Conclusion
At this point you may feel that many more questions have
arisen than have been laid to rest. How should you balance the benefits of
fresh concepts and familiar concepts?
How granular should the definition of
paradigms be? What is the best way to organize features so that they are
defined by both by upward-facing behavior and underlying mechanics? How should
interface requirements be prioritized?
The benefit of defining a game by the four layers is that it
opens up understanding of the design and allows visibility to the deeper
questions that need to be asked.
Each of the four layers is surprisingly deep in its own way:
- Concept
requires marketing prowess
- Paradigm
calls on psychological deconstruction
- Mechanics
are the building-blocks of pure game design
- User
Interface is the focus of a whole field of usability specialists
On a small mobile project, all of the above are most likely
the responsibility of one person -the designer- but this can be an advantage.
When all of the layers of a game design are understood by a single person, that
person is in the position to make the most informed and effective
decisions. If an entire team can be brought to understand the game as a
whole, the entire team can make informed decisions.
The purpose of this article wasn't to explain how to design
a game as much as how to approach designing a game. Once the four layers
have been addressed, the design is only just begun, but at least you're pointed
in the right direction and you understand where you're going.
For Further
information
The Rules of Play -- Zimmerman and Salen
Universal Principles of Design -- Lidwell, Holden and Butler
Related articles:
Lopes and Kuhnen's take on understanding design in terms of
Top Down and Bottom Up approaches:
http://www.gamasutra.com/view/feature/2129/game_design_cognition_the_.php
Ernest Adams' rail against bottom-up design:
http://www.gamasutra.com/features/20041018/adams_01.shtml
John Rose's argument for parsimony with Mechanics:
http://www.gamasutra.com/view/feature/3621/fewer_mechanics_better_game.php
Phil Goetz' argument for parsimony with Interface:
http://www.gamasutra.com/view/feature/1839/too_many_clicks_unitbased_.php
Berbank Green's investigation of the fundamentals of
interface and mechanics:
http://www.gamasutra.com/view/feature/2316/one_button_games.php
Brett Johnson's discussion of user expectations, or as I've
called it, paradigm:
http://www.gamasutra.com/view/feature/3052/great_expectations_building_a_.php
Specific examples of managing features, mechanics and
interface, in Black and White 2:
http://www.gamasutra.com/view/feature/2399/postcard_from_gdc_europe_2005_.php
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Title photos by P.A. Hudson, Nicolas Nova, Richard Hagen, and Kerri 2009, used under Creative Commons license.
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