Design Games is the artistic art of putting aesthetics and design together to create a game for personal enjoyment or for instructional, performance, or educational purposes. More, different aspects and concepts of game design are being applied to other human interactions, in the shape of gamification. Gamification has many benefits. It can help you improve your mood, learn new things, interact with others more closely, be more productive, etc. Let’s look at some examples:
Gamification and the designer: Gamification is a process that asks the designer to combine aesthetics and functionality to provide a “wow” factor. How does a designer go about doing this? First, we need to understand what “wow” is. For the most part, designers think of wow when they see something really spectacular. That something is a “design”.
How do you design games? In general, game designers follow one of two paths. On one hand, they follow the “fluff” path, giving players plenty of options but very few effects or results. On the other hand, they follow the “effects” path, creating highly interactive, highly rewarding systems that are as real or as alive as the players themselves. In many ways, role-playing games are better when designers take the fluff route, because there are so few options and so few outcomes.
The result is that the majority of role-playing games are nothing more than text-based pages where the player sits down, gets into character, makes some choices, and then dies and is brought back. That’s a big problem. Text is not an effective medium for conveying meaning. But designers have found a great way to solve that problem: visual cues and prompts.
Here’s how that works. Say you’re at a fruit party. Everything is going great. Then, all of a sudden, you see someone missing. What is the likely hood that person will return to the party in time to save it from the clutches of a fruit thief?
If you’re a designer, a good way to create tension is to use a time element. Instead of just having the player wait, he or she must perform certain actions in order to affect the outcome. For instance, if the player enters the room, what is likely to happen? Maybe he walks by an object that can be used to damage him, or perhaps falls upon a hidden switch which causes a hidden button to open. This type of gameplay creates tension, it keeps players engaged, and it lends a great deal to the success of the game.