View my articles on Critical Theory at Critical-Gaming.blogspot.com

A Manifesto of Constructive Design

The game media, in its effort of understanding games as a medium akin to film or prose, has begun to apply a critical perspective towards games. This pursuit, while valuable in enhancing our understanding of games, is bound by only being able to look at what already exists. The purpose of constructive design is to provide a form by which designers can build and discuss new forms of play; first through constructing systems, but then tested through prototyping, both digitally and paper based.

To build better games, we must break down their parts, and then ask how can we improve those parts. For example, in Assassin’s Creed, the player is limited to pressing one button to control combat. Would the game be more immersive if the player controlled his weapons through the analog stick, along the lines of Age of Conan? At constructive design, we encourage throwing everything on the wall, and seeing what sticks.

Friday, February 22, 2008

Gameplay Design: Dual-Analog Combat

Mass Effect’s gameplay was burdened by an overly complex control scheme, which made navigating the menus a game within itself. A gameplay system can not exist in a vacuum, but must be built around the control scheme, as the control scheme dictates how the player engages with the game. Yet, this is not necessarily a limiting thing; using buttons for different functions, in a context sensitive manor, can engage the player in new ways.

The control scheme presented below is intended for a sword-fighting, character driven game, such as Knights of the Old Republic or Assassin’s Creed. The scheme relies on the dual-analog sticks. which control one hand of the character. When the player engages in combat, he automatically locks onto the first enemy; the player can swing each analog stick in different directions, to control the movement of the swords. The player navigates with the triggers and bumpers. The combat works in a flow of offensive/defensive, where the players attacks are first pushing forward onto the enemy; if he overextends his attacks, the enemy could take the offensive, and force the player to parry the attacks against him.

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