Games design is essentially everything that is needed to
make a game work. The story, gameplay, characters, levels and the game “mechanics”
are all determined depending on what designers have planned. This will begin
with the creation of a design document. An in depth analysis of what needs to be
made and how it is going to work. Without a structured plan on how a game is
going to be made what would be produced would be a sticky mess of different
ideas. No – something as complicated as a video game needs a plan, no matter if
it is Pac-man or FEAR. This design document is crucial for a working and well-made
game. Pac man could’ve been completely different if it was created now, using
our latest software, however they had to create a game in a different
generation with much less advanced kit, but would Pac-Man be so loved if it was
created to the standards of games today? People love it because it is considered
a classic game, it doesn't age as it isn’t based on having detailed and
realistic graphics. It keeps to a style which suits it, keeping it popular in today’s
era.
So what about “Game
Play?” this is a term used to describe the players personal experience when
playing a game. Their connection to the protagonist, how they play a part in
the games plot and the players interactions within this digital world. This
term is not to be mixed up with the phrase “Game Mechanics” which is only a
part of the gameplay. This refers to the set of rules that determine how the
player plays the game. I personally believe that the game play is incredibly
important to my experience when playing and how it affects my opinion of the
game. For example, during 2012 I bought myself a copy of the much anticipated
Assassins Creed 3. The latter games were some of my favourite with a rich plot
and interesting characters. However I felt sorely let down by this newest installment
The gameplay was mostly good. The plot was quite exciting and the majority of
the characters were also very interesting, however as soon as I was introduced
to the main protagonist, Connor Kenway I felt myself disconnect slightly from
the game. I had been enjoying playing as Haytham – a rich and interesting
character, only to be put in the shoes of this boring husk of a man who really didn't have much of a personality.
I feel Ubisoft tried
to spice up this game with the addition of such options as hunting. This seemed
successful at first as I was enjoying hunting down different animals with my
small amount of tools, but this quickly became pointless as there was no need
for money nor to sell the pelts throughout the game. I feel these two things
were large flaws in the planning causing the gameplay experience to be ruined
for me. However it did pick up a few brownie points
with content such as being able to pet animals, which I happened to do every time
I passed a stray dog or cat.
After reading up on Kevin Watford’s “Into The Transmission” I realized how
he spoke of some people thinking themselves above and more important than
others within a game industry. I feel like this separation between designers
can have large implements on a game. Everything in a game needs to work
smoothly, its great if the game has beautiful graphics but its story line is lousy?
Chances are it’ll be a rubbish game.
Everybody
has different experiences when playing video games, everybody enjoys different
things. Some love the beauty in the graphics, others love the soundtrack, some
the characters some the story and the list goes on, but I believe the very best
and most popular games are so popular because they are able to bring all of
these elements together and make an all-around spectacular game.
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