Dissecting the Dragon: GUR for Dragon Age™: Inquisition

Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.

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.


2021 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Yedija Prima Putra ◽  
Erdhi Widyarto Nugroho ◽  
Hendra Prasetya

At present, the development of the game world is increasing. A lot of which utilize various sensors as input. However, many of these games have no educational value. Therefore, the game titled "Terjumlah" is designed, which has educational value, in this case math material. In the making of the game, collaborated using kinect sensor that can detect the movement of the user, to be more active and interactive.


Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.


2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.


Author(s):  
Olga Ormandjieva ◽  
Kristina Pitula ◽  
Cherifa Mansura

The Canadian Engineering Accreditation Boardhas defined 12 attributes that an institution must demonstrategraduates of its engineering program possess. We are inpursuit of the attribute "Design” dealing with the students’ability to select candidate engineering design solutions fordevelopment, with three indicators relating to how candidatesolutions are selected. Our approach to teaching “Design” isbased on “learning outcomes” rather than “teaching inputs”.In this paper, we describe the learning outcomes of teaching anewly proposed Integrated User Centered Design (UCD)-Agile Process in the context of a one term project coursewherein teams of undergraduate students apply what theyhave learnt about Agile software development and UserInterface (UI) design in the context of a real-world projectwith actual clients. The Integrated UCD-Agile Processincludes upfront design of the UI in parallel with developmentof the functionalities, UI design specialists for each sprint andusability testing of all UI design decisions


2021 ◽  
Vol 26 (1) ◽  
pp. 78-88
Author(s):  
Christos Michalakos

This paper describes the background and motivations behind the author’s electroacoustic game-pieces Pathfinder (2016) and ICARUS (2019), designed specifically for his performance practice with an augmented drum kit. The use of game structures in music is outlined, while musical expression in the context of commercial musical games using conventional game controllers is discussed. Notions such as agility, agency and authorship in music composition and improvisation are in parallel with game design and play, where players are asked to develop skills through affordances within a digital game-space. It is argued that the recent democratisation of game engines opens a wide range of expressive opportunities for real-time game-based improvisation and performance. Some of the design decisions and performance strategies for the two instrument-controlled games are presented to illustrate the discussion; this is done in terms of game design, physical control through the augmented instrument, live electronics and overall artistic goals of the pieces. Finally, future directions for instrument-controlled electroacoustic game-pieces are suggested.


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.


2011 ◽  
pp. 36-55 ◽  
Author(s):  
Jamey Stevenson

For those seeking an entry point into the complex topic of ethical games, a framework for classification and criticism can be a helpful tool, if only to provide a more gentle and coherent introduction to the subject. This chapter provides one such framework, based on identifying the overarching trends in contemporary ethical game design. It provides descriptions and examples of three different categories of ethical games, each of which are then considered within the context of the most prevalent critical flashpoints currently being debated by ethical game designers and detractors alike. By understanding the distinctions between the primary types of ethical games, readers will gain the ability to more effectively delineate which design decisions are likely to make a particular game susceptible to each of the critical pitfalls outlined.


2019 ◽  
Vol 50 (2) ◽  
pp. 180-201 ◽  
Author(s):  
Bill Roungas ◽  
Femke Bekius ◽  
Sebastiaan Meijer

Background. The abstraction of complex systems, which is required by default when modelling gaming simulations, is a convoluted and time-consuming process. For gaming simulations to be efficient and effective, the problem of the real system they imitate needs to be narrowed down and simplified as much as possible. Additionally, even after abstraction of the real system, multiple design decisions need to be made and these may differ depending on the gaming simulation. Aim. This article proposes a framework for formalizing, and consequently standardizing, expediting and simplifying, the modelling of gaming simulations. Method. The proposed framework applies game concepts pertaining to game theory in the abstraction of the real system and the game design decisions. Results. Application of the framework in three case studies reveals several advantages of incorporating game theory into game design, such as formally defining the game design elements and identifying the worst-case scenarios in the real-systems, to name but two. Conclusions. Given the framework’s advantages in general, and the game design recommendations it offers in particular, it is safe to conclude that, for the cases presented in this article, the framework make positive contributions towards the development of gaming simulations.


2011 ◽  
Vol 2011 ◽  
pp. 1-7 ◽  
Author(s):  
Oriel Bergig ◽  
Eyal Soreq ◽  
Nate Hagbi ◽  
Kirill Pevzner ◽  
Nati Levi ◽  
...  

Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and intellect. Here, we describe a new game platform, anAugmented Reality Rubik's cube. The cube acts simultaneously as both the controller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting operations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game for this platform, as well as the technological challenges in implementing it. Ultimately, we describe two games and discuss the conclusions of an informal user study based on those games.


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