Ideas about game design


THE NEW DIRECTION


 I had a big problem with my research last week, and I think my knowledge of games is still too limited. In the first two weeks, I was mainly researching B-girl games that I was interested in, but based on my understanding of such games, I thought that the audience market was saturated, the gameplay was very different, and the characters were already emerging, so it was difficult for me to make any changes from them.

As a result, I began to reflect, and I realized that I had made the fatal mistake of knowing only the games I loved to play, but the games I played were too limited. So this week, I made some changes to my work.

First of all, I searched for all the game types, and I found that the types of games are mainly divided into:

Role-playing game (RPG) 【Role-playing game 】 A role-playing game in which the player takes on the Role of one or more characters and emphasizes the sense of immersion in the story experience.

Action Role-Playing games (ARPG) [Action role-playing games], compared to traditional RPG, ARPG focus on real-time action and combat, players need to shoot, parading and other action characters to fight against monsters. These types of games often pursue more difficult, action-sensitive combat experiences. Examples: Crash 3, Dragonvale

Massively Multiplayer Online Role-Playing Game (MMORPG) The biggest feature of massively multiplayer online role-playing game is that it allows a large number of users to interact and take adventures in a virtual world at the same time. Players can form teams to conduct missions or PVP battles. These games focus on social interaction and long-term gameplay. Examples: World of Warcraft, Jian Net 3, Legend

RPSG (Simulated Role Play)

SRPG (Strategic Role Playing Strategy)

LARP (Real-time role-playing script Kill Werewolf Kill)

CAG (Card Game) [A type of board game that is unique in its unique way of playing, using cards with attack, defense, and assistance attributes in turn-based battles, focusing on strategy and coordination (Hearthstone, Yu-Giu, Artifact, Clash of Clans, Clash Royale)]

TCG (Trading card games) [Trading card games, two sides draw cards to attack each other until the other's health is mouth, a bit like playing mahjong. Stands for: "Three Kingdoms", "Hearthstone", "Magic: The Gathering"]

LCG (Growth Style) 【 Game of Thrones 】

FPS (First Person Shooter) [Fight enemies by shooting weapons, such as Call of Duty and Counter-Strike]

TPS (Third Person Shooting) (e.g. Peace Elite)

RTS (Real-Time Strategy) Real-time strategy games. RTS games require players to manage cities or troops and organize troops to fight in Real Time. This type of game focuses on micro operation and macro decision making, emphasizing strategic thinking and collaborative battle ability.

Multiplayer Online Battle Arena (Multiplayer online battle arena) (Multiplayer online battle Arena) (Multiplayer online Battle Arena) (Multiplayer online Battle Arena) (Multiplayer online Battle Arena) (Multiplayer online Battle Arena)

ACT (Pass game) [Action games, mainly fast-paced actions and reactions, it emphasizes the player's reaction ability and hand-eye cooperation, such games are generally more exciting, the plot is tense, and the sound and light effects are rich. Representative works: God of War, Thing Hunter, Meteor Butterfly Sword, Super Mario, Far Cry]

ACG (Self-move) [Players place their characters on a grid of battlefields during the preparation phase, and then fight against opposing characters without direct control by the player (Golden Shovel Battle, Genting Go, DOTA Self-move)]

FTG/SFTG (Fighting game Boxing Emperor) [A branch of action games, generally divided into two camps for players to choose characters to fight, mainly with fighting skills and skills and a variety of combo games (Boxing Emperor, Street Fighter, Mortal Kombat, Tekken, soul)]

SIM (Life Simulation Game) [Players take over the world as a manager, build cities and homes, make everything run according to the player's idea, great fun (The SIMS, Skyline, Island Baron, Simcity)]

RAC (Racing game) [The most popular racing game is the racing game, which brings the player a passionate experience with the impact of the speed screen (Need for Speed, Horizon, dust, F1, Red Vision)]

SPG (Competitive Sports Game) [a game based on real sports, controlling characters to play various competitions, simulating the rules and content of sports, and providing real game experience for players who like sports (FIFA,NBA 2k, steep,wwe 2k)]

LVG (Love Development Game) [Players achieve love and other events in the game, such as "Love and Producer", "Love and Deep Space", "Painted Traveler in Time and Space", "Undetermined Event Book", "Love of Light and Night", etc.]

TD [Tower defense game, building turret defense paths, a wide audience, the game mode is simple and playable, and fun, is a competition of intelligence and strategy. Representative: "Plants vs. Zombies" "Kingdom Defense" "Ark of Tomorrow"]

OWG (players can roam freely choose missions) 【Open world Game 】 This kind of game focuses on creating a real game environment, where players can freely explore the world without being limited by missions. At the same time, it gives players rich sub-ion side lines and free choice functions, reflecting a strong sense of immersion. Original God, Light Encounter, The Witcher 3, GTA, Red Dead Redemption 】

AVG/VNG (Electronic novel Multi-ending heavy story Orange Light Game)

MUG (Music Game)

PUZ (Puzzle Game Decryption game)

Sandplay (fixed map deduction)

Sandbox game


I did a survey of representative games in each genre and concluded that, in addition to LVG games, I was interested in LARP, SIM, and OWG games.

Among them, for LARP, I mainly like the story happening during the play, which can give me an immersive experience; SIM type games are attracted by its authenticity, its modeling and game experience is real, but its gameplay is not in reality, real mixed with unreal. ; For OWG type games, part of what attracts me to SIM is the modeling of the scene, I like the 3D scene in the big world, rather than just being limited to the vertical drawing background.

Drawing these conclusions, I found that after jumping out of the circle of B girl games, my attention to the core of the game is more exquisite scenes, whether it is "Original God", "Light Encounter" or other casual competitive games such as "Egg Party", what attracts me is not the gameplay, but the beautiful scene.


Scene from the game 《Light Encounter》


A scene from the game 《Original God》




A scene from the game 《Eggy Party》


As I did further research in this direction, I found a technical term for game scenarios called "Games environment design".

First, the core of game environment design is the creation of virtual Spaces that evoke emotion, promote engagement, and enhance gameplay. It involves a multidisciplinary approach, drawing on elements of architecture, art, narrative and psychology. To excel in this field, one must master the basic principles of effective environmental design.

At the heart of game environment design is immersion -- the ability to transport the player into another real world, allowing them to suspend disbelief and fully immerse themselves in a virtual setting. Achieving this immersion requires careful attention to detail and a deep understanding of how various design elements work together to evoke emotions and engage the senses.

One of the fundamental principles of game environment design is visual storytelling. Just as a picture can convey a thousand words, the visual elements of a game's environment can convey narrative depth and context, enriching the player's experience and deepening their connection to the game world. Every aspect of the environment, from the architectural style to the placement of props and scenery, should contribute to the overall story and thematic elements of the game.

In addition to visual storytelling, game environment design involves creating dynamic and interactive Spaces that respond to player movements and actions. This includes everything from designing obstacle courses and puzzles to implementing weather systems and day and night cycles. By incorporating interactive elements into the environment, designers can foster a sense of initiative and exploration, allowing players to shape their own experience within the game world.

Sound also plays a crucial role in game environment design, helping to create mood, atmosphere and a sense of space. From the ambient noise of bustling city streets to the melodic soundtrack of a tranquil forest, audio elements evoke emotion and enhance immersion, allowing players to become more deeply involved in the game world.

By crafting soundscapes that complement the visual elements of the environment, designers can create truly multi-sensory experiences that resonate with players on a deep level.


Ultimately, game environment design is about creating a world that appeals to the imagination and provides a platform for meaningful interactive experiences. Whether exploring ancient ruins, exploring future cityscapes, or surviving in a post-apocalyptic wasteland, game designers have crafted environments that take players to places they never dreamed of.

I think there is a core to game environment design that says: What do I want players to feel when they play my game? For example, if you want them to relax and the game type is a puzzle game or a life simulation game, choose low-polygon art and a simple color scheme; Or, a futuristic reality with a neon, cyberpunk aesthetic that suggests a game full of action, high-speed chases and mystery.

So, what kind of game I want to express a concept is the question I have to think about now.

I still want to focus on the design of the game's setting, outlining the big world view and plot (if there is one).






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