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 |
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author | Fernandez-Vara, Clara |
author2 | Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing |
author_facet | Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing Fernandez-Vara, Clara |
author_sort | Fernandez-Vara, Clara |
collection | MIT |
description | 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. |
first_indexed | 2024-09-23T10:37:54Z |
format | Article |
id | mit-1721.1/100239 |
institution | Massachusetts Institute of Technology |
language | en_US |
last_indexed | 2024-09-23T10:37:54Z |
publishDate | 2015 |
publisher | Design Research Society |
record_format | dspace |
spelling | mit-1721.1/1002392024-06-24T18:51:10Z Innovation Methods in Story-Driven Games: Genre Variation Fernandez-Vara, Clara Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing Fernandez-Vara, Clara 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. 2015-12-14T15:57:23Z 2015-12-14T15:57:23Z 2010-07 Article http://purl.org/eprint/type/ConferencePaper http://hdl.handle.net/1721.1/100239 Fernandez-Vara, Clara. "Innovation Methods in Story-Driven Games: Genre Variation." 2010 Design Research Society (DRS) Design & Complexity Conference (July 2010). https://orcid.org/0000-0002-1579-2384 en_US http://www.designresearchsociety.org/joomla/proceedings/138-drs-2010-conf.html Proceedings of the 2010 Design Research Society (DRS) Design & Complexity Conference Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. application/pdf Design Research Society MIT web domain |
spellingShingle | Fernandez-Vara, Clara Innovation Methods in Story-Driven Games: Genre Variation |
title | Innovation Methods in Story-Driven Games: Genre Variation |
title_full | Innovation Methods in Story-Driven Games: Genre Variation |
title_fullStr | Innovation Methods in Story-Driven Games: Genre Variation |
title_full_unstemmed | Innovation Methods in Story-Driven Games: Genre Variation |
title_short | Innovation Methods in Story-Driven Games: Genre Variation |
title_sort | innovation methods in story driven games genre variation |
url | http://hdl.handle.net/1721.1/100239 https://orcid.org/0000-0002-1579-2384 |
work_keys_str_mv | AT fernandezvaraclara innovationmethodsinstorydrivengamesgenrevariation |