Game Design Portugal
Olá bem vindo a comunidade GDPT, se quiseres te:

Apresentar aqui

Registar aqui


Participe do fórum, é rápido e fácil

Game Design Portugal
Olá bem vindo a comunidade GDPT, se quiseres te:

Apresentar aqui

Registar aqui
Game Design Portugal
Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.
Últimos assuntos
» Aulas de programaçao gratuitas em Lisboa para adolescentes
Opinion: Is 'Fun' Really What We Mean? EmptyQui Nov 21, 2013 9:51 pm por Talmeida

» Lista Actualizada de Empresas Portuguesas 14/11/2013
Opinion: Is 'Fun' Really What We Mean? EmptyQui Nov 14, 2013 10:17 pm por IuriMonteiro

» Restart - Game Design
Opinion: Is 'Fun' Really What We Mean? EmptyQua Set 11, 2013 8:23 am por IuriMonteiro

» ZombieApocalift
Opinion: Is 'Fun' Really What We Mean? EmptyTer Set 10, 2013 5:24 pm por IuriMonteiro

» Nova GamePlay
Opinion: Is 'Fun' Really What We Mean? EmptyQua Ago 28, 2013 2:14 am por easygamesproduction

» Programador Procura Conselhos
Opinion: Is 'Fun' Really What We Mean? EmptySex Ago 02, 2013 5:45 am por easygamesproduction

» Unity 4 -Serie: Crie Seu Jogo de RPG 3D
Opinion: Is 'Fun' Really What We Mean? EmptySex Ago 02, 2013 5:20 am por easygamesproduction

» Videojogos portugueses - Portugal Aqui Tão Perto
Opinion: Is 'Fun' Really What We Mean? EmptySex maio 31, 2013 7:39 am por IuriMonteiro

» Rayman Origins
Opinion: Is 'Fun' Really What We Mean? EmptyDom maio 19, 2013 11:45 am por IuriMonteiro

» Last of Us
Opinion: Is 'Fun' Really What We Mean? EmptySáb maio 18, 2013 11:16 am por IuriMonteiro

» Lista de todas as empresas portuguesas
Opinion: Is 'Fun' Really What We Mean? EmptySex maio 10, 2013 8:09 pm por IuriMonteiro

» Chrome World Wide Maze
Opinion: Is 'Fun' Really What We Mean? EmptyDom Mar 24, 2013 4:26 pm por IuriMonteiro

» Brigade - Real-time path tracing engine - WIP
Opinion: Is 'Fun' Really What We Mean? EmptyDom Mar 24, 2013 4:24 pm por IuriMonteiro

» Novo jogo da Battlesheep: Bounty Monkey
Opinion: Is 'Fun' Really What We Mean? EmptyDom Mar 24, 2013 4:06 pm por IuriMonteiro

» Unreal Engine 3
Opinion: Is 'Fun' Really What We Mean? EmptySeg Mar 04, 2013 11:37 am por Diogo86

» Where can I sell my Indie PC game?
Opinion: Is 'Fun' Really What We Mean? EmptySáb Nov 17, 2012 4:44 pm por IuriMonteiro

» When Players Make the Rules: On Memes and the Meta-Game
Opinion: Is 'Fun' Really What We Mean? EmptySáb Nov 17, 2012 4:41 pm por IuriMonteiro

» Electronic Arts COO Fights to Lead the New Game Industry
Opinion: Is 'Fun' Really What We Mean? EmptyDom Nov 04, 2012 3:36 pm por IuriMonteiro

» Miniclip - Game Designer
Opinion: Is 'Fun' Really What We Mean? EmptyDom Nov 04, 2012 3:31 pm por IuriMonteiro

» Miniclip - Studio Manager
Opinion: Is 'Fun' Really What We Mean? EmptyDom Nov 04, 2012 3:30 pm por IuriMonteiro


Opinion: Is 'Fun' Really What We Mean?

Ir para baixo

Opinion: Is 'Fun' Really What We Mean? Empty Opinion: Is 'Fun' Really What We Mean?

Mensagem por IuriMonteiro Seg Set 12, 2011 10:26 pm

Fun is probably one of the most (over) used words in game design discourse. It's also a broad, non-specific, subjective term that actually doesn't actually tell us anything meaningful about a game experience.

I'm not here to pick on "fun" specifically, but rather to talk about how non-specific language, and overly broad terms actually prevent us from effectively communicating design visions, and from building a shared vision of a game on a team.

Generic words like "fun" or "nice" offer no meaningful information to the reader, and no concrete direction or detail for those who need to act on the contents of a document.

Developing a shared vision for a game is difficult – and every ambiguous word is an opportunity for there to be misinterpretation and uncertainty about direction.

Broad is Bad

One of the biggest dangers in using broad terms like "fun" is that they leave far too much room for interpretation. "Fun" is a pretty wide-ranging concept, and even for a single person there are a wide range of experiences that might be classified as fun.

Let's say you're talking about the controls for a game and you describe them as needing to be "fun". What is it you mean? What does fun represent? Are fun controls accessible? Easy to learn? Obvious? Or are they challenging? Require mastery? Have depth and subtlety?

To different players, and in different contexts, all of the above descriptors might be broadly described as "fun" controls – but without using more descriptive terms, you cannot get at the intended vision for the controls. And so what you get back might be wildly different than what you asked for.

Instead, design documentation calls for specificity – for the vision for the controls to be laid out in precise detail, rather than broad sweeping terms. As we'll see shortly, precise detail does not mean exhaustive tomes of text, but instead, tightly honed, meaningful phrases.

Who Is The Judge Of "Fun"?

Subjectivity is the other major downfall of overly broad and imprecise language. Let's say you managed to get controls that were more-or-less what you were after, but that something isn't quite right.

If at the outset you used terms that were subjective, like "fun", it is difficult to refer back to those and use them as an evaluation metric. You're stuck with: "Well, what I actually meant was…" – which isn't a very effective way to give feedback.

Using precise, non-ambiguous terms to describe features and requests helps minimize the amount of subjectivity present – and as a result, makes discussion about what things need to be, and whether they are at that point easier.

Be Precise

So much design and communication surrounding creative development is sprawling and unfocused. It dances around the core of what it is trying to communicate and fails to convey concepts effectively.

It's not because the visions being communicated are so nebulous that they can't be put into words – but more a failure of discipline, to recognize that writing and communication is often an act of reduction: of paring things back to their bare minimum, rather than adding more.

When asked to clarify something, the first instinct is often to write more to "expand" on a thought. Often the right thing to do is to reduce, and distill what is already there to something more concise. In audio, subtractive EQ is the process of removing certain frequencies to accentuate others: you gain clarity and focus by removing information from the signal.

When writing about features, design, or even technical specifications – clarity, precision, and brevity can be powerful tools to helping be more effective communicators, to help build a shared vision (by effectively communicating the vision inside your head to another person!) – and to help reduce ambiguity about expectations and outcomes.

Documentation needs to stand on its own – when someone refers back to it and its author is not around to clarify, having clear, effectively written documents become critical.

If we move away from using overly broad, subjective filler words like "fun", and take the time to focus and craft our phrases to be precisely what we mean – we'll actually go a long way towards actually being able to realize the visions that we're trying to communicate.

Fonte: Gamasutra
IuriMonteiro
IuriMonteiro
Admin
Admin

Mensagens : 425
EXP : 6137
Kudos : 1
Data de inscrição : 05/09/2010
Idade : 32
Localização : Carnaxide

https://gamedesign.forumeiros.net

Ir para o topo Ir para baixo

Ir para o topo

- Tópicos semelhantes

 
Permissões neste sub-fórum
Não podes responder a tópicos