My approach to game design is
based on the philosophical benefits that can be gleaned from video games.
Everything I try to accomplish through design revolves around providing the
player with a challenging experience that promotes creativity through new occurrences.
It is a breakaway from the typical design patterns used in this medium, as it
is built upon the neurological functionalities that occur when playing a game.
This methodology avoids shallow methods seen in the industry at large and
instead focuses on the experience being delivered to the player. It is entirely
about their fulfillment, on a biological level. Through neuroplasticity ,
players can be exposed to stimuli in games that give them a fulfilling
experience.
Thesis Project |
There are three tenants to this game design philosophy that I have designated as “The Three A’s.” They are Adaptive Gameplay, Active Learning, and Achievement. Adaptive Gameplay refers to constantly changing the challenge presented to the player. One of the key components to promoting plasticity in games involves constantly matching the player’s skill level (Medeiros, 2017). Video game players are used to a typical system where the better the get, the easier the game is. This actually results in a “autopilot mode” on behalf of the player, as no new stimuli is introduced (Kurtzman, 2013). So instead, I implement an adaptive staircase method that challenges the player by making the game more difficult, or stimulating, as they get better. The goal
The second
“A” pertains to Active learning, a
way of presenting stimuli to the player in a manner that promotes an obtained
knowledge through a three-step process (Gee, 2007, pp. 1-27). Game progression
should follow a sequence of learning, thinking, and action (Gee, 2007, p. 78).
Not only should progression follow this pattern, but it should offer multiple
solutions for advancement (Gee, 2007, p. 134). Understanding the different ways
that people learn is essential to avoid bottlenecking player’s through a
supposed “right” methodology of learning. The way to truly analyze this is to
consider all types of problem solving methods and experiment with new ones as
well. Innovation on the designer’s end promotes innovation from the players as
well.
The final
thing we need to accomplish through game design is to deliver a sense of Achievement to the player. Being able
to step back from a game and feel a sense of real accomplishment is vital
(Schell, 2015, pp. 133-146). Without this sense of achievement, a player would
not continue to play the game (Schell, 2015, pp. 133-146). A lot of games focus
on extrinsic, or external, rewards. Instead, design should be focused on
intrinsic rewards to help support creativity and self-actualization in the
player (Gee, 2007, p. 223). Once the player knows what they want from the game,
they can explore creative avenues to get there instead of aimlessly wandering.
These three aspects all work
together in unison to help promote an environment that stimulates the player.
Through this methodology the player is constantly being challenged in ways that
promote active learning and achievement, thus providing them with a truly
enriching interaction not seen commonly in the industry at large.
Experimentation is paramount in progressing a medium forward and should be
cultivated more. This design philosophy fosters freedom for designers to
implement new types of gameplay and change how they are able to interface with
the player.
References
Gee, J. (2007). What video games have to teach us about learning
and literacy: Revised and updated edition (2nd ed ., pp. 1-27, 78, 134, 223).
New York, NY: Palgrave Macmillan.
Kurtzman, L. (2013). Training the Older Brain in 3-D: Video Game Enhances Cognitive
Control. UC San Francisco. Retrieved 10 June 2017, from
https://www.ucsf.edu/news/2013/09/108616/training-older-brain-3-d-video-game-enhances-cognitive-control
Medeiros, J. (2017). How to 'game
your brain': the benefits of neuroplasticity . Wired UK. Retrieved from
http://www.wired.co.uk/article/game-your-brain
Schell, J. (2015). The art
of game design (2nd ed., pp. 133-146). Boca Raton, FL: CRC Press.
No comments:
Post a Comment