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game design and artistic intent via @FALCONEERDEV

&NewLine;<p>Continuing to find and save interesting <a href&equals;"https&colon;&sol;&sol;www&period;game-designers&period;net&sol;category&sol;twitter-threads&sol;" target&equals;"&lowbar;blank" rel&equals;"noreferrer noopener">twitter threads<&sol;a> that can be useful for the game design community&comma; with this thread game design and artistic intent via &commat;FALCONEERDEV&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p><&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<h2 class&equals;"wp-block-heading">Original Thread Twitter&colon; Game design and artistic intent<&sol;h2>&NewLine;&NewLine;&NewLine;&NewLine;<figure class&equals;"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class&equals;"wp-block-embed&lowbar;&lowbar;wrapper">&NewLine;<blockquote class&equals;"twitter-tweet" data-width&equals;"550" data-dnt&equals;"true"><p lang&equals;"en" dir&equals;"ltr">So here&&num;39&semi;s a <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;hashtag&sol;gamedesign&quest;src&equals;hash&amp&semi;ref&lowbar;src&equals;twsrc&percnt;5Etfw">&num;gamedesign<&sol;a> thread too take you out of your &quot&semi;mechanical mind&quot&semi;&period; That design place where player experience is only measured in player experience or stickiness&comma; and it&&num;39&semi;s easy to get lost in&period;<br><br>A thread on game design and artistic intent&period;<br><br>1&sol;15<&sol;p>&mdash&semi; Tomas Sala &lpar;&commat;FalconeerDev&rpar; <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;FalconeerDev&sol;status&sol;1517797601332146177&quest;ref&lowbar;src&equals;twsrc&percnt;5Etfw">April 23&comma; 2022<&sol;a><&sol;blockquote><script async src&equals;"https&colon;&sol;&sol;platform&period;twitter&period;com&sol;widgets&period;js" charset&equals;"utf-8"><&sol;script>&NewLine;<&sol;div><&sol;figure>&NewLine;&NewLine;&NewLine;&NewLine;<p><&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<h2 class&equals;"wp-block-heading">Edited Thread Twitter&colon; Game design and artistic intent<&sol;h2>&NewLine;&NewLine;&NewLine;&NewLine;<p>So here&&num;8217&semi;s a <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;hashtag&sol;gamedesign">&num;gamedesign<&sol;a> thread too take you out of your &&num;8220&semi;mechanical mind&&num;8221&semi;&period; That design place where player experience is only measured in player experience or stickiness&comma; and it&&num;8217&semi;s easy to get lost in&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>A thread on game design and artistic intent&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>1&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Take a look at your game and see if you can find a central moral or intellectual premise&period; Don&&num;8217&semi;t worry this isn&&num;8217&semi;t about making games to change the real world &lpar;cool side effect tho&rpar;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>It&&num;8217&semi;s about finding an emotional or intellectual theme or pillar that isn&&num;8217&semi;t player centric&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<figure class&equals;"wp-block-image alignwide size-full"><img src&equals;"https&colon;&sol;&sol;game-designers&period;net&sol;wp-content&sol;uploads&sol;2022&sol;11&sol;game-design-and-artistic-intent-&lowbar;0-1&period;jpeg" alt&equals;"" class&equals;"wp-image-17256"&sol;><figcaption class&equals;"wp-element-caption">Game design and artistic intent&colon; Player Centric<&sol;figcaption><&sol;figure>&NewLine;&NewLine;&NewLine;&NewLine;<p>2&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>It&&num;8217&semi;s what engages you&comma; the creator&comma; &lpar;and your team&rpar;&comma; what you want to convey and stick into the player on the other side of the screen&period; Your artistic intent if you will&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>And yes&comma; this is still about making a better game&comma; bear with me&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>3&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>It is about creating a coherent design that evolves the player&comma; not coddles them in comfort and wishfulliment&period; <br>&NewLine;And how coherence from a central premise can grow the player and untap the actual &&num;8216&semi;growth rewards&&num;8217&semi; they crave&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>4&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Like I&&num;8217&semi;ve written so many times&comma; games are teaching engines &lpar;did you learn how to defeat that Elden Ring boss or not&quest;&rpar;&period; And if you reflect everything to the same message or hmmm&&num;8230&semi; &&num;8216&semi;lesson&&num;8217&semi; your game won&&num;8217&semi;t become weaker but it will become stronger&period;<br>&NewLine;5&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Start by evaluating every mechanical game design choice in your <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;hashtag&sol;gamedesign">&num;gamedesign<&sol;a> and weigh it&period; Is it very much for the player&&num;8217&semi;s experience&comma; flow and stickiness&quest; or can it be to support your premise or a logical consequence of it&quest;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>6&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Now look at how you can adapt your designs&period; Player choices and consequences to not provide maximum flow but rather maximum reflection on your core premise&period; Is it supporting that premise and reflecting coherently from it&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>7&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>This might seem counterintuitive at first&comma; after all we are taught &lpar;especially by player feedback&rpar; to be player-centric&period; Lest we break player flow and lose the player&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>But if you are afraid of losing the player then your designs are poor&period; You have the tools&comma; now use em&excl;&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>8&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>But imagine it like this&colon; Are you taking the player on your journey&comma; or are they on their own journey&quest;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Who is in control&comma; and are the player choices you are designing strengthening they path you are laying out for the player&comma; or just keeping them onboard&quest;<br>&NewLine;9&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>If you do this consistently you add a new level of coherence to your game&period; A unifying feel and layer that can take the player to any moral or intellectual endpoint you find interesting&period; As long as your design choices support and reflect that premise&period;<br>&NewLine;10&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Elden Ring &colon; &&num;8221&semi; the feeling of fulfilment from victory&&num;8221&semi;<br>&NewLine;There is one great example&comma; of coherent emotional and moral design&comma; with every aspect serving that premise&period; Even to the logical consequences that some design choices are counter to flow or stickiness&period; <br>&NewLine;11&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>So yes I&&num;8217&semi;d dare say if you are willing to be a guide and a teacher&comma; taking your players on a journey not just to satisfy their cravings&comma; but to satisfy your core premise and message&comma; you can end up with something really powerful&period; <br>&NewLine;12&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>It is in the end about Artistic Intent and maintaining it throughout your game to add a layer of coherence that can be felt on an emotional level by the player as they grow and learn from what you provide for them&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>13&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>I feel very much this is the answer to the &&num;8216&semi;are games art&&num;8217&semi; question&period; It is a matter of artistic intent and the willingness to raise it up to equal importance to player experience&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>14&sol;15<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>If you analyse the games that truly stick with you&comma; those that I dare say &&num;8216&semi;change&&num;8217&semi; you&period; It is games that manage this&comma; to keep their central premise &&num;8216&semi;central&&num;8217&semi; to reflect off it and change the player over time to truly grasp the maker&&num;8217&semi;s intent and make it their own&period;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Art&excl;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p><em>Originally tweeted by Tomas Sala &lpar;<a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;FalconeerDev">&commat;FalconeerDev<&sol;a>&rpar; on <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;FalconeerDev&sol;status&sol;1517797601332146177">April 23&comma; 2022<&sol;a>&period;<&sol;em><&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Liked this topic on Game design and artistic intent&comma; want to read more interesting twitter threads that we have archived&quest;<&sol;p>&NewLine;&NewLine;&NewLine;&NewLine;<p>Check our compilation&colon;<&sol;p>&NewLine;

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