Ben Cousins
Low Level Game Design: Atoms, Measurement and Hierarchies
Ben Cousins suggests some approaches to augment current game design:
Cousins suggests that the lowest level of design, corresponding to player input at the level of gameplay action, could serve as the basis for an "atomic model". This atomic model could be useful for analysis of games in terms of measuring. Cousins is very big on using measurement techniques when designing a game, and argues that "sweet spots" for various games can be found for the following:
The four main points of Cousins' work -- low-level game design, an atomic model, measurement techniques and hierarchies -- can be thought of as a single approach. The environment of a game and its associated gameplay, along with the representation of these, can all be viewed as composite structures, with low-level components being suitable for measurement and possible adjustment in order to improve the overall design of the game.
Ben Cousins suggests some approaches to augment current game design:
- low-level game design
- an atomic model
- measurement techniques
- hierarchies
Cousins suggests that the lowest level of design, corresponding to player input at the level of gameplay action, could serve as the basis for an "atomic model". This atomic model could be useful for analysis of games in terms of measuring. Cousins is very big on using measurement techniques when designing a game, and argues that "sweet spots" for various games can be found for the following:
- time, e.g. jumping time (of an avatar)
- distance, e.g. distance to a "choke point" in a map
- density, e.g. "atoms" or events "per primary element"
- area, e.g. 2D screen space (of an avatar's animation)
The four main points of Cousins' work -- low-level game design, an atomic model, measurement techniques and hierarchies -- can be thought of as a single approach. The environment of a game and its associated gameplay, along with the representation of these, can all be viewed as composite structures, with low-level components being suitable for measurement and possible adjustment in order to improve the overall design of the game.
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