![]() Game design - Wikipedia, the free encyclopedia. Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for entertainment or for medical, educational, or experimental purposes. Game design can be applied both to games and, increasingly, to other interactions, particularly virtual ones (see gamification). Game design creates goals, rules, and challenges to define a sport, tabletop game, casino game, video game, role- playing game, or simulation that produces desirable interactions among its participants and, possibly, spectators. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non- game situations). GameDev.net is a platform for game developers to learn, share, and connect with other game developers around the world. Join the active game developer forums, learn. Video game design is the process of designing the content and rules of a video game in the pre-production stage and designing the gameplay, environment, storyline. Library; Game Design; Game Design Training and Tutorials. Break into the world of game design—or master the latest concepts in this fast-paced industry. Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign. History[edit]Sports (see history of sports), gambling, and board games are known, respectively, to have existed for at least ten thousand, six thousand, and five thousand years. Folk process[edit]Tabletop games played today whose descent can be traced from ancient times include chess, go, pachisi, backgammon, mahjong, mancala, and pick- up sticks. The rules of these games were not codified until early modern times and their features gradually evolved and changed over time, through the folk process. Given this, these games are not considered to have had a designer or been the result of a design process in the modern sense. After the rise of commercial game publishing in the late 1. For example, the similar public domain games Generala, Yacht, and Yatzy led to the commercial game Yahtzee in the mid- 1. Today, many commercial games, such as Taboo, Balderdash, Pictionary, or Time's Up!, are descended from traditional parlour games. Adapting traditional games to become commercial properties is an example of game design. Similarly, many sports, such as soccer and baseball, are the result of folk processes, while others were designed, such as basketball, invented in 1. ![]() James Naismith. New media[edit]Technological advances have provided new media for games throughout history. The printing press allowed packs of playing cards, adapted from Mahjong tiles, to be mass- produced, leading to many new card games. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize wargaming. Cheap bookbinding (printed labels wrapped around cardboard) led to mass- produced board games with custom boards. Inexpensive (hollow) lead figurine casting contributed to the development of miniature wargaming. Check out the best video game design schools and colleges offered across the US, Canada and Online for the potential video game designer. UAT's Bachelor of Arts in Game Design is the only fully accredited game design program that boasts a full continuum of gaming degree majors. Concepts in Gamification. using game-design elements in non-gaming contexts Gamification Gamification is the use of game design techniques, game thinking and game. The Various Video Game Design Jobs in a Studio. If you are considering a video game career, you will be working in a team with people who have a whole series of. ![]() ![]() Cheap custom dice led to poker dice. Flying discs led to disc golf and Ultimate. Personal computers contributed to the popularity of computer games, leading to the wide availability of video game consoles and video games. Smart phones have led to a proliferation of mobile games. The first games in a new medium are frequently adaptations of older games. Pong, one of the first widely disseminated video games, adapted table tennis. Later games will often exploit distinctive properties of a new medium. Adapting older games and creating original games for new media are both examples of game design. Game studies or gaming theory is a discipline that deals with the critical study of games, game design, players, and their role in society and culture. Prior to the late- twentieth century, the academic study of games was rare and limited to fields such as history and anthropology. As the video game revolution took off in the early 1. These influences may be characterized broadly in three ways: the social science approach, the humanities approach, and the industry and engineering approach.[1]Broadly speaking, the social scientific approach has concerned itself with the question of "What do games do to people?" Using tools and methods such as surveys, controlled laboratory experiments, and ethnography researchers have investigated both the positive and negative impacts that playing games could have on people. ![]() More sociologically informed research has sought to move away from simplistic ideas of gaming as either 'negative' or 'positive', but rather seeking to understand its role and location in the complexities of everyday life.[2]In general terms, the humanities approach has concerned itself with the question of "What meanings are made through games?" Using tools and methods such as interviews, ethnographies and participant observation, researchers have investigated the various roles that videogames play in people's lives and activities together with the meaning they assign to their experiences.[3]From an industry perspective, a lot of game studies research can be seen as the academic response to the videogame industry's questions regarding the products it creates and sells. The main question this approach deals with can be summarized as "How can we create better games?" with the accompanying "What makes a game good?" "Good" can be taken to mean many different things, including providing an entertaining and an engaging experience, being easy to learn and play, and being innovative and having novel experiences. Different approaches to studying this problem have included looking at describing how to design games[4][5] and extracting guidelines and rules of thumb for making better games[6]Strategic decision making[edit]Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision- makers".[7] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.[8] The subject first addressed zero- sum games, such that one person's gains exactly equal net losses of the other participant or participants.[9] Today, however, game theory applies to a wide range of behavioral relations, and has developed into an umbrella term for the logical side of decision science. The games studied in game theory are well- defined mathematical objects. To be fully defined, a game must specify the following elements: the players of the game, the information and actions available to each player at each decision point, and the payoffs for each outcome. Rasmusen refers to these four "essential elements" by the acronym "PAPI".)[1. A game theorist typically uses these elements, along with a solution concept of their choosing, to deduce a set of equilibrium strategies for each player such that, when these strategies are employed, no player can profit by unilaterally deviating from their strategy. These equilibrium strategies determine an equilibrium to the game—a stable state in which either one outcome occurs or a set of outcomes occur with known probability. Design elements[edit]Games can be characterized by "what the player does."[1. This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game. Tools of play[edit]Games are often classified by the components required to play them (e. In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces. Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored. Games such as hide- and- seek or tag do not utilise any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide- and- seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars. Rule development[edit]Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta- rules. Rules generally determine turn order, the rights and responsibilities of the players, and each player's goals. Player rights may include when they may spend resources or move tokens. Victory conditions[edit]Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one's game tokens to those of one's opponent (as in chess's checkmate). Single or multiplayer[edit]Most games require multiple players. However, single- player games are unique in respect to the type of challenges a player faces. Many games described as "single- player" may be termed actually puzzles or recreations. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one- player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time, or against chance. Storyline and plot[edit]Stories told in games may focus on narrative elements that can be communicated through the use of mechanics and player choice. Narrative plots in games generally have a clearly defined and simplistic structure. Mechanical choices on the part of the designer(s) often drastically effect narrative elements in the game.
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