Notes on Doug Church
'games are not books, games are not movies. In those media, the tools used......are used to manipulate the viewers or readers, to make them feel or react exactly the way the director or author wants them to. I believe the challenge of computer games design is that our most important tools are the ones that empower players to make their own decisions'
- Modern games fuse a technical base with a vision for the players experience (Design,art,audio,levels,code all work together to achieve this)
- Games and Games consoles are evolving becoming more and more sophisticated
- Design is the least understood aspect of computer game creation(design is the game without it is just a CD full of data)
- Game designers only describe "fun and "not fun
- Using a design vocabulary lessons innovations and mistakes into a form we can all look at remember and benefit from
- Design is hard to point out just looking at a screen
- Evolutionary path often stagnate
- Formal- implying precise definition and the ability to explain it to someone else
- Abstract- To emphasise precise definition and the ability to explain it to someone else
- You don't build a house out of tools,rather you build a house with tools
Intention
Making an implementable plan of ones own creation in response to the current situation in the game world and ones understanding of the game play options.
Perceivable Consequence
Perceivable Consequence
- Any action the player undertakes results in direct feedback.
- A clear reaction from the game world to the action of the player
- Story another abstract tool-story refers to any narrative thread that is continued throughout the game (the narrative thread whether designer driven or player driven that binds events together and drives the player forward toward completion of the game)
- Using multiple tools (Cooperation,conflict,confusion)
- Rpg designer created paths offer moments that often feel as involving as player -directed actions if not more so.
- The most powerful tools are the ones that involve and empower players to make there own decisions
- We must engage in discussion and analysis to get a set of tool from which we refine until they are well understood
My thoughts
Doug Church talks about tools that we use to shape our games and how designers need a design vocabulary.
I believe in today's world and especially for digital games you need to combine these tools in order to capture and engross the player. I do believe that often the tools used ultimately shape the game you are creating.
Portal and portal 2 is a game that springs to mind here. the game offers the player (perceivable consequence)
as well as intention the whole game offers the player these tools in abundance and ultimately it is intention tool that is used in order to overcome the game.
In summary I believe we need these tools to shape games. however I don't think these tools are used to shape every game and games can be successful without the thought process gone into his article certainly for modern digital games this tools are needed more and more