Showing posts with label Reading. Show all posts
Showing posts with label Reading. Show all posts

Sunday, April 18, 2021

Reading Task 10: Finishing touches

 


For this week's reading task we, as a class, collectively worked on our individual sections in the final document to further polish and refine our sections in the document for the final output. The first task for the class was rectifying any outstanding comments from peers on our work from before Easter Break. Fortunately enough I had already reviewed my work and rectified the comments on it before the class but I reviewed it again during the class to take on the new feedback that was given during the class. We were then tasked to add the bibliography to the end of our work which may have been a far more difficult task if I had not kept track of the sources I used for my writing in RefWorks which allowed me to simply export all the sources in the desired referencing format and in alphabetical order and paste it into the document. The last writing task that was set for during the class was for us to write our own personal Author Biographies. This was actually a very interesting piece of writing to do and I decided to use my biography to give personal context for my writing in terms of personal interest and knowledge on the topics in my paragraphs. We were also introduced to and asked to vote on the two book covers which had been designed by fellow student Flosie Sazon over the Easter Break.

Sunday, March 28, 2021

Reading Task 09: Peer reviews

 


This week's tasks involved creating and receiving peer feedback on our writing pieces. This week's task differed from the previous task as we have completed our introductions and conclusions and thus these reviews encompassed our almost completed products. I find this task very difficult as I feel that it is most helpful for my peers to receive in depth feedback on their work and thus I try to be as in depth with my comments through the entirety of their work. I may be doing a lot more work than is necessary but I do so in hopes that I can help them both personally and help the book as a whole. I also received feedback from my peers and lecturer and have taken it into account and reviewed my own work. I have adjusted my work slightly as a result of the reviews but have also used my own discretion on how I apply the feedback. I also that saw there was general feedback from the lecturer and reviewed my own work to check if I also needed to take it into account. I have found this overall project quite enjoyable/fulfilling actually despite how difficult it has been at times.

Sunday, March 21, 2021

Reading 08: Intro, Conclusion and questions


For this week's reading task we were tasked with writing the introduction and conclusion paragraphs for our sections in the book. I went into this week's task expecting it to not be as difficult as the previous writing we have done because it would feel more routine but once I started trying to create the introduction alone, I started to see how difficult this week's task was actually going to be. Unlike the introductions for each the content paragraphs, this introduction served to introduce all five of the previous paragraphs and the overall idea of my section. I found it really difficult to find suitable phrases that were applicable to everything I had already written without directly referencing it, in other words, it was really weird writing a conclusion after I had already written my body content, it was a very unfamiliar process. The same went for the conclusion, as it had already been quite some time since I had read my body paragraphs and was a little hazy on the details. It was also really difficult to succinctly conclude such complex paragraphs in a cohesive and satisfying way. I had to turn to the recommended video on the website for help and it served as a pretty good refresher of what a conclusion paragraph should be. The questions were by far the easiest part of this week's task but they were still quite difficult in their own right. Formulating questions that weren't too easy or hard but still tested a good amount of knowledge from each paragraph was hard and required me to get a full understanding of my paragraphs again that I could then break down to a single, or two, question. I have drafted them out for now and plan to make them interactive for next week's task, hopefully I'll get some inspiration from everyone else.

Saturday, March 13, 2021

Reading 07: Peer feedback

 


This week's reading task involved us critically reading two of our peers' work and providing constructive feedback for improvement. It was also an exercise of reflecting on our own work as we would receive feedback back from our peers too. I was lucky enough to have my document labelled as exemplary for the last assignment and thus felt that I would be able to provide helpful feedback to my peers, or at least that was my hope. I began the task by reading through both documents and noting any major critiques that jumped out initially, then I used them as comparison pieces to see if there were any similarities or different critiques I could spot. I noted all of this down as quick notes and then left it for a day. I then came back to the documents to see if there was anything I may have missed in the first read through. I then began to structure my feedback in a more digestible way as I felt that my notes were not clear enough. In the lecture we were advised to be clearer and more exact with feedback for it to be more helpful so I created copies of the documents so that I could highlight the feedback that I was given to be more precise. I then sent them off and waited for my feedback back. Luckily enough the feedback I received wasn't too major and I was able to incorporate it well into my writing.

Saturday, March 6, 2021

Reading 06: Paragraph Framework

 


This week's task had us writing the paragraph's for the five codified themes that we selected last week. This week's reading tasks proved to be slightly more challenging than I had initially expected but not nearly as difficult as I had found the previous tasks. This week's task was our first 'actual' academic writing task, it that, we actually began writing content for the final paper as opposed to the prep work that we had been doing over the past few weeks, however, all the work that we had completed up to this point really helped in making this task a lot lighter and streamlined the actual content writing process by not needing to go and look for and read absurdly long sources for each paragraph. It also helped a lot that Shaun provided us with a clear framework structure for the paragraph's that was easy to follow and apply, though I found myself needed to adapt it differently at times. It was satisfying to be able to collate the all the work that I had previously completed into more cohesive paragraphs but I did encounter difficulty when it came to topic overlap. Due to all of my sources being selected for one overall topic, with some even referencing others, I found it difficult to separate some of the content into the specific themes without blatant overlap but I think I got around it alright. Overall I found this week's task find and I'm interested in seeing my peer's work next week.


The working document of my Annotated Bibliographies can be found below

Sunday, February 28, 2021

Reading 05: Doing a lot or rereading



This week's task was an extremely nice breather from the heavier reading and writing tasks that we have been doing the past couple weeks though it still did take careful attention to complete. I was not exactly sure about the process of coding writing and linking themes as I began but after following the resources provided on the Multimedia Development Website, especially the resource at https://libguides.jcu.edu.au/py2106/lit-review which presented the process in a far more understandable and simplified way, it became a lot clearer and did not seem very daunting, just intricate. I was unsure how intricate or expansive the task was going to be so I decided to just begin and adapt my approach to any developments. I read through the first bibliography and just began assigning the base highlighter colours to similar topics I found in the first text alone to establish a base colour set for the Key that I would adapt later. As I continued through my bibliographies more and more linked works and topics arose and the colour Key was becoming hard to keep track of mentally thus I decided to write the Key in a note beside my text for reference as I continued through the texts and added additional colours as they came (This Key is included in the document). As I progressed further and further, the Key became slightly more fluid as words and topics covered began to overlap. I then read through the text a second time to cover any connection that I may have missed in the first pass. I then looked at the highlighted texts as a whole to begin filtering themes from the coded content. As I did so I found that I could group similar or adjacent themes to create a more succinct list but still cover most of the coded content and would allow me to write more on the refined themes.

The working document of my Annotated Bibliographies can be found below

Sunday, February 21, 2021

Reading 04: Annotated Bibliography further analysis


After this week's session I think I can definitively say that I have found this process extremely difficult and that I struggled greatly in completing these tasks. Similar to last week I was not able to complete the intended amount of work in a reasonable amount of time and thus I was quite disappointed in myself in that regard. I was able to get a bit more done than last week but I still found the process very difficult and confusing and felt very unsure while doing it. It didn't feel as cumbersome and slow as last week as I think I had gotten used to the feeling of sitting down and writing for a certain amount of time again but this week still came with it's own problems and left me uncertain and confused like last time. I was still unsure about what information I should be actually extracting from the papers but unlike last week, where much of my writing was more summary in style, I aimed to focus on the papers' contents relevancy to my own writing project topic over trying to collate as much of the understandable information as I could. On a slightly more positive note I am glad that I spent the time that I did in Week 2 sourcing my papers before writing these bibliographies as it's quite  weight off my back not having to go and look for a new source every time I have to do a bibliography entry. My process of setting a block of time to sit down and complete as much of the work as I can helps me on a personal level as it stops me from overworking and sacrificing other aspects of my life like I'm prone to doing but I have to admit that it's kind of disheartening on an academic level that I haven't been able to complete the intended amount of work yet with this process. It feels like it does help however with my writing as it puts me into the 'academic writing' state of mind for the duration of my writing sessions which makes my writing more cohesive and lets me recall my previous writing better for comparison. There's no doubt that this process as a whole has been a struggle for me personally but this is the compromise that I landed on.

The working document of my Annotated Bibliographies can be found below

Sunday, February 14, 2021

Reading 03: Starting the Annotated Bibliography

 

Image from Rod Long on Unsplash.com


For this week's Writing Project task we began the process of creating Annotated Bibliographies for our Academic Sources. Truthfully, I was already dreading this process but was hoping that it would not be as difficult as I initially thought. I began the task by sorting through the sources that I had collected the previous week and choosing the ones which I felt were the most appropriate and best related to my chosen topic. I then began the process of creating the bibliographies which proved far more difficult than I had initially thought and was unfortunately not able to fully complete the assigned task. I followed the recommended process for initially parsing information from the sources but found the process of extracting relevant information from the remainder of the text to be extremely difficult. I found myself getting bogged down by the large bodies of text and often getting lost or confused in the content of the paragraphs. I tried to understand as much of the content and data as possible so that I could 'translate' it into more manageable information for my bibliography but found that to be a very difficult process that I wasn't able to do for much of the content because I just did not understand it and couldn't meaningfully translate it. I attempted slightly different strategies for each of the sources with the aim of getting the appropriate information from the source while also not spending too much time on them but was unsure about the validity of my strategies. I found that the sources the resources provided for writing annotated bibliographies did help but because of my own inexperience and I wasn't completely sure how to critically apply all of it to my own work.

The working document of my Annotated Bibliographies can be found below


Sunday, February 7, 2021

Writing Project planning

 This week we began the planning phase of the Writing Project for the semester. This process is honestly quite daunting as Academic Reading and Writing has never been my strong suit and the process for this project seems a lot more comprehensive than any reading and writing I have done in the past. Hopefully I can keep on top of the workload as it comes throughout the semester. I chose the topic of "Managing Difficulty" in games as it is an intricate topic that I find extremely interesting and have consumed media on in the past. My choice was also greatly inspired by many of the games that I have played recently that all handle difficulty in vastly different ways but were all still enjoyable.

During the lecture this week we were given a very informative and helpful 'tour' of the College library online services by Lindsey Dowling. She taught us how to navigate the online services while also giving helpful advice on how to find reliable research materials both through the library and elsewhere online. She also pointed us toward several helpful tools such as RefWorks which I plan to work with closely throughout the project.

I began my planning process by formulating keywords that would assist me in my search for relevant academic sources for my chosen topic of Managing Difficulty with some inspiration from the following videos:


I found the folder system for the Matrix Method to be quite tedious and complicated and thus I intend to utilise the folder system available in RefWorks to store and organise the research I find which in turns helps keep my resources in a central place and streamlines the process of creating citations as it can all be done through RefWorks when needed.

In terms of a Review Matrix, I found the suggested example to be slightly too 'formal' and complicated for my own personal use so I plan to create my own Review Matrix in a similar style with the example as a guide but with my own criteria to better streamline the process and as to not overcomplicate or confuse myself.

Tuesday, November 24, 2020

Week 9 Reading and Writing

Throughout the module I have tried to keep up with the reading tasks from week to week but always found them to be the least intuitive task. When it came to the informal readings (articles, videos, etc.), I thought they were relatively manageable, the language was easily comprehended and they were short enough to get through and take notes. The academic readings however, were a large task that I could never seem to complete in what I felt was a meaningful capacity. I was only ever able to get through a small portion of them in the time I had while taking notes and some of the language was too academically specific that I found myself having to interpolate my own understanding of the text into the notes to make them cohesive without complete confidence in if I was comprehending them properly or not.

My favourite reading so far has to be the reading task on Game Elements from Week 4. I found it to be the most interesting reading so far and was the only reading that's topic had me engaged and made me ponder the subject as I did the reading task. Formally reading the breakdown of a 'game' into it's fundamental elements was interesting to see, as unlike the other readings which I may have found interesting but had already learned about prior to this class, this was my first time reading this information comprehensively broken down.

Although the readings were interesting academic tasks to complete each week I felt that they were too related to the theory of games and game design that they became detached from the actual process of creating a game, especially in the short timeframe that we have in the module. The only reading I felt directly aided or impacted my process in this module was the reading on Game Design Documents which gave insight into what the goal and requirements of the Game Design Document task entailed.

I'm proudest of actually keeping up with most of the tasks in this module each week. That despite knowing that I could drop a task or two during the week that I was able to generally keep up pretty well with the class and complete most of the tasks that I could.

Image of my Unity 3D workspace

I chose this image for this blog post because it was one of the images from my first session creating the basic prototype for my game which was the first time that all the work and information that we had been accruing throughout the module finally came together. It's an image that concretely illustrates that I have been doing the work during the module, enough that I have at the very least this extremely basic product to show. It also reminds me of how difficult this whole process has been and how frustrating creating the final game actually is but also how fun and rewarding it can be, if it works.

Looking forward to the end of this module I'm honestly not entirely sur if the remaining reading tasks can/will aid in me completing my game but at the very least if they're interesting they could come in useful after this module is over.

Monday, November 16, 2020

Game Fun

 Reading Week 8 “Game Fun"


Games can be described by the 3 components Mechanics, Dynamics, and Aesthetics (MDA) or otherwise stated as rules – system – “fun”. The three reading selections this week and the synopsis below all address the term “fun” in relation to game design.


There are eight types of Fun outlined by the MDA. These eight are both a source of reference and player experience that blend together in many ways, and essentially what makes a game engaging and enjoyable.


Figure 1: Eight kinds of Fun


Both Oxford and Merrian dictionaries define Fun as an enjoyment, delight but within the context of a game it refers to a form of pleasurable entertainment. MDA papers define the '8 kinds of fun' sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission, remain a source of reference and possibly the most popular list of player interactions combining in various forms to attract each player to a particular game.


Nicole Lazzaro presents four types of fun that are involved in defining how fun a game can be for different players.


  • Easy Fun:  This is essentially for players who are new to a game who want to satiate their curiosity. 

  • Hard Fun: It is essentially for people who love a good challenge.

  • People Fun: Amusement from competition and cooperation. Meaning Co-op. 

  • Serious Fun: Excitement from changing the player and their world.


Figure 2: From A Theory of Fun 10 Years On: Fun Is Just Another Word for Learning



Flow also has an influence on the feeling of “fun”. The concept of Flow is characterized as a balance between skill-challenge and the individual's enjoyment. When in flow the player is focused on the activity they are participating in. This gives a sense of reward and promotes further engagement in the activity.


Flow theory provides a good framework for analysing motivation in gaming activities, in particular enjoyment, engagement and positive affect.



Figure 3: Graph showing the flow zone, where the game is not too easy where the players abilities are very high (Boredom), but also not too hard that the player is unable to complete the challenge (anxiety).


Fun has everything to do with learning. “Fun is just the dopamine in our brains firing when we are presented with a new situation to learn from” Koster (2005) discussed about this saying that the different patterns that we take in helps our brain especially when it comes to enjoying a video game cause once you understand the many patterns that it offers you your brain has nothing to feed off making it unenjoyable to play anymore. Fun provides the brain with feedback of the game allowing it to observe and learn different patterns/sequences within. 


Games help people to become more imaginative, engaging with their creative side of the brain and creating new ideas/designs that can be implemented in games.

Being more creative when developing your game will help you see what challenges the player may face and what ones will help further improve the progression and also add to the player's determination to complete the story.



Balance is an even proportion or distribution of elements to keep them at a steady rate. When playing chess, we learn about strategy, tic tac toe teaches us about reading people’s mind about their next move and when we play games like civilisation or sim it teaches us resource management. When playing games we should be provided with a balance of fun and challenges. These are called either type 1 or type 2 games and these have their own unique way of being played. The type 1 games involve strategy and thinking to complete these games such as in Chess or Poker whereas type 2 games mainly involve quick reflexes and combo memorization in games such as “Mortal Kombat and Call of Duty”


The GameFlow model shows that the inherent structure of games is associated with the experience of flow and enjoyment during gaming, at least for strategy games.) As stated by Kaye and Byrce (2012) “a large body of research has investigated the negative effects of playing video games” yet “there has been less examination of the psychological experiences associated with the activity”


We come across different types of fun in games that fulfil our amusement. Fun in games is provided in many different ways for example through socialising with friends or exploring the game world. People experience different emotions when driven by gameplay. Gameplay creates opportunities for “Flow”, “balance” and “learning”. 




References:

Velev, A., 2016. Gamification Design: What’S Fun Got To Do With It?. [online] Megamification. Available at:<http://www.megamification.com/727-2//> [Accessed 16 November 2020].


Kaye, L. and Bryce, J., 2012. Putting The “Fun Factor” Into Gaming: The Influence Of Social Contexts On Experiences Of Playing Video Games. Available at: <https://core.ac.uk/download/pdf/9632557.pdf/> [Accessed 16 November 2020].

 

The Game Overanalyser., 2020. A Theory of Fun for Game Design | Raph Koster and The Art of Designing Fun Games. Available at: <https://www.youtube.com/watch?v=6sZJYA06z7Y&feature=emb_logo&ab_channel=TheGameOveranalyser/> [Accessed 16 November 2020].

Monday, November 9, 2020

Game Fun and Flow

 

Video

“In order for the player to be optimally engaged, challenges should be presented at a level equivalent or slightly higher than their current skill. Not too easy, not too hard”(Gigity McD)


The word 'flow state' was coined by Csikszentmihalyi (1975) also known as being “in the zone” This is when the player is fully engaged in the game experience. Csikszentmihalyi put a lot of work into observing and analyzing various groups of people. This theory is focused on the idea of how people should balance their skills and the demands of particular tasks. An example of Flow would be a challenge in a game that interests the player such as a puzzle or a boss battle meant to keep the player interested and not get bored. Csikszentmihalyi also states that flow is related to an ideal psychological condition when a person engages in a challenge-skill activity, often resulting in concentration and a focused emphasis on a task.


A practical technique for improving Flow is to look at what players like and find interesting, it is an invaluable resource as this will give you a better understanding of how to structure your game in a way it flows naturally without affecting the players’ experience and enjoyment. If the player has a high skill set and the game is not a challenge, the player will become disinterested and lose interest in the game. The game must allow the player to grow and learn with each challenge or obstacle so as to stay motivated to continue.

If the player has little to no skill set and the game is too challenging, then the player will become frustrated with anxiety and lose interest in the game as well. A flow chart helps to prevent the game from being too boring or too difficult(create anxiety) which makes the game more successful in terms of achieving Flow. 



The x axis is the player's skill and the y axis is the challenge. When the player starts off, the challenges are easy in order to introduce the player to the game system. Overtime, this will  increase the player's skill. After the player has progressed through the game the challenges get more difficult. This is known as the flow channel and is the ideal place to maintain the player in the flow state. If the challenges are too easy the player will become bored of the game. If the challenges are extremely difficult for the player, the player will get overwhelmed, frustrated or fed up with the game. This is the point where the player reaches the anxiety state of the flow map.




Studies have found Cook (2008) that there are both positive and negative consequences with game flow. The positive representing cognitive flow   “composed of challenge-skill balance, clear goals, and unambiguous feedback,” and a negative element viewed as the emotional flow “composed of action- awareness merging, concentration on the task at hand, sense of control, loss of consciousness, and time transformation.” In the development of computer games, designers must be aware of these two characteristics when developing games.

References


Numinous.productions. Dan Cook 2008. Building A Princess Saving App. Available at: <https://numinous.productions/ttft/assets/Cook2008.pdf> [Accessed 9 November 2020].


McD, Gigity (14th June 2018). What is FLOW THEORY in game design? - The Basics - (Part 1). Game Design with Michael, https://www.youtube.com/watch?v=3H8pQyyXxHg


Sanjamsai S, Phukao P. 2018 Flow experience in computer game playing among Thai university students. Available at: <shorturl.at/rtvGM> [Accessed 9 November 2020].


2nd Paper explaining Flow theory and its connections to Learning

(Introduction for Second Paper)


Flow state?

The state in which the player is in full focus to complete a certain task or section.

Flow state can be identified as one’s maximum focus, dedication and immersion of a game. 

A state where the player is actively engaged in the game

Flow state is the emotions experienced when the activity is going favorably.

Flow Map?

The X axis is the player's skill and the Y axis is the challenge. When the player starts off, the challenges are easy in order to introduce the player to the game system. Overtime, this will  increase the player's skill. After the player has progressed through the game the challenges get more difficult. This is known as the flow channel and is the ideal place to maintain the player in the flow state. If the challenges are too easy the player will become bored of the game. If the challenges are extremely difficult for the player, the player will get overwhelmed, frustrated or fed up with the game. This is the point where the player reaches the anxiety state of the flow map.


Ideal Flow State: Challenge the player - Obtain flow state - Maintain flow state.


Boredom: When the player has a high skill set and the challenge is too easy. This causes them to lose interest..


Anxiety: When the challenge is too hard for the player causes them to lose interest..

To challenge the player by not making the game too easy that the player becomes bored but also not making it too difficult to make the player give up.



How can we adapt our game to deal with the two points above?

By making the challenges harder when time goes by and the player gains more skill.


The learning curve for games has a similar path for the flow state curve. 


‐ Remove extra features

‐ Focus only on the task at hand.


Here’s the learning curve for a game. You can pick up a well made game and start enjoying it

in a few minutes. The better games have weeks of learning.

They steadily crank up your skills at a much faster pace than most applications. There is no

dreaded dip where users are struggling to acquire the next level of expertise.

Hacks:

‐ Segmenting features by user skill level,

‐ Layering less commonly used or expert features so they are out of the way.

‐ Creating a unifying UI metaphor that lets users understand new tools more easily.

‐ Elegant information architecture and clean visual design.


‐ Use skills that people already know. Don’t force them to learn anything new!

Academic Paper


This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was performed to examine flow experience in computer game playing among university students and to identify behavior that led to positive consequences and addictive behavior. Multi-stage sampling was conducted to select a sample of 478 university students aged 18- 24 years old who usually play computer games. Data were collected using the assessment instruments of computer game addictive behavior and perception of the consequences from game playing.

Based on exploratory factor analysis, the construct of flow experience could be divided into two dimensions: 1) cognitive flow which was composed of challenge-skill balance, clear goals, and unambiguous feedback, and 2) emotional flow which was composed of action- awareness merging, concentration on the task at hand, sense of control, loss of con-sciousness, and time transformation. 


However, the state of flow in computer game playing was indeed a key factor that could perpetrate positive or negative outcomes.


It’s recommended that youth-related organizations should promote cognitive flow experiences to develop the self-improvement of computer game players rather than emotional flow experiences which can cause contentment, intense concentration, and low

consciousness and physical impacts.


Flow theory has been considered as a comprehensive theory to explain both sides of the impact from computer game playing because the state of flow refers to what happens when children are playing computer games that involve enjoyment, challenging, reacting, active thinking, feeling, and behaving (Voiskounsky, 2010). Flow theory was developed by Mihaly Csikszentmaha-lyi, and describes a state of concentration or complete ab-sorption with the activity at hand and the situation (Csikszentmihalyi,1997). The flow state is an optimal state of intrinsic motivation, where the person is fully immersed in what he or she is doing. However, too much involvement In flow by being over absorbed and engaged for example, can harm children, since they might obsess with the state of enjoyment but ignore self-care and interpersonal relationships (Chiang, Lin, Cheng,& Liu, 2011). Therefore, flow is considered as the state leading to either positive or negative consequences in computer game playing.



The flow experience structure in the context of

computer-game-playing behavior was different from the

original theory's structure and could be divided into

Cognitive flow and emotional flow. In particular, if a player had a cognitive flow experience to evaluate, analyze, plan, set a goal, and become aware of self-improvement, he/she would be more likely to have a positive outcome. On the contrary, if a player had emotional flow experience causing contentment, intense concentration, and low

consciousness, it could cause psychological and physical

impacts.


From this study, organizations related to children and adolescents' affairs, science and technology, software industry promotion, education, and public health should encourage children to play a game in a positive way.


This study could be applied in other contexts for social benefit, such as flow experience in work, flow experience in playing sport, workflow experience in playing music.






References


Numinous.productions. Dan Cook 2008. Building A Princess Saving App. Available at: <https://numinous.productions/ttft/assets/Cook2008.pdf> [Accessed 9 November 2020].


McD, Gigity (14th June 2018). What is FLOW THEORY in game design? - The Basics - (Part 1). Game Design with Michael, https://www.youtube.com/watch?v=3H8pQyyXxHg


Sanjamsai S, Phukao P. 2018 Flow experience in computer game playing among Thai university students. Available at: <shorturl.at/rtvGM> [Accessed 9 November 2020].

Friday, November 6, 2020

Games GDD

What is the GDD for?


A Game Design Document (GDD) is a blueprint for the design and development of a game.

The GDD is a way of being creative and documenting the approach to the development of the game. Gonzale (1999) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production.( Gamasutra ) It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design. The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map. In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project.


How do we make one?


There are a variety of tools that could be used to create a GDD. These include word processing tools, visual tools like Powerpoint, or new web-based tools such as DunDoc. Each of these tools has their advantages and are a personal choice. Many of the examples shared via the internet are in Microsoft Word format. Romero Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever tool is used they should support the development of the game in an open and transparent manner.


What should be in it?


The GDD should be simple enough to read through details about your game design and concept. Schubert (2007), who was at the time lead designer for Bioware Austin, gave a GDC talk in about how to create design documentation, some of the most relevant elements include:

  1. Know your target.- Have a clear vision and understanding of what you want to make. Make sure your game is suitable and fits your target audience.

  2. Keep it short.  Keep it to the point and clear, the shorter they are, the easier it is to read, write, and maintain.

  3. Prioritize the design.  - Divide your game in order of importance e.g have a functional game. Concentrate on core mechanics and visuals, and then expand. 

  4. Illustrate. - Draw sketches of your plans that make it easier to structure and implement. Present what your game would look like as it’s important to have a clear idea of the visuals before you begin creating.

  5. Use user stories.- Describing the game through the player’s vision (Similar to what we did in the game vision statement).

Take into account the games users, their ideas may help develop future storylines or ideas.

  1. Invest in a good format. Take the time to structure your work so that it is easy to navigate.

  2. Use clear terminology. Don’t over-complicate the document. Make sure language is concise and accessible.

  3. Kill redundancy.  -Recycle your code - use variables, not hard code). Always reference the new section on your page to have a clean document. Avoid copy and pasting sections.

  4. Capture your reasoning - why did you make the choices you made? What led to that thought process?

References

Nachen, Lennart. 2014 Communication and Game Design Documents accessed 02/11/2020 http://acagamic.com/game-design-course/communication-and-game-design-documents/

Ferns, Shaun (2020) Readings Week 06 accessed 02/11/2020 https://cdmonline.ie/multidev1/reading-week-06/ 

 Gonzalez Leandro. 2016 How to Write a Game Design Document accessed 02/11/2020 

https://www.gamasutra.com/blogs/LeandroGonzalez/20160726/277928/How_to_Write_a_Game_Design_Document.php


Reading Task 10: Finishing touches

  Image by Markus Winkler on Unsplash.com For this week's reading task we, as a class, collectively worked on our individual sections in...