Approaches to Computer Game Design
Keywords:
game design, character-driven action, confl ict, expectations, spatial designAbstract
From the player’s point of view, action is an important feature of a game. Action can be created and directed by raising expectations, building up motivations and setting goals for the players. An important tool for setting up motivations and goals for the player are well-defi ned characters with distinct natures and needs. Those will create the basis of confl ict in the game. Expectations, which guide the choices of players, are the expectation of gaming, genre and also intermediality as a whole. Space and architecture can be used for communicating the genre, thus creating some expectations and removing others. On the other hand, by using the design of space and the rules of the game the players can be guided into using the space in a manner that endorses the gaming experience.Downloads
Published
2002-01-01
Bibtex
@Conference{digra30, title ="Approaches to Computer Game Design", year = "2002", author = "Lankoski, Petri and Heliö, Satu", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/30}", booktitle = "Computer Games and Digital Cultures Conference Proceedings"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.