San Jose: Game designing is nothing but the idea behind the game. But now a design means a whole lot than that. It is an art of employing aesthetics and designs to develop a game which facilitate an interaction between thee players for playful, educational, healthy or simulation purposes. For larger games, it refers to the central theme or story of the game, wherein for smaller games design refers to how a player plays the game.
However there are certain debates hovering around the gaming industry. Below listed are a few debates which were ignored in the year 2014:
1. The right definition of game: There are tons of definitions for game from years and the designers are dabbling to craft those definitions for them. But, no single definition has been useful for their practice of marketing the game. This discussion has been ignored because the definition would be overly narrow, broad and convoluted; i.e. a single definition would not be able to provide any information about the thing to be said.
So, instead of just fluttering over the definition, designers have been much focused on the design tools which would be a reason for the development of a great game.
2. Narrative vs. Mechanics: Both narrative and mechanic styles of game designing are similarly interlaced. But at the end, the human brain neither has a clear and systematic understanding nor a narrative understanding. Memories and few emotional triggers feed up into the brain and later come out as a social response.
So the designers ignored it and started thinking of schemas and scaffolding structures of the game which would certainly break the chunks of narrative and mechanic design styles.
3. Randomness vs. Skill: Randomness is nothing but a design tool which when used with skill yields some astonishing games. Randomness would offer some strong elements of mastery like managing options, learning distributions and getting adjusted to new situations. So it’s more of a conflicting debate where it’s a tough take for the designers to choose between the randomness and skill.
With a little skill, the deployment of randomness would give amazing results.
4. The importance of reality: The thirst for realism is usually best understood on how the players learn and apply their existing mental schema to a new system. Designers generally try hard to make the games indistinguishable from reality. But the thing is, concept of reality is no longer a dominant goal for developers. They are thinking about the model of the game which would create a rich gameplay instead.
5. Casual vs. Hardcore: There’s a lot of difference between a casual game player and a hardcore player. The players face the problem of matching with the stereotype. So the gross simplification in the stereotype would lead into the incorrect design decisions.
No designers make hardcore or casual games; they make use of the existing markets, distribution channels and tribes to get a preliminary foothold in a player’s psyche.
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