Innovation Methods in Story-Driven Games: Genre Variation
The paper proposes a method for game design innovation in story-driven games, as exemplified by the development of the adventure game prototype Rosemary. This method selects a game model in which a specific variation is introduced. Developing a game where the interface, interaction design, rules, go...
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Format: | Article |
Language: | en_US |
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Design Research Society
2015
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Online Access: | http://hdl.handle.net/1721.1/100239 https://orcid.org/0000-0002-1579-2384 |
Summary: | The paper proposes a method for game design innovation in story-driven games, as exemplified by the development of the adventure game prototype Rosemary. This method selects a game model in which a specific variation is introduced. Developing a game where the interface, interaction design, rules, goals, and themes are all new can be overwhelming for the user as well as the developers, so using a pre-existing model can ground the development and help evaluate the success of the innovation introduced.
The design method proposed is called Genre Variation. This methodology relies on a particular story-driven game model as the foundation to introduce new mechanics. After selecting the model, the next step is identifying a design problem that has not been tackled before. Then the variation is implemented as a game prototype and evaluated, following the principles of iterative design. In this case study, the problem was designing the mechanics of memory, and how to turn remembering into a core mechanic of the game. This method is intended at facilitating game development within the limited resources of academia. |
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