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Formal elements of game design

We started learning about the core principles of making a game, and learned about the different rules. I'll be going over the rules, and looking at why they are important. I'll also be looking at games and using them as examples for each of these rules.


Players


All games need players, otherwise it wouldn't be a game. The player is responsible of how they play the game, and the game designers are responsible for how many players there are.


A game with a good example to having players would be Star Fox 64. For the main story in the game, it is entirely single player. However, when the story is completed a multiplayer mode is unlocked, where up to four players can run, fly or man a tank to destroy the other players. Although this is a bonus mode, I think this is a smart way of making a game.




Rules


All games need rules, even games like GTA where you can run free around the world. Rules are needed to make it a game because without them, it would either be impossible to complete or too easy.


As mentioned, the GTA series games do have rules. For example, when you get shot, you lose health. If you shot someone, you get stars which attract the police to your location.




Objectives


In most games, the objective is to win. However, to win there are other objectives. All game do have objectives, even games like Chess.


The objective of Chess is to keep the King safe, and get rid of the other player's King.




Conflict


All games have some form of conflict in them, whether it's the player or one of the characters who has to deal with it. Conflict means when something stands in your way. In game terms, this would be an enemy blocking a player from an objective.


An example of a game with a lot of conflict would be the Legend Of Zelda series, where the player must defeat enemies to defeat a dungeon.




Boundaries


Boundaries and rules go hand in hand. Boundaries are needed to make sure the player doesn't and can't break the rules. If the player ignored the rules and there was nothing stopping them, the game wouldn't work properly.


An example of a game with a lot of boundaries would be Minecraft. While it gives the player no real story, there are rules. These are, if you hit a block you can break it (unless it is bedrock) and you'll be able to pick up the block unless you didn't use the right tool.




Outcomes


Outcomes are the endings of games. Like in the Super Mario series, the outcome at the very end is that you defeat King Koopa and save the Princess. Some games only have one real outcome. Others, such as story-based games, have multiple endings based on the choices the player made or the things the player did.


A good example of this would be the game Until Dawn, which has decisions that can literally kill the characters if chosen incorrectly. It give the game an overall sense of tension, as you know that even the smallest decisions could have devastating results.




Resources


Resources in games make them more fun to play, as the player will always want more. Games like Minecraft, Legend Of Zelda: Breath Of The Wild and many others have gameplay directly linked to the items and weapons you collect.


In the Pokémon game series, items are used in battles to heal, boost and capture other Pokémon. Without this mechanic, the Pokémon games would be entirely different.




Procedures


Procedures in games are specific button controls, such as saving a game, or loading a game. All games have these, because without them the game wouldn't work.


An example of a game with all the procedures above would be Ni No Kuni: Wrath Of The White Witch. Although this is a relatively unknown game, in my opinion it is one of the best games out there. It offers a lot of different actions the player can take, such as talking to NPCs, fighting monsters, doing side quests, and a loading and saving system. Overall, this game has a wide array of procedures.



 

All these elements are needed for a game, because if something like the rules was left out, the game would be so limitless it would be boring. All these elements mean that a lot of work has to go into a game, and everything has to be carefully considered.

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