P2

P2 Learners analyse a range of existing computer/console game products, including:
  • a) genre
  • b) narrative/storyline
  • c) production process
  • d) characters
  • e) gameplay
  • f) target audience
  • g) platforms
LESSON SIX - CORE MECHANICS


All games share the same basic elements:

  • Actions: The activities players carry out in pursuit of the game's goals
Actions are the things players get to do while playing a game.

  • Rules: The instructions for how the game works
Rules define what players are able to do and just as importantly, what players cannot do.
  • Goals: The outcomes players try to achieve through their play, whether they be measurable or purely experiential
The actions and rules of a game make more sense when we know the game's goal.
  • Objects: The things players use to achieve the game's goals
Objects are the things that players interact with during play as defined by the rules.
  • Playspace: The space, as defined by the rules, on which the game is played
The playspace creates physical and conceptual relationships between objects
  • Players: The operators of the game
Players put the game into motion through their pursuit of the goals using actions and objects within the playspace, all governed by the game's rules.

  • TASK: Swap one element between two games: a single rule, one action, the goal, or the playspace. Imagine how the play experience would change based on this swap?

  • SLIDESHOWCore Mechanic DiagramHow to encapsulate the basic elements of a game design in one visual representation 
  • TASK : Choose a video game you are familiar with and create a Core Mechanic Diagram using Photoshop or Illustrator. 



LESSONS SEVEN to TWELVE - GAME CASE STUDIES




How has the endless runner genre developed since Canabalt? What makes such a simple concept so addictive?






How important are graphics/visuals to creating a compelling game? What emotional responses did you have playing Depression Quest? 

Is Super Meat Boy more fun to play or to watch? What makes a game good in terms of spectatorship? What level of challenge/difficulty is too much?



What is the difference between playing a local multiplayer game like Towerfall and playing with others online in more traditional multiplayer games? 

What is the goal of the player in Proteus? Is this a game? If not, why not and if so, why?




LESSONS THIRTEEN - PRODUCTION PROCESS



  • Read the following articles that explain the typical production process for making a console game; The Game Production Pipeline and The Game Development Pipeline
  • TASK: Using information from the articles create your own infographic outlining the following stages CONCEPT > PRE-PRODUCTION > PRODUCTION > POST-PRODUCTION:





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