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Fundamental Strategies for Crafting Engaging Video Games

Game design pioneer Allmer, with experience at EA and Page 44, reinvents the classic '12 Principles of Animation' for the gaming industry, introducing an extra principle to the mix!

Fundamental Elements Shaping Interactive Experiences in Game Development
Fundamental Elements Shaping Interactive Experiences in Game Development

Fundamental Strategies for Crafting Engaging Video Games

Game design isn't all fun and games. It's more like juggling a bunch of flaming swords while navigating a minefield. The pressure is on, and the expectations are high to create something that's never been done before and still stands out against the competition.

But then again, there aren't many solid ground rules to follow. Designers are often asked to churn out solutions that have already been used successfully, but they also need to separate their work from the pack. So, it's a delicate dance between the familiar and the novel.

Think about it like jumping out of a plane without a parachute. You're frantically trying to sew one together mid-air, all while hoping it'll open in time to save you from a fiery demise. That's what game design feels like - a race against time, bound by scarcity and defying logic.

With so much urgency, conflict, and confusion, there's got to be some sort of guiding force, right? That's where I turn to, old-school preparation and fundamental knowledge.

I stumbled upon the "12 Principles of Animation" during my time in college. Those principles were no joke. Introduced by Frank Thomas and Ollie Johnston, they were part of the Disney crew responsible for animation classics like Snow White, 101 Dalmatians, and Sleeping Beauty.

At first, I struggled to grasp these principles. But as the semester wore on, I noticed that the more principles I applied to my work, the better the animation looked. It was like a magic formula I could rely on, even when everything else around me felt chaotic.

Fast-forward to my game design days, and I realized that game design could use something like this. So, I took the commonalities from the animation principles and expanded on them, tailoring them to fit the specific components of gameplay design.

These principles are organized into four categories: leading and directing the player's experience, behavior, components, and foundation.

  1. Focal Point Make it crystal clear what the player should focus on. Whether it's a visual aspect or a visceral one, it's your job as a designer to keep the player engaged and avoid unnecessary confusion.

Example: Create clear lines of sight in level design, and ensure plot points are clearly defined in system design.

  1. Anticipation Give the player a heads-up when something significant is about to happen. Prepare them for what's coming and make their interactions with the game feel smooth and intuitive.

Example: A train sound effect before the player sees the train, an energy charge building before the lightning attack occurs.

  1. Announce Change Keep the player informed of any changes in the game. Make sure they're aware of what's happening, especially when it comes to important events.

Example: "Cast-off" animations for NPCs when the player's character boards the ship, on-screen notifications when quest criteria have been met.

These next four principles deal with behavior, which impacts both the player's conscious and unconscious expectations. They focus on player choice, rewards, and payoffs.

  1. Believable Events and Behavior Make everything in the game behave intelligently. Players will be that much more invested and engaged if they can rely on the game's logic and predictability.

Example: Place destructible objects near explosive objects, weaker enemies run away when the advantage shifts in the player's favor, animated transitions in UI that follow the physical characteristics of paper.

  1. Overlapping Events and Behavior Don't let the game stagnate with only one thing happening at a time. Keep things dynamic by balancing the amount of events that occur simultaneously.

Example: Provide the player with the ability to build from a list of structures, multiple plot points in the narrative experience.

  1. Physics Remember the laws of physics when designing the game. Gravity, weight, mass, density, and other physical factors play a huge role in how players interact with the game world.

Example: Ensure a hole in the floor is an appropriate size and purpose in level design, a spark particle effect when the player's vehicle scrapes the side of the concrete wall in system design.

  1. Sound Pay attention to the sounds in the game, and make sure they're done right. Sound provides a powerful emotional connection for players and sets the tone for each moment in the game.

Example: Flies in swamp level make sounds when close to the camera, proximity system where sound effect volume fluctuates depending on distance of game assets.

These next three principles touch on other major design components:

  1. Pacing Keep things exciting and engaging for the player. Use a mix of highs and lows to create a sense of urgency and keep players on their toes.

Example: Create areas for players to take in the scenery vs. areas where players feel claustrophobic, long, powerful attacks vs. short, light attacks.

  1. Spacing Be mindful of the space available in the game world, and use it effectively to create a sense of depth and atmosphere.

Example: Ensure there's enough space for enemies to move around correctly in level design, make AI characters appear to be "waiting" to move through narrowed spaces.

  1. Linear Design versus Component Breakdown Sometimes it's better to solve challenges as they come, and other times it's necessary to break down the design into manageable components. Make informed decisions about when to use which approach based on the situation.

Example: Use typical blocking in early stage development, versus adjusting a small area of the same level to implement an idea that wasn't thought of earlier.

  1. Player Remember that the player is an essential part of the game. Make sure the player feels engaged, challenged, and satisfied with their experience.

Example: Create setups that make the player jump out of their seat, orchestrate player progression to make the player feel empowered.

  1. Communication Keep everyone on the same page. Ensure that everyone involved in the design process is clear on the objectives and the solutions.

Example: Use elements of the environment to direct the player, use visual cues in UI to teach players the appropriate actions.

  1. Appeal Make the game appeal to the player and the audience at large. If it doesn't hook people, it doesn't matter how good the design is - nobody will play it!

Example: Make running down the street an exhilarating experience vs. an ordinary one, create impactful audio effects that make punching and other actions more satisfying.

  1. Advancements in technology, artificial-intelligence, and the design of gadgets have significantly influenced game design, bringing a new level of complexity to the struggled juggling act.
  2. To ensure a captivating and seamless player experience, designers should apply the principles of animation, employing them in a manner that caters to the specific nuances of gameplay design - much like how the 12 animation principles were adapted for modern game development.

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