university work

Response to Reading 05

After reading Digital Storytelling: A Creator’s Guide to Interactive Entertainment by Carolyn Handler Miller there were a couple of sections that caught my eye

ADVENTURE GAMES: More than any other type of game, adventure
games feature the strongest use of story. Typically, the player is sent on
a quest or has a clear-cut mission and must solve a number of riddles
or puzzles in order to succeed. Players also explore rich environments
and collect items for their inventories as they move about. These games
have a very old history, dating back to text-based games such as the
Colossal Cave Adventure. More recent adventure games include Beyond
Good and Evil and The Grim Fandango. A subgenre of the adventure
game is the mystery-adventure game, which includes the Nancy Drew
series. At the 2003 E3 show, the adventure game was the fifth most
popular genre.

In this section sounds more like what I want to do with my level to be like. So

when developing my game I must  have

  • rich environments.
  • clear-cut mission.
  • the ability to collect items.

In this next section reads more like a check list.

  • People regard games as play, and expect the experience to be pleasurable.
  • Story and game need to be in balance with each other. Although games are
    becoming more cinematic, with better-developed plots, characters, dialogue,
    and sound tracks, they falter if they focus on the cinematic elements
    at the expense of the gaming elements. Short-changing the games’ interactivity
    may well lead to frustrated players.
  • Games are most effective when they give participants an opportunity to do
    things—to actively engage in an experience.
  • To keep players involved, games use devices like ticking clocks, a rewards
    system, an ever-escalating series of challenges, and a build-up of suspense
    and tension.
  • A well-designed interface serves an important role in making for a
    pleasurable experience. Players do not wish to struggle with an ungainly
    control system or be baffled by how to navigate through the game. Players
    appreciate a logical, convenient, well-organized interface.
  • Games should be challenging enough to be interesting, but not so difficult
    that they become frustrating.
  • Many players are drawn to games for a variety of reasons, and they cannot
    all be lumped together. By understanding what attracts your particular
    audience, you will be better able to design a game that will please them.

In this section I learnt that when designing a  game the designer should the game

  • Pleasurable.
  • Balanced
  • Well-designed interface
  • Challenging not frustrating.

I will keep these thing in mind when I make my level.