This Week reading returns to the normal formula of the readings, this time an article titled "Design Considerations" by Greg Aleknevicus. Aleknevicus focuses on card games but many of his points are interesting when look at through the lens of Video Game designs.
For Example, Aleknevicus bring up the point used of colour and contrast but, point out people who are colour blind who may not be able to see the colours. Video Games love to use colour to distinctest if a object is safe, dangerous or about to kill you. Many Game developers have been looking it how to tackle this problem, For example "Far Cry 5" By Ubisoft, offers a Colourblind mode in it's option.
One of the additional Reading, it's focus entirely on this topic done by the You Tube Channel Extra Credit, who talk about Game Design and how to improve it. In the video below, they recommend considering accessibility option early in development or it could greatly affect development later.
Both Reading touch on the idea of making the playing experience easy for players, to let them have fun and not worry about how rules work. This causes one to wonder about games, for example Dark Soul, that challenges the player and how they apply to accessibility ?
Return to the original reading, it focuses on being visual to the player, of being appeal to the player by being playable to the player either offering spare piece or having the number on the cards easy to read when fanning.
Another Additional reading was by Video Game Company, Riot Games, in a video called "So You Wanna Make Games?? | Episode 9: User Interface Design", in this Riot explains how UX design and UI design differs, how visual design principal works in games to inform the player of many different things all at the same time. How this makes the experience for the player more fun and easier.
The Final addition reading is, "Cognitive flow: the psychology of Great Game Design", this reading focuses more on the psychology of design, how it affect player and how time they spend playing a game. However the reading talks about design and how it plays a role. As the reading explains players are more likely to spend time playing game, if the design of the game is accessible and easy to use.
While All the reading are different and talk about GDD in different way, the readings all come to one conclusion: Games are more appeal when said game is accessible to the player and easily display information to the player.
For Example, Aleknevicus bring up the point used of colour and contrast but, point out people who are colour blind who may not be able to see the colours. Video Games love to use colour to distinctest if a object is safe, dangerous or about to kill you. Many Game developers have been looking it how to tackle this problem, For example "Far Cry 5" By Ubisoft, offers a Colourblind mode in it's option.
Far Cry 5 Option, notice the Colourblind mode, taken by PC Gamer |
One of the additional Reading, it's focus entirely on this topic done by the You Tube Channel Extra Credit, who talk about Game Design and how to improve it. In the video below, they recommend considering accessibility option early in development or it could greatly affect development later.
Both Reading touch on the idea of making the playing experience easy for players, to let them have fun and not worry about how rules work. This causes one to wonder about games, for example Dark Soul, that challenges the player and how they apply to accessibility ?
Return to the original reading, it focuses on being visual to the player, of being appeal to the player by being playable to the player either offering spare piece or having the number on the cards easy to read when fanning.
Another Additional reading was by Video Game Company, Riot Games, in a video called "So You Wanna Make Games?? | Episode 9: User Interface Design", in this Riot explains how UX design and UI design differs, how visual design principal works in games to inform the player of many different things all at the same time. How this makes the experience for the player more fun and easier.
The Final addition reading is, "Cognitive flow: the psychology of Great Game Design", this reading focuses more on the psychology of design, how it affect player and how time they spend playing a game. However the reading talks about design and how it plays a role. As the reading explains players are more likely to spend time playing game, if the design of the game is accessible and easy to use.
While All the reading are different and talk about GDD in different way, the readings all come to one conclusion: Games are more appeal when said game is accessible to the player and easily display information to the player.
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