Design Constraints in Game Design Case

Author(s):  
Annakaisa Kultima ◽  
Kati Alha ◽  
Timo Nummenmaa
2020 ◽  
Vol 11 (1) ◽  
pp. 108-139
Author(s):  
Camillia Matuk ◽  
Talia Hurwich ◽  
Jonathan Prosperi ◽  
Yael Ezer

Transmedia design, which involves extending a narrative from one medium to another, offers a context for potentially rich, interdisciplinary learning. We explored these opportunities by creating a week-long workshop to guide 7th-grade student teams in designing games based on comic books about viruses. This design case describes the framework and rationale behind our design choices. It illustrates our experiences by drawing on field note observations and audio recordings, student-generated design artifacts, student and facilitator interviews, and planning documentation from across two iterations of the workshop. We reflect on our experiences in attempting to balance (1) the dual focus of the workshop on science learning and game design through our choices of comic and game genres; and (2) the ability for students to be both autonomous and to receive necessary guidance through our enforcement of design constraints and interdependent team roles. We also reflect on the contextual factors that mediated our work, including students’ existing interests and peer relations, their teachers’ involvement, and our own team’s shifting expertise as membership changed from one iteration to the next. Among other things, our experiences highlight the importance of designing to allow for change, particularly as learning through collaborative transmedia game design can occur in unanticipated ways. Finally, we reflect on plans for future iterations of this workshop.


2021 ◽  
Author(s):  
Christopher Brooks ◽  
Erica Principe Principe Cruz ◽  
Jamie Camera ◽  
Alexandra To

Arts ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 103
Author(s):  
Pippin Barr

Film adaptation is a popular approach to game design, but it prioritizes blockbuster films and conventional “game-like” qualities of those films, such as shooting, racing, or spatial exploration. This leads to adaptations that tend to use the aesthetics and narratives of films, but which miss out on potential design explorations of more complex cinematic qualities. In this article, I propose an experimental game design method that prioritizes an unconventional selection of films alongside strict game design constraints to explore tensions and affinities between cinema and videogames. By applying this design method and documenting the process and results, I am able both to present an experimental set of videogame film adaptations, along with potentially generative design and development themes. In the end, the project serves as an illustration of the nature of adaptation itself: a series of pointed compromises between the source and the new work.


2020 ◽  
Vol 11 (2) ◽  
pp. 27-38
Author(s):  
Donna Rennar-Potacco ◽  
Anymir Orellana ◽  
Rita Ramirez-Levine

This design case describes design decisions and their impacts during three redesigns of an educational game called the “Rocks and Minerals Challenge.” This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases: Design 1, first designed as a challenge module in 2005; Design 2, redesigned as a game in 2012 for compatibility reasons; and Design 3, redesigned in 2015 to enhance instructional effectiveness. Following is a description of the game design factors that were implemented for each of the design phases: learning goals, levels of challenges, scaffold-ing, user control, feedback, and rules. The timing, rationale and impacts of these design decisions are discussed within the context of recommendations identified by existing educational game research.


2020 ◽  
Vol 11 (2) ◽  
pp. 118-129
Author(s):  
Michael Horn ◽  
Pryce Davis ◽  
Amartya Banerjee ◽  
Reed Stevens

Confronting issues of global climate change will require creative approaches to energy consumption across a range of human activities. This design case looks at the evolution of a physical/digital hybrid board game that we created to encourage families to reflect on household energy consumption and environmental sustainability. Design in this context was particularly challenging due to the nature of household heating and cooling systems, which tend to be opaque and difficult to understand. Our challenge was to employ game mechanics to help build up interest, awareness, and understanding of heating and cooling systems, while at the same time providing an enjoyable and engaging activity. Through many rounds of playtesting and interviews, we converged on the design presented here. We start with a conceptual framework describing modern energy practices, after which we describe the game design and reflect on its strengths and weaknesses.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Sign in / Sign up

Export Citation Format

Share Document