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Character Driven Game Design

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16<br />

<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong><br />

10 Instead of game<br />

design pattern,<br />

I use the term<br />

gameplay design<br />

pattern to refer to<br />

patterns, due to the<br />

current use of that<br />

term by Björk and<br />

Holopainen (e.g.,<br />

Holopainen et al.,<br />

2007).<br />

games. It is a hierarchy of concepts abstracted from an analysis of<br />

many specific games.” Staffan Björk and Jussi Holopainen (2005)<br />

have developed another framework. Their gameplay design pattern<br />

approach is inspired by the book A Pattern Language: Towns, Buildings,<br />

Construction by Alexander et al (1977). Adopting the use of patterns to<br />

games, Björk and Holopainen (2005, p. 34) assert “game design patterns<br />

are semiformal interdependent descriptions of commonly reoccurring<br />

parts of the design of a game that concerns gameplay.” 10 A feature of<br />

game design patterns is that adding new patterns does not break the<br />

system, but expands it. This is because a pattern describes a particular<br />

area of gameplay with its typical implications. Adding new patterns<br />

create new interrelations that need to be considered when expanding<br />

the system. In articles 3, 4, and 6, I use gameplay design patterns to<br />

refine analytical findings to a form that is usable in design. Below, in the<br />

section, Methods, I describe gameplay pattern approach and notation<br />

in more detail.<br />

Though, understanding games as a formal system has advanced,<br />

studies focusing on understanding the relation between a game system<br />

and a playing experience are still scarce. Research in the area has been<br />

emerging (e.g., Järvinen, 2008; Ravaja et al., 2006) and this research implies<br />

that in order to understand the playing experience, a multidisciplinary<br />

approach is needed (see also, Järvinen, 2008; Sotamaa, 2009).<br />

The theories I mostly depend on come from fields of game research,<br />

cognitive sciences and dramatic writing. Cognitive scientists have been<br />

studying how people understand other people, and a branch of film<br />

studies has been using cognitive sciences in conjunction with formal<br />

analysis. How to design and write believable characters is being studied<br />

in dramatic writing.<br />

Cognitive Sciences and Film Studies drawing on Cognitive<br />

Sciences<br />

Torben Grodal (2003) uses cognitive science and the concept of story<br />

(as a mental structure) to explain parts of the playing experience. I have<br />

proposed, in the context of role-playing games, that cognitive emotion<br />

theories can help to understand the playing experience (Lankoski,<br />

2004; Lankoski, 2005). In addition, Aki Järvinen (2008) uses theories of<br />

cognitive science to explain parts of the playing experience. Next, I introduce<br />

briefly the theoretical approach I use in this study.<br />

Film theories drawing on the cognitive science propose that understanding<br />

events in film depends on an understanding of the characters<br />

and their motivations (Currie, 1995; Nichols, 2004; Smith, 1995). Murray<br />

Smith (1995) and Gregory Currie (1995) use an explanation called<br />

simulation theory in their approaches. In simulation theory, understanding<br />

of others is based on an as-if reasoning in which a person considers<br />

what he or she would feel and think in another’s person shoes. Murray<br />

Smith (1995) argues that the basis for this simulation is in the automatic

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