Innovation Methods in Story-Driven Games: Genre Variation
MetadataShow full item record
The paper proposes a method for game design innovation in story-driven games, as exemplified by the development of the adventure game prototype Rosemary. This method selects a game model in which a specific variation is introduced. Developing a game where the interface, interaction design, rules, goals, and themes are all new can be overwhelming for the user as well as the developers, so using a pre-existing model can ground the development and help evaluate the success of the innovation introduced. The design method proposed is called Genre Variation. This methodology relies on a particular story-driven game model as the foundation to introduce new mechanics. After selecting the model, the next step is identifying a design problem that has not been tackled before. Then the variation is implemented as a game prototype and evaluated, following the principles of iterative design. In this case study, the problem was designing the mechanics of memory, and how to turn remembering into a core mechanic of the game. This method is intended at facilitating game development within the limited resources of academia.
DepartmentMassachusetts Institute of Technology. Department of Comparative Media Studies
Proceedings of the 2010 Design Research Society (DRS) Design & Complexity Conference
Design Research Society
Fernandez-Vara, Clara. "Innovation Methods in Story-Driven Games: Genre Variation." 2010 Design Research Society (DRS) Design & Complexity Conference (July 2010).