Week 2 - Understanding the Design Process


   When I thought about how to design a folk game, I thought that it would be as simple as, “Oh, here’s an idea that seems entertaining, let’s just do that.” However, I quickly learned that the process of game design can be challenging. The process can be simplified by having a clear understanding of your goals from the beginning. It is important to know the main six aspects that exist within any given game: actions, goals, rules, objects, playspaces, and players. (Macklin & Sharp, Chapter 1) Once you understand the core elements of a game, then you can begin crafting your idea.

   In my group in class, we had tossed around a few ideas of different folk games that we had come up with. The ideas seemed good on paper, however they didn’t translate well when it came to actual play. I believe that the main problem that we encountered is best explained by the textbook when it said, “approach games as designers rather than players.” (Macklin & Sharp, Chapter 1) We were brainstorming ideas that sounded fun, but stumbled when it came to developing a solid set of rules. The way to fix that is to approach the design process as a designer. For example, don’t think about it through the eyes of the player; instead think of it from more of a technical sense. Sort out the rules, plan ahead for varying outcomes and occurrences, and adapt your plan as needed. Adjusting where your plans are coming from in the design process can completely change the outcome. As said in one of the readings, “When game designers think of games as frameworks for play experiences, they recognize that games are generative.” (Macklin & Sharp, Chapter 1) That is to say, clarity of concept is important, although don’t be afraid to change your plans as necessary. Allow your game to be open-ended to the extent to where different styles of play are possible. When it comes to folk games, whether it be something like a game of tag or hide and seek, I feel that an emphasis on flexibility of gameplay is imperative for an authentic “folk” experience. Inviting different playstyles keeps the play itself interesting, while also keeping everyone included.

   All of this being said, games and the playing of them are not to be underestimated. It is unwise to think of them simply as time wasting or unproductive. Games are, in essence, “things that generate experiences and different dynamics—in a word, play.” (Macklin & Sharp, Chapter 1) If “play” in this sense refers to how we generate experiences and explore different dynamics, then everyone plays everyday. To play is to exist in the world. If playing bears such importance, so much to be equated to our very existence, then creating games should be taken seriously. Developing a game is all about creating an experience for yourself and others to enjoy. In order to achieve an adequate level of enjoyment, you must have a well-crafted game. In order to have a well-crafted game, you must have time, effort, a vision, and creativity.

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