This blog post will focus on the process of creating the initial paperwork necessary to design a video game. This post will primarily focus on the three major documents needed to design and pitch an original video game idea. These three documents will eventually become the same, which is known as the game design document.
The first document in the game designing phase is referred to as the game proposal or the one-sheet. This document is extremely important in the early phases of a game design. This one-sheet is a basic overview of what the game is going to be. The one-sheet is meant to be short, interesting, and informative so that the design team, as well as the publisher, can get excited about the game.
The second document is a little longer and contains much more detail than the previous one-sheet. This document is referred to as the ten-pager and it is roughly 10 pages in length. The ten-pager is written to layout the initial foundation of the game being designed. According to a game design author Rogers (2010), “The intent is for readers to quickly understand the basics of the final product without going into excruciating detail” (p. 62).
The third and final document is known as the game design document, or the GDD. This document is roughly 30 to 40 pages and is intended to detail every important aspect of the game being designed. In the GDD, the designer will go into the excruciating detail that was left out of the ten-pager. The GDD is helpful for not only the team but also the designer. The designer uses the GDD to not only inform others about the game, but also to have documentation for all the aspects of the game.
Rogers, S. (2010). Level Up: The Guide to Great Video Game Design. WestSussex, UK: John Wiley & Sons , Ltd
The second game analyzed was Dark Souls on the Xbox 360. Out of all the elements of game design, this blog post will focus solely on the game mechanics of Dark Souls.
Game Mechanics – “Prepare to Die”
In Dark Souls, the player is thrown into an enormous, evil, and open world. The best way to describe this game is with a simple statement that can be found on the back of the game’s box. The statement is, “Prepare to die”, which any new player will quickly find out. While constantly dying is a huge part of this game and can be extremely frustrating at times, it is what makes Dark Souls such a meaningful game.
The player is in constant fear knowing that even in the smallest of encounters there is a high possibility of death. This constant fear ensures that the player will never be bored because they must always be ready for the next battle. While the difficulty level of Dark Souls can lead to a player becoming frustrated with the game, this level can also allow the player to feel a sense of accomplishment that is without comparison.
The player is thrown into an open world where they can choose to journey in almost any direction. Although the player has the choice of where to journey, the difficulty of enemies in certain locations will act as navigational cues. These cues help guide, but not force, the player to the correct areas for their current character level. Most of the time these helpful cues mean imminent death. The player must learn from death in Dark Souls in order to understand how to progress through this treacherous world.
The next blog post will be in the same world of Dark Souls but will be focused on the game’s atmosphere. So stay tuned and game on!
Gaming is a business. As much fun gamers have while playing games, it’s hard for some people to think of how lucrative a business the video industry is. With the increasing popularity of video games, businesses in other industries are taking notice and are doing whatever they can to advertise to gamers.
Advergaming is a new buzzword that is associated with the increase of companies advertising through video games. According to the author of http://www.gamesbrief.com Zoya Street, advergaming is when a brand pays a game developer to make a game around their brand. Because advergaming is working for companies, transmedia has also become increasingly popular.
Transmedia is another new buzzword that has spawned from the marketing movement within games. The author Zoya Street states that transmedia occurs when one media property, such as a movie, is promoted through a different media medium such as a game. Businesses have been promoting their media through other media mediums for some time but now these businesses are focusing on promoting through video games.
Companies are focusing on promoting through video games not only because of the gaming industry’s growing rate but also because games can bring in a wider range of audiences than other mediums. With a large majority of the United States interacting through social media, social gaming can be a quick and inexpensive way for a brand to advertise.
The combining of advertising and gaming can bring in a new era of marketing as well as gaming. On the other hand this movement could also lead to more game companies making games for a quick buck.
Brackin, A. L. (2011). UTD Computer Game Design. Business of Games. Retrieved from http://www.computergamedesign.blogspot.com/2009/11/if-you-presented-and-want-to-share-your.html
Street, Z. (2011). The Business of Games. Social Games Summit Stats. Retrieved from http://www.gamesbrief.com/2011/12/social-games-summit-stats/
Hargreaves, B. (2011). General Assembly. The Business of Gaming. Retrieved from http://businessofgaming.eventbrite.com/
Stratmann, J. (2010). Future Lab. 3 Ways Social Gaming Can Benefit Brands. Retrieved from http://www.futurelab.net/blogs/business-games/2010/09/3_ways_social_gaming_can_benef.html
Street, Z. (2011). The Business of Games. Transmedia, Gamification, Advergaming. Retrieved from http://www.gamesbrief.com/2011/11/transmedia-gamification-advergaming/
With an increasing number of children catching on to the growing popularity of video games, the subject of violence in video games becomes a bigger issue in our culture. The Columbine shootings became one of the main events in our society that brought violence in video games into the media spotlight. Although the subject of violence in games had already been an issue, it was the event at Columbine that made this subject matter a global issue.
According to APA author Pam Willenz, “playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person’s aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association’s (APA) Journal of Personality and Social Psychology.”
Studies such as the APA study are becoming more popular as people begin placing blame anywhere they can after events like Columbine take place. The Entertainment Software Rating Board (ESRB) assigns ratings to video games to indicate the appropriate age group that the game is intended for and the content within the game. The ESRB sets these ratings to ensure that underage children cannot purchase certain games that are too graphic or violent.
No matter how many times individuals will place the blame of child violence on a video game freedom of speech is our natural right as an U.S. citizen. Video games are an art form and it is ultimately up to the parents to inform their children on what is ultimately real or just a fantasy world.
Brackin, A. L. (2011). UTD Computer Game Design. The Good/The Bad/The Ugly. Retrieved from http://www.computergamedesign.blogspot.com/2009/11/wk-1314-business-end-of-games.html
Jenkins, H. (2004). Impact of Gaming. Reality Bytes: Eight Myths About Video Games Debunked. Retrieved from http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
Elizabeth, A. M. (2011). Health Tech. One week playing violent video games alters brain activity. Retrieved from http://news.cnet.com/8301-27083_3-57335738-247/one-week-playing-violent-video-games-alters-brain-activity/
Willenz, P. (2000). Press Releases. Violent Video Games Can Increase Aggresion. Retrieved from http://www.apa.org/news/press/releases/2000/04/video-games.aspx
Venables, M. (2011). Geek Dad. Violence in Video Games: It’s All Part of Growing Up. Retrieved from http://www.wired.com/geekdad/2011/09/violence/
The video game industry has become one of the fastest growing industries in the world today. According to the website http://www.experience.com, “The video game industry is a growing, multi-billion dollar field and many of the college graduates want to get their hands on the controller.” With an ever-growing fan base and numerous advancements in technology, the industry is bigger than it has ever been.
But it’s not only college students that are gaining interest in the field of gaming, with the release of the Nintendo Wii, a new group of gamers who had never played games began to play them and began accept the fact that video games are a part of our culture. Older generations of people, and younger generations as well, began to bring game consoles into their household.
With an increasing popularity in devices such as Android phones and Apple products, games are becoming more available to a wider audience. This larger audience and growing market means more developers, large and small, are starting up to meet the consumer demand for video games. An increase in video game developing and publishing companies means more opportunities for students studying in the field of game design.
With games becoming more social and immerging, new gamers are created every day. One of the best examples of the increasing popularity in video games is the amount of commercials for games that are airing on national television every day to millions of viewers around the globe. The future of gaming is now and the outlook for future game designers as well as developers is extremely positive.
Rogers, S. (2010). Level Up: The Guide to Great Video Game Design. WestSussex, UK: John Wiley & Sons , Ltd
Brackin, A. L. (2011). The Future of Game Design. Retrieved from http://www.computergamedesign.blogspot.com/2011_11_27_archive.html
Schreiber, I. (2007). Teach Game Design. The Game Industry Wants “Educated People”. Retrieved from http://teachgamedesign.blogspot.com/2007/11/game-industry-wants-educated-people.html
West, A. (2011). Playing The Game: The Future of Animation And Game Design. Retrieved from http://www.experience.com/alumnus/article?channel_id=Entertainment&source_page=additional_articles&article_id=article_1172174572641
In this third interview, I decided to ask the same gaming questions as in the previous interviews to an individual in the field of art. I wanted to see if the responses from an artist would be any different from the responses of the previous two interviews. This is my interview with an artist and a professional fashion designer named Erica Nanno.
ME: What is the first thing that comes to mind when you hear the words ‘video games’?
EN: “When I hear the words video games I think of an ever-growing industry that is constantly creating amazing things. I think video games have come a long way. You no longer are limited to sitting in front of your tv for hours; you can now BE the controller. It has become a social event. I love that. It has changed the way people view video games. Older people use the Wii in nursing homes to move their body. It has truly become more than achievements and levels. I am excited to see what will come out next.”
ME: What is the earliest video game you ever remember playing and how did it make you feel?
EN: “I remember playing Super Mario on the N64 in my friends basement when I was in 4th or 5th grade. I distinctively remember the part where you are underwater and a huge eel-like creature comes out and swims around you. Me and my friend would scream every time we saw it. It gave me the chills.”
ME: Why do you play video games, or if you don’t, why don’t you?
EN: “It’s a very social thing for me when I play video games. I love to interact with other people and get competitive. But once in a while, it can be relaxing to play with your loved one on a lazy day and share the experience together. On the other hand, I think video games can also be detrimental to your life and way of thinking. Many people play rpg’s to escape their reality and lose themselves into a fantasy world where they can control every aspect. It becomes an addiction. Video games give certain people what they are missing in real life. I think it may be a lost cause for a lot of people these days. We are such an electronic/gadget world now, it’s hard to escape it. Every other person and their mom play video games.”
ME: Would you ever consider working in the video game industry as an artist?
EN: “Yes. If I had pursued my first love, I would have definitely considered working in the video game world. It’s such a huge, growing industry, I know I would be able to find my niche in it. It would be exciting to go to work everyday to develop a character or world and see it come to life.”