Wednesday 12 October 2011

Week 3 Readings Gamasutra Doug Church - Formal Abstract Design Tools

Doug Church makes the same claim Costikyan did five years before him, but he goes further, both oare concerned about the need of a polished vocabulary. Whereas Costikyan is all about the definition of games. Doug Church thinks about his vocabulary as tools for game designers as he thinks it leads to a better understanding of games.

Doug Church remarks that the plurality of game genres and audience should be a problem for achieving goals. For this reason these tools have to be abstract (FADT) Formal Abstract Design Tools. The tools mentioned in the article were analysed using Mario 64. The remarkable aspect allowing players what to do next.  This aspect called fto go beyond interaction. There is interaction, player input, the game state changes but the game becomes richer. Dough Church named the tool intention to refer to the action plan that players make and if they mess up it will be clear why.

The story tool is a powerful tool. We know that a highly crafted world with detailed scripting will get a detriment to the player choices. Although the balance is point out, Doug Church’s examples of better use of the story tool rely on simplicity saying how RPG’s don’t allow player intentions.  

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