Towards a Model of the Design Process for Games


Healy John P. Cullen Charlie
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

In this paper, we present an approach to studying the game design process by drawing upon general models of design to support research into the process of game design. Several general models of design exist to consider the processes through which designers work. Many of these fit within a structure of analysis, synthesis and evaluation that was first proposed by Christopher Jones in 1963 and later adapted by Bryan Lawson to account for the messy nature of design and the undertaking of these activities while negotiating between problem and solution. This paper proposes the adaptation of Lawson’s model of design to study the activities of game designers and to potentially find opportunities to improve and refine the process of game design. Specifically, the paper seeks to propose a model for facilitating the study of the game design process as it relates to the individual actions designers take when developing games.

 

Now It’s Impersonal: On Player Decentered Design


Morrell Edward
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

This paper presents Player Decentered Design as a design approach that actively opposes and subverts Player Centered Design. Arguments against Player Centered Design are that it restricts the possibility space of videogames, through a focus on player needs and desires above all other concerns. These criticisms are explored through an experimental game design documented as autoethnographic text. Player Decentered Design is presented as deriving from a reflective design process in communication with the literature and personal play history of the author. The approach is determined by a set of constraints that can then be utilised in future exploratory game design.

 

Theory as Game: Designing the Gamegame


Järvinen Aki
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

Is there a way to analyze games by the means of a game? Is there a way to brainstorm game ideas and design solutions through theory? Finnish scholar and game designer Aki Järvinen presents an approach where a card game meets design meets game studies. The approach presented in the paper is similar to Scott McCloud’s Understanding Comics: a theory of comics in the form of a comic book. Respectively, the ‘Gamegame’ is a card game where the players design games by collecting elements that make up a design for a game. This paper introduces the theoretical premises of the case study and situates it into the contexts of game studies and design. In addition, the paper summarises some aspects of the design process and the dilemmas it has presented, and analyses their subsequent solutions. Experiences form play-testing and using the game in industry contexts are also discussed briefly.

 

Some Notes on the Nature of Game Design


Kuittinen Jussi Holopainen Jussi
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The focus of this paper is to have a critical look at the current game design literature through the analytical lenses of the current state of the art in design research. The aim is not to create yet another prescriptive framework for game design but rather an attempt to connect the game design studies to general design studies in a stimulating way. We first discuss what has been said about design in general, including industrial and graphic design, engineering, architecture, and even software design. We will then continue discussing game design specifically compared to the design in general and point out similarities and especially differences. This leads us to a somewhat obvious claim that doing game design is an activity similar to any other design field but that the form and the content are specific to the game design context. Even though this claim might sound obvious it has some unexpected consequences: firstly, it grounds game design in the large body of existing design research and, secondly, it helps in identifying the crucial activities, forms, contents, and contexts that determine the nature of game design like that which can be noticed on 벳엔드 먹튀.. We look at six game design books alongside two distinct but mutually supporting models of design in general. Our focus is in understanding game design as a situated activity and to see how this notion is discussed in the game design literature.

 

Modelling Experimental Game Design


Holopainen Jussi Nummenmaa Timo Kuittinen Jussi
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

This paper uses two models of design, Stolterman’s and Löwgren’s three abstraction levels and Lawson’s model of designing, from the general design research to describe the game design process of an experimental pervasive mobile phone game. The game was designed to be deployed at a big science fiction convention for two days and was part of a research through design project where the focus was to understand which core mechanics could work for pervasive mobile phone games. The design process was, as is usual for experimental designs, very iterative. Data were gathered during the design process as entries in a design diary, notes from playtesting and bodystorming sessions, user interface sketches, and a series of software prototypes. The two complementary models of design were used to analyse the design process and the result is that the models give a good overview to an experimental game design process and reveal activities, design situations, and design choices which could have otherwise been lost in the analysis.

 

Listen! – Improving the Cooperation between Game Designers and Audio Designers


Huiberts Sander
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

In the design research investigation Listen! the multi-disciplinary collaboration between game design and audio design students is researched. The research focuses on gathering more insight in the creative design process of game audio and presents general recommendations and pitfalls for the development of game audio.

 

Playful ambience


Eyles Mark Pinchbeck Dan
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This research started in 2004 as a search for a pervasive game equivalent of Brian Eno’s ignorable ambient music, such as ‘Music for Airports’. Brian Eno explicitly stated that the attention of listeners might alter over time, from ignoring to listening intently to the music; the ambient music pervading an environment and creating a mood, "it must be as ignorable as it is interesting" (Eno, 1978) Listeners might come across the music and then choose to what extent they engage with it. Defining ambience, and ambient properties, was particularly challenging. The concept of ambience, especially when applied to games, was not immediately clear. Building on the definition of ambience developed by Brian Eno for music (ibid.), fundamental properties of ambience as applied to games were posited. These properties included ideas of different levels of engagement by players, different levels of affect, persistence of the game when players are not present and the context of the game (where, when, who). The game design research methodology (Dishman, 2003; Eglin, Eyles, & Dansey, 2008; Eyles, 2008b; Zimmerman, 2003) developed for this research was used with phenomenological methods (Krzywinska, 2005; Mallon, 2006) to determine the experience of players and hence throw light on the fundamental nature of games and ambient gameplay. Following research into experimental games (M. Eyles, Eglin, R., 2007a, 2007b) which were designed to contain high degrees of ambience as previously (theoretically) defined it became clear that many existing commercial games contain some ambient (sometimes emergent) properties. They are not designed to be played ambiently, but have properties that facilitate ambient play (see ambient properties above). The research with experimental ambient games enabled the development of a phenomenologically predicated ambient lens through which these existing games could be viewed. This lens was then further refined by considering the ambience of both the experimental and the commercial games; finally arriving at a description of key features of ambient play. Constant comparisons within and between different data, and back to definitions of musical ambience, were used to ensure rigor (Glaser, 1978). This paper focuses on the findings of this research into ambience in games, delivering a succinct and far reaching schema of ambience that has not only been applied to existing games but has some important implications for the design of future games, throwing new light on the experience of game players and in particular of the inventive, collaborative and ambiguous nature of game playing. The applications of this research are wide reaching, in particular due to the ‘gamification’ (Campbell, 2011; McGonigal, 2011; Schell, 2010) of many products and services. For example, the awarding of points and rewards for use of online shops (such as Ebay) and the vine growing display of the Ford Fusion Hybrid car to denote driving efficiency (hypermilling) (Squatriglia, 2009). These applications of game mechanisms are pervasive, having many similarities to the ambient gameplay investigated in this research. The findings of this research into ambient play within games clearly indicate elements and approaches that could enhance the experience of gamified products and applications. Further this research offers a new way of looking at games, including both pervasive and commercial video games.