Difference between revisions of "Critical Gameplay Design"

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=== Examples ===
 
=== Examples ===
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Both [[September 12th]] and [[Train]] make players perform in certain ways as part of their gameplay based on an initial description. However, the designs are intended to make players reconsider their actions when they notice the underlying structure of the game system (in the case of [[September 12th]]) or identifying the actual theme of the game (in the case of [[Train]]).
  
[[September 12th]]
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== Using the pattern ==
  
[[Power Explorer]]
 
  
[[Train]]
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While this pattern tries to embed the seeds for critical reflection in the game system independently of
 
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== Using the pattern ==
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 09:03, 31 August 2012

Game designs where the gameplay is intended to cause critical reflection.

Games can easily highlight real world aspects with critical perspectives. While this is most easily done through the diegesis and presentation of the game, the dynamics embedded in the game system can also model systems in the real world that designers may wish to draw attention to. Games with the latter approach have Critical Gameplay Design.

The online exhibition [Critical Gameplay] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection.

Examples

Both September 12th and Train make players perform in certain ways as part of their gameplay based on an initial description. However, the designs are intended to make players reconsider their actions when they notice the underlying structure of the game system (in the case of September 12th) or identifying the actual theme of the game (in the case of Train).

Using the pattern

While this pattern tries to embed the seeds for critical reflection in the game system independently of

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay

with ...

Can Modulate

Can Be Instantiated By

Red Queen Dilemma Positive Feedback Loops Negative Feedback Loops Inherent Mistrust Entrenching Gameplay Tragedy of the Commons Social Dilemmas

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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