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This has been a long and deliberate presentation;
building step-by-step from rather abstract concepts toward a comprehensive
experience model that can be used practically in the evaluation and analysis of
aspects that relate to the craft of Game Design in particular. The last
sections have been dealing with that practical application to reveal a relative
consistency between the system of Experience as asserted and the common
knowledge and best practices from this craft as it stands today. Further
application of this experience model to aspects of this craft that are not yet
commonly understood may result in discovery and development of new design
methodologies and stimulate the evolution of Game Design.
directions of study and exploration using this experience model as a guide
description of other concepts of Game Design in terms of the system of
Experience, such the ludological concepts of Intentional Play from Doug
Church and Improvisational Play from Clint Hocking.
analses between a wide range of experience design domains; such as how a
state of trance, as identified from various sources, relates to a state of
Immersion, or what knowledge from improvisational theater can apply to the
problems of interactive narrative design.
- Development and
evolution of specific heuristics that target prevalent challenges for Game
Design in the industry today; transforming the more elusive and subjective
tasks into more targeted and graceful ones.
challenging conventions of Game Design and proposing new standard
practices with supportive reasoning, particularly for those aspects which
have suffered from a lack of objective analysis previously.
unknown aspects of experience design and performing exploratative tests to
better understand the scope of the field and to take full advantage of
that new territory.
- Throughout this
presentation, the discussions that followed each post included many
intriguing questions related to this study. Many interesting relationships
to other disciplines have been suggested. Review of those discussions
should reveal a number of potential directions of study and exploration.
This was a reasonable attempt at a formal presentation of one designer's personal
understanding of a system of Experience.
The hope has always been that it can lead to interesting discussions and further reasoning on the nature of experience
and the effects that external forces have upon it, particularly as that understanding pertains to the field of Game Design. Everyone should feel encouraged to continue to discuss or debate the assertions made in this presentation as part of an ongoing evolutionary effort.
thanks go to the authors, designers and scientists referenced, those who helped
to shape the style of this presentation, and those who helped to formalize
these ideas; namely a colleague at the ICT, Kelly Christoffersen. Of course, thanks go to those
who have been following and contributing to the ongoing discussion on many of
these posts during the course this presentation; namely Christopher Wagg, Luis Guimarães
and Bart Stewart.
Sentiology: The Study of Experience
Perception and Cognitive Models
Memory and Prediction
An Experience Model
Understanding and Attention
Motivation and Satisfaction