Game Design
Basic Introduction to Game Design

What's the role of game designers?

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Welcome to the first week of class in the course: Basic Introduction to Game Design. Make sure to read the syl­labus and course infor­ma­tion before you con­tin­ue. Today, we are going to dis­cuss the role of a game design­er when com­plet­ing a game and find out a lit­tle more about what game design actu­al­ly is. This text fol­lows close­ly from our text­books (Game Design Workshop, Chapter 1 and Challenges for Game Designers, Chapter 1). Before we get start­ed right away, let me point you to a series of help­ful videos called Extra Credits as well. They tack­le many inter­est­ing game devel­op­ment issues in their videos that are edu­ca­tion­al and often fun to watch as well. The one below dis­cuss­es what you need to become a game design­er. I high­ly rec­om­mend the videos on their chan­nel if you want to find out more about game devel­op­ment. They have lots of infor­ma­tion there and com­ple­ment this course nice­ly.

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Advent Calendar 2009

21 - Game User Research: Making Games Better

Today, we have more of a slide col­lec­tion. But the main fea­tured pre­sen­ta­tion is the one from Graham McAllister, who is a researcher in video game usabil­i­ty at the University of Sussex in the UK and also runs the com­pa­ny Vertical Slice that spe­cial­izes in User Experience (UX; human per­spec­tive, not qual­i­ty assur­ance) test­ing for games. Most of what I have been research­ing in the past 4 years is already start­ing to be employed in prac­tice by them (quite fas­ci­nat­ing, real­ly).

First, he explains the dif­fer­ent mean­ings of UX jar­gon, such as usabil­i­ty (can I do it?), user expe­ri­ence (do I like it?), user inter­face (how does it look?), inter­ac­tion design (how is the inter­face used?). Then he men­tions that UX is a key fac­tor dri­ving review scores of games (not the tech­ni­cal func­tion­al­i­ty alone), which then dri­ve the sales. He backs up his claims with sales data. However, some games with good reviews may still fail finan­cial­ly. On the oth­er hand, games with bad reviews are not very like­ly to sell well. He then dis­cuss­es two case stud­ies (Assassin’s creed and Bioshock) in terms of suc­cess­ful design intent or game­play flaws. The rise of episod­ic gam­ing demands a high­er lev­el of qual­i­ty even for ver­ti­cal slices of games. He goes on to ana­lyze UX flaws of games defaced by gam­ing mag­a­zine reviews. Continue read­ing

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