Gamasutra - Formal Abstract Design Tools
- Church starts by asking simply “what is a modern computer game made of?”
- Design, Art Audio Levels and code.
- Describing how they work together to create a synthesis. Audio is mentioned, which is important from other types of games. You can say the same about the code however I believe that you can define that as the mechanics of the game, like rules.
- Without these disciplines working together, he describes how the game would just be a CD full of data, but no experience.
- The
main problem which slows down development and evolution of games in
general, he describes, is having the lack of design vocabulary meaning the
game designers can only discuss whether the game is fun or not and then
the analysis stops there, in contrast with other professions sports/health
with more technical jargon
- Design
vocabulary today is essentially specific to individual games and genres.
(giving examples how this years RTS games are built on from last years.)
- Leads
to a conclusion that a shared design vocabulary would be very useful.
Formal Abstract Design Tools (FADT) is an attempt to create a framework
for such a vocabulary and a way of building that process.
- Breaking
down the phrase we have:
- ‘Formal’
which implies a precise definition and not just saying something is
‘cool’.
- Abstract
– to focus on an underlying idea not specific to one particular game.
For example a ‘Giant Slaying Sword’ is not abstract because it focus’s
on a single game. Instead, describe the general notion that a magic
sword is based on – a mechanic for delivering more powerful equipment to
the player.
- Design
and tools are self-explanatory, Design being what we’re intending to do
and the tools that we’ll be using.
- Gives
examples of how FADT is used in Mario 64. Or rather breaks down the game
using FADT.
- Players
are encouraged to form their own goals. For example how players can
choose which world to enter and the amount of stars they can collect. This
is a good way to empower the player.
- The
Tools that are mentioned in the article are Intentions, Perceivable
Consequences and Story.
- It’s
good to have both Intended Goals and ones that are different from level
to level. The player can implement a plan to the current situation in the
game and the understanding of game play involved.
- Perceivable
consequence – ‘a clear reaction from the game world to the action of the
player.’ This tool is often used in RPG’s with a plot or where the
character can develop they’re abilities. Saying that there is a
consequence implies the player has made a choice.
- “Because
of X, Y has happened”
- Some
consequences can be less direct for example a player could decide to
stay at an inn, but the designers might not want them to stay in town too
long consequently the player could get ambushed. This type of
consequence is not perceivable by the player.
- The
player will also know where they went wrong and make more choices.
- Creates
the emotion of rage.
- Story
-
- Binds
events together (either player/Designer driven)
- Drives
the player to complete the game.
- In
a story driven game. You need to pull back the player control and then
designer has to control potential outcomes.
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