Game Design Investigations of Medium Specific, Lightweight Game Design Methods for Early Stages of Game Design (Pre Production Phase)
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Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). Game Design Investigations of medium specific, lightweight game design methods for early stages of game design (pre production phase) DIPLOMARBEIT zur Erlangung des akademischen Grades Diplom-Ingenieurin im Rahmen des Studiums Medieninformatik eingereicht von Martina Misar Matrikelnummer 0225415 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Betreuer: Ao.Univ.Prof Dr. Peter Purgathofer Mitwirkung: Dr. Doris C. Rusch Wien, _______________________ ______________________ (Unterschrift Verfasserin) (Unterschrift Betreuer) Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43/(0)1/58801-0 http://www.tuwien.ac.at 1 GAME DESIGN Investigations of medium specific, lightweight game design methods for early stages of game design (pre production phase), Martina Misar 2 Abstract Die Diplomarbeit beleuchtet frühe Phasen des Designprozesses von Videospielen und setzt sich hierbei mit der Frage "Wie und wo beginnt man, wenn man ein neu- es Spiel entwirft?" auseinander. Im Zuge dessen werden Design-Methoden und Tools betrachtet die in frühen Designphasen eine Rolle spielen. Neben Literatur- recherche stellt die Befragung von Personen aus der Praxis (Game Designer, Ga- me Entwickler) einen zentralen Bestandteil der Arbeit dar, da in der Praxis oft in- dividuelle Ansätze, Inspirationsquellen, Designmethoden und Tools genutzt wer- den. Das Generieren von Ideen und Konzepten ist ein aktiver kreativer Prozess der auf Erfahrung, (technischem) Know-How und theoretischem Wissen basiert. Hierfür existiert eine Vielzahl an Ansätzen, Methoden, Techniken und Werkzeugen auf die zurückgegriffen werden kann. Ob diese für den Prozess relevant und geeignet sind, ist von Faktoren wie Größe und Zusammensetzung des Entwicklungsteams, dem Budget, dem Genre und Setting des Spiels, der Hardware (Eingabegeräte, Kapazität, ...) sowie vom Entwicklungs-Fortschritt des Prozesses abhängig. Die Arbeit konzentriert sich auf die Anwendbarkeit von Methoden und Tools in Bezug auf Game Design. Dazu werden deren Verwendbarkeit, Schwerpunkte, Stärken und Schwächen in Verbindung mit dem noch verhältnisweise neuem Me- dium herausgearbeitet. 3 Abstract (english) The thesis deals with early stages of the design process of video games and looks into detail on the question on “How to start designing a video game?” In the course of this thesis design methods and tools which play a role in early design phases are examined. Due to the fact that in many cases very individual ap- proaches as well as personal sources of inspiration, design methods or tools are applied, interviews with professionals (game designers, game developer) consti- tute, next to literature research, a central part of this thesis. Generating ideas and concepts for games is an active creative process enhanced by experience, (technical) know-how and game theory. However there is indeed a variety of miscellaneous suggestions of approaches, techniques, methods or tools available. Which of them are recommendable and meaningful is dependent on various factors as the composition and size of the development team, the budget, the game’s genre and setting, the computing and interacting system (controlling devices) and the design progress. Their applicability, focus, strengths and weak- nesses in regard to the relatively new medium ‘games’ is analyzed. 4 Investigations of medium specific, lightweight game design methods Index 1.Index Introduction.......................................................................................................................... 8 Game design.......................................................................................................................... 8 A short overview on video games and game design............................................................ 9 Media-specifics of games.................................................................................................... 13 Game pleasures & fun.................................................................................................... 14 The design process.............................................................................................................. 20 Stages of game design..................................................................................................... 23 Idea generation - how to start when planning to make a new game?.............................. 26 Starting from scratch.......................................................................................................... 29 Creation of game ideas based on inspirations -.................................................................. 34 ‘Anytime and anywhere’ & ‘out-of-the-office’.................................................................... 34 Inspiration: Research, Will Wright................................................................................ 36 Inspiration: Joy of creation, Will Wright...................................................................... 38 Inspiration: Reminiscence of childhood’s pleasures, Peter Molyneux......................... 39 Inspiration: Nature, landscapes, extraordinary experiences........................................ 40 Inspiration: Other media: films (movies, TV-series & -shows) and novels................. 42 Inspiration: Other media: web 2.0................................................................................. 48 Inspirational input devices / controller.......................................................................... 50 Other games as source of inspiration?........................................................................... 53 Inspiration: Systems....................................................................................................... 55 5 Investigations of medium specific, lightweight game design methods Index Inspiration: Conferences, lectures, talks, game theory................................................. 55 Constraints - hindrance or helpful for creativity?............................................................. 57 Tools, Methods & Techniques........................................................................................... 60 Knowledge-based design methods...................................................................................... 63 Formal abstract design tools.......................................................................................... 63 The 400 Project............................................................................................................... 65 Patterns in game design.................................................................................................. 68 Collaborative design methods............................................................................................. 71 Brainstorming................................................................................................................. 73 Sketching - spur for creative thought?.............................................................................. 78 Sketching and ideation................................................................................................... 82 Sketching & Level design............................................................................................... 87 Storyboards..................................................................................................................... 90 Concept and design documents.......................................................................................... 92 From idea to game concept document........................................................................... 94 The game design document............................................................................................ 97 Wikis: Collaboration on Game Design Documents...................................................... 99 Physical props and prototypes.......................................................................................... 100 Physical Props & Nintendo Wii & DS interaction?................................................... 102 Physical prototypes & paper prototypes..................................................................... 104 A short introduction on how to create physical- or paper-prototypes....................... 109 Level design with physical props................................................................................. 114 Software prototypes - Rapid game prototyping.............................................................. 118 Game sketching............................................................................................................. 124 Closing statement............................................................................................................. 126 6 Investigations of medium specific, lightweight game design methods Index Appendix........................................................................................................................... 127 Interview Partners............................................................................................................. 127 Noah Falstein, The Inspiracy......................................................................................