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

World Design: Building Function into Environments

“An environment is only as good as the interactivity is presents to the player.”

Game environments are often limited in the function’s the environment provides to the player. Functions are mechanics available to the player; they are built into the environments when they are accessible within the levels. As it stands now, most environments are devoid of function, besides being a set for the enemies to exist on. Maps, without functions built into them, are simply static, dry and unengaging.

Grand Theft Auto is the classic example of a game where the environments are rich in functions. Payphones are not just props, but provide assassination missions; Motorcycle jumps are not just cool, but also tests to see how far the player can fly. These mechanics challenge the player to engage the environment; Crysis did this in making the environment part of the gameplay.

Games can grow once levels are no longer places for games to happen, but part of the game themselves. Trees, currently static, could be chopped down by the player. Coupled with a building mechanic, the player would gather the wood necessary and build his own home. The home would be both a headquarters and point of pride for the player. Making the environments real engages the player into the world.

Assassin’s Creed did an excellent job of building the function of exploration, by making any part of the city accessible. However, the other environment functions, such as protecting innocents, were underdeveloped. Different functions, such as being able to steal objects for wealth, would provide a more engaging experience.

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