Pliny the Last
Game Design Document
A stylized single-player adventure game about a misfit in space, tasked by an egg with discovering a new planet for their species to live.
Pleasure is commonly understood as a fundamental feeling that is hard to define but that people desire to experience. Of course, pleasures opposites (pain, frustration, despair) are equally important in understanding the play of pleasure in a game.
“To observe the rules of the play structure promises much greater pleasure from the game than the gratification of an immediate impulse.” – L.S Vygotsky
Katie Salen| Eric Zimmerman | Rules of Play | Game Design Fundamentals
In the sensory blur of game play, the formal system of the game only reveals itself through its experiential effects.
” – his state of being in some way extended through the input, output and logic of the game.”
Katie Salen | Eric Zimmerman | Rules of Play | Game Design Fundamentals
How do the rules play out?
“Ultimately, game design is play design. The rules of a game are relevant because they facilitate the experience of players. Within this primary schema, we expand out understanding of games considerably, delving into topics like pleasure, narrative, and social interaction, in the movement from the primary schema of RULES and PLAY, we loosen our tight focus on rules as a formal system to examine the ways that rules become a meaningful experience for the players of a game.” ( page. 299)
Salen & Zimmerman: Rules of Play
Unit 1:Core Concepts
Salen & Zimmerman: Rules of Play Unit 1: Core Concepts
Chapter 3: Meaningful Play
Johann Huizinga – Homo Ludens
Huizingas vision of play offers a perfect point of departure for the development of meaningful play.
“It [play] is a significant function – that is to say, there is some sense to it. In play there is something “at play” which transcends the immediate needs of life and imparts meaning to the action. All play means something.”
Aesthetics| Games as a Play of Experience
For the Aesthetics assignment, I made an exploration game from the perspective of the moon, as if it was a sentient being with free movement within the solar system. I wanted to incorporate sound into the game, which I didn’t manage to do.
I think I had trouble understanding Aesthetics by itself, mostly because aesthetics to me is to do with presentation/ style/ mood. My feedback was that there wasn’t enough, that it wasn’t weird/exciting enough and that it fell into three categories of Aesthetics:
- Sensation: Player experiences something completely unfamiliar.
- Fantasy: Imaginary World.
- Discovery: Urge to explore game world.
Because I had so much trouble understanding aesthetics, I thought I would study Salen & Zimmerman’s Rules of Play : Game Design Fundamentals; focusing on Unit 3: Play. I want to create a game design document (GDD) for this game and see if I can create a game that would create player experience of sensation, fantasy and discovery in a more polished context.