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	<title>Opinion pieces &#8211; Red Owl Games</title>
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	<description>Niels de Jong - Game Designer and Developer</description>
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	<title>Opinion pieces &#8211; Red Owl Games</title>
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		<title>Working Definition of Game Design</title>
		<link>https://www.redowlgames.nl/2017/01/18/working-definition-of-game-design/</link>
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		<dc:creator><![CDATA[Niels de Jong]]></dc:creator>
		<pubDate>Wed, 18 Jan 2017 11:20:06 +0000</pubDate>
				<category><![CDATA[Opinion pieces]]></category>
		<guid isPermaLink="false">http://www.redowlgames.nl/?p=388</guid>

					<description><![CDATA[I&#8217;ve often wondered what it means to practice game design. When I&#8217;m saying to someone: I&#8217;m the game designer on the team, what is it that I do? This might seem a strange question to ask. After all, it&#8217;s easy]]></description>
										<content:encoded><![CDATA[<p class="western">I&#8217;ve often wondered what it means to practice <em>game design</em>.</p>
<p class="western">When I&#8217;m saying to someone: I&#8217;m the <em>game designer </em>on the team, what is it that I do?</p>
<p class="western">This might seem a strange question to ask. After all, it&#8217;s easy right? You design a game. That makes you a game designer. But then, what is <em>designing a game</em>?</p>
<h2 class="western">Design process</h2>
<p class="western">Let&#8217;s start by defining designing or the design process. Designing for me is <cite>“making informed choices to </cite><cite>create</cite><cite> a specific &#8216;should-be&#8217; form for your subject.”</cite></p>
<p class="western">This definition gives a lot of hooks that can be used in your day-to-day design practices.</p>
<p class="western">Let&#8217;s go over it.</p>
<p class="western"><cite>“making informed choices” </cite>Simply put, randomly doing things is not designing. Designing is deliberately choosing one option over another. The metaphorical monkey hitting random keys on a computer will eventually create a videogame. However, this has nothing to do with design, because the monkey is not making choices.</p>
<p class="western">The <em>informed</em> aspect of these choices is actually redundant, because you cannot make a choice when you have no information, because then you wouldn&#8217;t be choosing but guessing.</p>
<p class="western">However, the word <em>informed</em> serves as a reminder of exactly that: when you make a choice as part of the design process, you have to make sure you know why you are choosing one option over the other, so you don&#8217;t regress to guessing. Of course, this isn&#8217;t a binary relationship: there is a spectrum between a complete guess and a completely informed choice. It is impossible to know everything, so naturally any choice will be at least partially a guess. In general, the more you know, the better your choices will be.</p>
<p class="western">Also, this implies that you have to have some knowledge on which you base your decisions. A big part of what you do as a designer is checking whether you have the required knowledge to make certain decisions, and gaining more knowledge if you don&#8217;t.</p>
<p class="western"><cite>“to </cite><cite>create</cite><cite> a specific </cite><cite>&#8216;should-be&#8217;</cite><cite> form” </cite> You have to know what you&#8217;re trying to create. A vision or a feeling or a story theme or an insight, or something else. It doesn&#8217;t matter, the important part is that you have a clear idea of what you want to reach. It is impossible to design when you have no idea what your endresult should be like. This is because a specific endresult gives your choices a direction, an ultimate criterium that can be used to valuate different options.</p>
<p class="western">so uhhhh&#8230; <em>should-be</em>? These words accentuate that you do not actually have to make the thing you&#8217;re making to design it. So, in theory (it&#8217;s not practical) you can design an entire game without ever making the game itself. It&#8217;s not a good idea however, because you do not increase your knowledge of the game you&#8217;re making while working on it. (and thus miss out on the opportunity to make more informed choices)</p>
<p class="western">Put differently, this splits the <em>execution,</em> the making of the thing you&#8217;re making, from the designing of the thing you&#8217;re making.</p>
<p class="western"><cite>“for your subject.” </cite>Your subject is the thing you&#8217;re designing. Your game, your ash tray, your book cover, whatever you are working on. This part is here for completeness, to emphasize that you design <em>something</em>, in our case a game.</p>
<h2 class="western">What is a game? (and does it matter)</h2>
<p class="western">Now that we&#8217;ve defined what designing is, let&#8217;s define what a game is. Or&#8230; not? Recently I read the book &#8216;Clockwork Game Design&#8217; by Keith Burgun<a class="sdfootnoteanc" href="#sdfootnote1sym" name="sdfootnote1anc"><sup>1</sup></a>, in which he outlines four interactive forms<a class="sdfootnoteanc" href="#sdfootnote2sym" name="sdfootnote2anc"><sup>2</sup></a>, all of which we call games, but these forms are fundamentally different and have different underlying values.</p>
<p class="western">This opened my eyes to the idea that is not all that useful to try and find an all-encompassing definition of a &#8216;game&#8217;. The thing that helps you most when actually designing a game, is to formulate a clear vision of the <em>kind of</em> game you&#8217;re trying to make. Of course, it&#8217;s wise to look at existing definitions to formulate this vision, but the practical value of a definition for games in general is small. After all, you&#8217;re not designing a game in general, you&#8217;re designing a very specific game. This very specific game has specific needs that most likely are not shared by the majority of other games.</p>
<p class="western">By trying to group all different types of games together and finding guidelines to design these, you lose the possibility to find guidelines that work for your specific <em>kind of </em>game.</p>
<p class="western">A different example of this is the book &#8216;Game Feel&#8217; by Steve Swink<a class="sdfootnoteanc" href="#sdfootnote3sym" name="sdfootnote3anc"><sup>3</sup></a>. This book is about a virtual sensation of control when playing games. But, not all games have this. Before going on to say things about this &#8216;game feel&#8217;, the book defines for what kind of games game feel is applicable, meaning in some games there isn&#8217;t any game feel whatsoever! By limiting the scope of game feel to a specific subset of games, the author is able to provide much more valuable guidelines for achieving a certain game feel.</p>
<p class="western">So, when you want to improve your game&#8217;s design, defining what a game in general is, can be a good first step. However, I believe that in order to find information that is relevant to the games you&#8217;re designing, you need to find a more specific term for the kind of game you&#8217;re making, and start defining that. (and as more people do this, we&#8217;ll have more guidelines that <em>do</em> have value for specific types of games)</p>
<p class="western">This is not to say that there are no valuable insights to be gained from looking at games in general. However, you need to know what to do in a specific situation and for a specific kind of game. For that, you need to have definitions and guidelines for those specific kinds of games.</p>
<p class="western"><img fetchpriority="high" decoding="async" class="alignnone wp-image-392 size-full" src="http://www.redowlgames.nl/wp-content/uploads/2017/01/design-guidelines-Design-process-no-alpha.png" width="1017" height="426" srcset="https://www.redowlgames.nl/wp-content/uploads/2017/01/design-guidelines-Design-process-no-alpha.png 1017w, https://www.redowlgames.nl/wp-content/uploads/2017/01/design-guidelines-Design-process-no-alpha-300x126.png 300w, https://www.redowlgames.nl/wp-content/uploads/2017/01/design-guidelines-Design-process-no-alpha-768x322.png 768w" sizes="(max-width: 1017px) 100vw, 1017px" /></p>
<h1 class="western">Sources</h1>
<h4 class="western"></h4>
<h4 class="western">Clockwork Game Design by Keith Burgun</h4>
<div id="sdfootnote1">
<p class="sdfootnote-western"><a class="sdfootnotesym" href="#sdfootnote1anc" name="sdfootnote1sym">1</a><a href="https://www.amazon.com/Clockwork-Game-Design-Keith-Burgun/dp/1138798738">https://www.amazon.com/Clockwork-Game-Design-Keith-Burgun/dp/1138798738</a></p>
<h4 class="western">Interactive forms (by Keith Burgun)</h4>
</div>
<div id="sdfootnote2">
<p class="sdfootnote-western"><a class="sdfootnotesym" href="#sdfootnote2anc" name="sdfootnote2sym">2</a><a href="http://keithburgun.net/interactive-forms">http://keithburgun.net/interactive-forms</a></p>
<h4 class="western">Game feel by Steve Swink</h4>
</div>
<div id="sdfootnote3">
<p class="sdfootnote-western"><a class="sdfootnotesym" href="#sdfootnote3anc" name="sdfootnote3sym">3</a><a href="https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann/dp/0123743281">https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann/dp/0123743281</a></p>
</div>
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