Archive for the ‘Class Question 4’ Category

story vs. gameplay

Monday, October 12th, 2009

The reading gives the example of tying more dreamlike game mechanics to the story of Final Fantasy X. As I was reading, I couldn’t help but disagree. Wouldn’t an over-abundance of dreamlike mechanics just over-saturate the story, giving away a surprise in the story line? Should a game’s story be sacrificed for gameplay opportunities?

Chapter 2 – Game Design

Monday, October 5th, 2009

The chapter outlines a traditional game development team with a lead designer, game designer, level designer, etc.  Can you think of another way to structure a team that might work better?  Should the organization of the team be different for different types of games?

Reading on emotions and storyline

Monday, October 5th, 2009

This chapter seems to advocate that storyline and emotions should drive gameplay, like fighting underwater or using particular weapons to defeat particular enemies pertaining to the storyline.  Is a storyline driven game design approach the best approach or should a game designer focus on the gameplay elements outside of the context of story and then wrap the story around the gameplay.  Essentially does the story drive the gameplay or should the gameplay drive the story?