Showing posts with label Tools for Ideas. Show all posts
Showing posts with label Tools for Ideas. Show all posts
Wednesday, October 12, 2011
Friday, September 11, 2009
Associative Generation
Description:
Associative Generation is the name given to a set of methods that use association to inspire ideas for game concepts. A common approach uses isolated ideas, words or images that are combined by the user(s) to create associations and eventually new ideas. The basic precepts of this tool are:
Methods:
(Literature)
Introduction to Game Development, Second Edition
Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Gama Network Series)
Game Design: A Practical Approach (Charles River Media Game Development)
Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
Associative Generation is the name given to a set of methods that use association to inspire ideas for game concepts. A common approach uses isolated ideas, words or images that are combined by the user(s) to create associations and eventually new ideas. The basic precepts of this tool are:
- Gathering Materials Suitable for Creating Association
- Create Links Between Sources
- Record the Links and Ideas
Methods:
(Literature)
Introduction to Game Development, Second Edition
Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Gama Network Series)
Game Design: A Practical Approach (Charles River Media Game Development)
Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer
Generative Research
Description
Generative Research is the name given to a set of methods meant to inspire ideas for a game concept.
The game design tool implies that a game designer should look for and discover “ideas” through research. The most common approaches use games, books, film, music, interviews, and new experiences as reference material for game design. The basic precepts of this tool are:
(Link)
(Literature)
Game Design: A Practical Approach (Schuytema 2006)
Game Design Workshop, 2nd: A Playcentric Approach to Creating Innovative Games (Fullerton et al. 2008)
Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer (Thompson et al. 2007)
Game Architecture and Design: A New Edition (Rollings & Morris 2003)
The Ultimate Guide to Video Game Writing and Design (Dille & Platten 2008)
Game Design Complete (O’Luanaigh 2005)
Chris Crawford on Game Design (Crawford 2003)
Design Research: Methods and Perspectives (Laurel 2003)
Generative Research is the name given to a set of methods meant to inspire ideas for a game concept.
The game design tool implies that a game designer should look for and discover “ideas” through research. The most common approaches use games, books, film, music, interviews, and new experiences as reference material for game design. The basic precepts of this tool are:
- Gather Research Materials
- Informs, Formulates and Inspires Ideas or Design Solutions Based on the Research
(Link)
Formative Research as Game Design Game Design Research, ala Avellone |
Game Design: A Practical Approach (Schuytema 2006)
Game Design Workshop, 2nd: A Playcentric Approach to Creating Innovative Games (Fullerton et al. 2008)
Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer (Thompson et al. 2007)
Game Architecture and Design: A New Edition (Rollings & Morris 2003)
The Ultimate Guide to Video Game Writing and Design (Dille & Platten 2008)
Game Design Complete (O’Luanaigh 2005)
Chris Crawford on Game Design (Crawford 2003)
Design Research: Methods and Perspectives (Laurel 2003)
Brainstorming
Brainstorming is the name I have chosen to use to
describe techniques aimed at generating new ideas (e.g. game concepts, features,
game mechanics, play mechanics, etc.) or solving design problems (e.g.
imbalances, loopholes, control schemes, etc.) through spontaneity. As a game
design tool, brainstorming is not isolated to the beginning of the game design
process but recurs throughout the entire process. While these techniques can sometimes
seem a waste of time and non-organic, their primary advantage comes from
structuring ideation and problem-solving (in a group or alone), which can save
a game designer(s) a lot of time and energy. In general, brainstorming is meant to:
·
Escape old
convictions and assumptions.
·
Find new and
unique solutions.
Use:
To use brainstorming effectively, there are several
questions that you should ask yourself before
using it as a tool.
(1) How innovative do the results need to be?
If not a game designer can better use a different set
of design tools (i.e. generative research, patterns, game taxonomy, etc.).
Is the brainstorm about new ideas or solutions to problems?
If the brainstorming is about new ideas then the
techniques chosen should allow for a blue sky approach to creating the new
ideas. If however brainstorming is aimed at solving design problems, then it
may be best to look for elegant solutions (a solutions that uses existing
design choices or implementations) rather than completely new solutions. Elegant
solutions are especially important in the tuning phase of game design.
·
Game Concepts
·
Game Mechanics
·
Play Mechanics
·
Game-play
experience
·
Game Features
(i.e. units, weapons, power-ups, etc.)
And if you are also responsible for other game related
tasks:
·
Storylines
·
Theme
·
Etc.
On the other hand you may wish to use brainstorming for:
·
Fixing game-play
issues discovered through tools such as play-testing, game design rules and
patterns.
·
Balancing the
game and play mechanics
(3) How much time do you have for coming up with an idea
or solution?
Determining this will help you choose a brainstorming technique. For example, group brainstorms can be more time
consuming to organize, and more elaborate techniques may be over kill in some
circumstances.
Generally speaking brainstorming is easy to scale to
an individual or groups, made formal or informal, be structured or unstructured. And is characterized by the following basic precepts:
- Stating the purpose
- No Criticism
- Sessions with Time Constraints
- Quantity over quality
- Keep a record of ideas
Links
Literature
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