Game building brings together a variety of disciplines. Most digital game building endeavors combine the trades of art, sound, design, user experience and programming. And yet, with the right tools a complete game can be made by a single person. Even if you are new to any of the skills listed above, it is possible to pull off a successful game. This course is intended as a jumping off point into the ocean of digital game building.
Like any piece of media, games need a certain something in order to stand out. The fact that games are becoming easier to create ensures that there is no shortage of new games. A perusal of
yoyogames.com (the site associated with Game Maker) will prove that. In order to stand out a game has to engage it's players. There are several aspects to keep in mind when considering how to make an engaging game, I've broken them down into four categories: look and feel, core mechanic, playability and accessibility, and game system.
Look and feel
The theme and art style make up a game's look and feel. These lend a large part to a games appeal and certainly to it's pop. This is the first thing a potential player will use to judge whether or not they will play your game, it's you first impression and so I've listed it first.
It's not always the case that you will begin your game with these things well defined, and believe it or not, it doesn't necessarily have to have any impact on your core mechanic. Game design and game feel are often developed in their own separate bubbles.
Whatever theme and art style is chosen it's extremely important to be consistent and to make sure each detail that goes into the final release is measured against the overall art and theme goals that are chosen. Check out Angry Birds (If you haven't already added the app to your phone it!) for an example of how far look and feel can take you. Ravio, the games creator was recently valuated at $200 million based solely on this one property.
Core mechanic
A game's core mechanic is defined by the central task or activity the player is engaged in while playing. Are they collecting things? Are they matching colored gems? Are the navigating a set of platforms? Sometimes games invent entirely new mechanics - check out
world of goo as an example of this . More often a game will borough aspects of other proven mechanics and riff on them (it's like jazz, man) see
Cargo Bridge as an example of a creative variation on the physics based game play found in World of Goo.
In our first game "Clown Click," our core mechanic is a variation of tag. Each time the clown is clicked it speeds up for a short time, heightening the challenge of our core mechanic. A point multiplier was added to increase engagement, but this is apart from the core mechanic. More on this later.
Playability / Accessibility / Flow
I am lumping these three together not because they are the same thing but because I think they all play off of one another. How easy is the game to pick up and play? How relatable is the game's theme to it's intended audience? How does the game continue to engage the experienced player? These questions should be considered when a project is first undertaken and constantly re-evaluated.
Flow, p
roposed by Mihály Csíkszentmihályi in his book of the same title, describes a mind state where a person gains a single minded emersion in what they are doing. Sense of time is lost and one completely forgets the self. Flow is occurs when a person is engaged in preforming a task, where the task is challenging so as to stave off bordom but not to the point of causing anxiety. This happens commonly when playing games as long as the games difficulty ramps up as the player learns the game's system and improves performance. In order to get that initial engagement the game must be appealing, challenging, and understandable.
Game System
Game design and building is an exercise in systems design. A system is a set of components that make up the workings of a larger whole. Conceiving of and then tweaking and balancing a game's system is a game designers primary job. A game's system is it's rule set. These rules very often repeat until some condition is met. The rules define the components that make up the system, and how those components interact in relation to the game's core mechanic. Our system wasn't complete until we had an end condition. Without an end condition it's hard to call an interaction a game (feel free to debate me on this, I think I will win).
Our combo system - and scoring in general - are example components of Clown Click's game system. The high score board actually brings the game system outside of the boundaries of the game itself and encourages players to beat their best score or challenge their friends to attempt to beat their high score. This is referred to as the meta game.
With all of this talk of systems, it is vital to remember the purpose of the system, and that is to engage someone. The person is the actuator, they are the engine which keeps the loop going until the conclusion of the game is reached.
Making Games
Making games that people love to play is one of the most rewarding things I can think of doing. When you build a game you are crafting an experience for another human being to undertake, be challenged by and grow from. While making games does present challenges it also can be as more engaging then playing them. Let's make some games together!