As week three comes to an end, so does another week full of exciting new ways to construct and design games.
At the first days of the week, we were given a lecture on pitch, documentation, and design documents, and the importance of these. By documenting the things we design, by keeping track of what we’re doing, it gets harder to get lost. There seems to be a heavy focus on getting us all used to writing academically, something I’m not sufficiently experienced in as of yet, but they tell us that by the end of the year, we’ll look back at our first essays and other documentations and wonder why we thought it was ever hard. I’m grateful for every challenge they’ve provided us with so far. There’s nothing I haven’t done whole-heartedly, except perhaps find time for reading our course-material. But I’m trying.
This Thursday we were given the honor of having a lecture and workshop with Ernest Adams, a game designer / author / guest professor. His way of presenting the “why’s” of his way of game design was amusing and inspiring, with a heavy tone of “What will the player do in your game?”. And it’s given me some food for thought. I am looking forward to seeing some examples of design documents, so that I can begin practicing writing my own ones, and I hope that my Moleskine arrives soon, so that I can start taking down notes of the ideas that I get, and there are many of them.
The workshop consisted of this:
We were split into teams of five and given a dream. Our goal was to take on the roles of a games studio and design a game that made this dream come alive. Our dream was “I want to ride across USA on a motorcycle with very little money.” So our first question was “What do we want our player to feel? How do we make them feel it? How do we make the player actually play those feelings?”
We discussed at length and came up with an open world exploration game, with a heavy focus on the scenic beauty of the United States, and the feeling that cruising the roads there gives you. I was given the role of Level Designer, but considering that we were designing an open world, I was given the task of designing the different jobs that the player were required to do to make some money for gas for his motorcycle. I wanted them to be menial jobs, since the idea was to travel with little money. Such as shoveling snow, or picking apples, or as such.
In the end our team came together and we did something we were all proud of. It was extremely satisfying to see everybody pulling their weight, and come up with something that I think was without a doubt un-buildable, but as a design was very accurate to our goals.