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Character Driven Game Design

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<strong>Game</strong> and <strong>Game</strong>play<br />

<strong>Design</strong><br />

First, I look at high-level game design approaches that can complement<br />

the design approach that is proposed in this thesis. After that, I review a<br />

pervasive premise of design approach, immersion-driven game design,<br />

for the character-based games and show some limits that the premise<br />

of immersion centricity introduces. Then I proceed to examine the proposals<br />

for character design for games. I conclude this chapter by arguing<br />

that there is a need to look for methods to bridge character design<br />

with gameplay design.<br />

<strong>Game</strong> <strong>Design</strong> Approaches<br />

<strong>Game</strong> design and development flow can be described roughly as follows:<br />

1. Brainstorming a game idea. The starting point can be based on<br />

game play (e.g., race game), license (e.g., James Bond), or technology<br />

(e.g., the design team have a certain game engine available,<br />

or the target platform is specific).<br />

2. Creating the focus, i.e., describing the core of the game briefly.<br />

3. Fleshing out the design (e.g., by writing a design document).<br />

4. Creating a playable prototype. This can mean a physical prototype<br />

in early phases of the design or a software prototype<br />

consisting of merely a single gameplay feature up to a fully<br />

playable level or game.<br />

5. Play testing the prototype.<br />

6. Production. (Davies, 2007; Fullerton et al., 2004; Rollings,<br />

Adams, 2003; Rouse, 2005)<br />

This process can be iterative in various ways. 1 <strong>Design</strong> processes may<br />

differ, for example, due to the approval process of a publisher (e.g.,<br />

Davies, 2007). Notably, the core idea of my character-driven game design<br />

approach can be integrated with different variations of the design<br />

process.<br />

The design process is considered to consist of gameplay design and<br />

story design (Davies, 2007; Fullerton et al., 2004; Rollings, Adams, 2003;<br />

Rouse, 2005), in the areas in which this work belongs. 2 The focus of the<br />

character-driven game design approach is especially in steps 2 and 3.<br />

<strong>Game</strong>play design is about designing the game system. According to<br />

Järvinen (2008) the game system consists of the following parts:<br />

1 An alternative<br />

for the presented<br />

process is agile<br />

game development<br />

methods. In agile<br />

game development<br />

(see, e.g., McGuire,<br />

2006) the process<br />

changes and there<br />

is no separate<br />

production phase,<br />

but each iteration<br />

contributes towards<br />

the final product.<br />

2 Depending on<br />

the writer, different<br />

subareas are<br />

identified. Davies<br />

(Davies, 2007) and<br />

Rouse (Rouse, 2005)<br />

discuss also, for example,<br />

level design<br />

and AI design.

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