Skip to main content

Game Elements - My Thoughts On "Formal Abstract Design Tools" by Doug Church

I thought the "Formal Abstract Design Tools" article by Doug Church was an interesting read. It thought me to use proper "game vocabulary" when talking about games and about "Formal abstract design tools".
I learned that "Formal abstract design tools" is a framework used to create a vocabulary for describing a game and that it's used to break up a game into its components so that other game designers can understand them.
I then learned about different tools for games and where to find them. We can find them by looking at other good games that have already been created. After looking at these games we can take and formalize a few key aspects from them. I loved the Mario 64 game example given to us in the article as it helped me understand how Mario 64 used it's different design tools to create such an all-around game. Some of the tools I learned about in this article were "Intention", "Perceivable consequence" and "Story".
The "Intention" tool is a plan of your creation in response to an understanding of gameplay options and the current situation in the game world.
"Perceivable consequence" is a clear reaction from the game world to the action of the player.
The last tool that I learned in this article was "Story", the story drives the player closer to the completion of the game.
In my opinion, the article was very useful because it gave me an idea about how to pick games apart. I also think it was useful because I learned how to use an appropriate "game vocabulary" to analyze games so other designers can understand. This precise vocab helps designers to communicate better so that they can analyze games and better future ones. An important tip I learned is that not all tools necessarily work well together. If I'm going to create the experience I intend for my own game, I'll need to fully understand the ramifications of tool usage first.

A Language Without Borders
(Image by Elizabeth Hargis)


Links I found Interesting

A Formal Approach to Game Design and Game Research By Robin Hunicke, Marc LeBlanc, and Robert Zubek

How To Analyze A Video Game by understandmedia.com

Comments

Popular posts from this blog

Introduction Into My (Awesome) Life

The names Conor, and in this blog I want to tell you a little about myself. I'm 20 years old and have lived in Dublin my entire life. I am currently a second-year student studying "Creative Digital Media" in Blanchardstown. I really enjoy my course and plan on getting a job in this industry when I get my degree. I'd describe myself as a determined and hardworking person who loves a good laugh. After working hard in year one it's safe to say I learned a lot. The best class I took last year was photography. I loved that this module required us to go outside to take photos because it offered a nice break from working inside all day. Although I liked most of my modules last year, I found modules that involved film or photography to be the most enjoyable. My goal for this year is to continue working hard and improve on my work. Speaking of working hard, we all need a break every now and again. Over the break, I took the opportunity to travel to several countries, i...

Unity Tutorial 05

This week's Unity tutorials showed me how to make a skybox, wind, fade screens, and how to improve the game environment. The first tutorial started by showing me how to add a sky to the game. I went onto the assets store and imported sky assets. To add the sky asset into the game, I then clicked on the "Windows" tab and chose the lighting settings option. From here I was able to drag and drop the different sky assets I downloaded. The next thing the tutorial showed me was how to add wind zones. I added wind to the in-game trees by clicking the "GameObject" tab. I then clicked on the 3D object tab and selected the wind zones option.  The second tutorial started by explaining how to add in-game objects that can be picked up of the ground. The example given in the tutorial was an axe stuck in a tree. First, you add in a cube and place it over the axe, then turn off the box collider so it becomes invisible. I then made a script called "AxeTake" a...

Game Brainstorm

Game Brainstorm  I got my first game idea after looking at endless runner games such as "Temple Run", "Subway Surfers", "Sonic Dash" and "Super Mario Run". I noticed a lot of these games in this genre are on Android and iOS devices. This got me thinking about creating a similar game for PC. The first of these games to become popular was "Temple Run" back in 2011. This game made the genre popular on mobile devices which later inspired the other endless runner games I mentioned. Endless running games have very simple controls, such as jumping over and dodging oncoming obstacles. A player's score is generally determined by how far they travel without hitting any obstacles. The games have simplistic controls but are difficult because you cannot stop the forward momentum of your character. Although these games have different art styles the gameplay is the same.  I think this would be a good type of game to make because the gameplay ...