stakeholders.
Identify potential usability issues early in the development process.
Source: ACMI Online
Building Inclusive Minecraft Communities: this blog post has a number of practical suggestions for including players with a range of functional needs. Although focused on the game Mincraft, much of the advice can apply to other games.
Microsoft Technology for Gamers with Disabilities: an interesting article about the design of the popular Microsoft Adaptive Controller. This is one option for a controller for players who experience challenges with fine motor skills. Designing Games That Are
Accessible To Everyone: an easy to read article about what to look for when selecting games for players with a range of functional needs. This could be useful when evaluating new/unfamiliar games for suitability.
Game Accessibility: a curated list of accessible games, searchable by functional need and includes reviews from the perspective of both game play and accessibility. This could be a wonderful resource if you are looking for a ‘substitution’ for a similar game that provides increased options for different functional needs.
Able Gamers: an organisation that creates custom gaming setups, including modifying controllers and integrating special assistive technology so users with specific needs can play with comfort.