Friday, November 02, 2012

FADT

Formal Abstract Design Tools 

~ Notes on Doug Church Article ~

In the article written by Doug church we explored the vocabulary used within games design to help understand the underlying mechanics and behaviours of a game that make a genre work in the sense of fun, interaction and engrossment.

By developing and using a game design vocabulary we will be able communicate with one another in a more precise manner and be able to emphasize our design idea's. Formal Abstract Design Tools is commonly referred to as FADT. I'll begin with breaking down what we mean by FADT.
  • Formal - Precise Definition
  • Abstract - Emphasize the focus on underlying idea's
  • Design - We design
  • Tools - Forming the vocabulary we use 
By breaking down games into there simplest form we can learn and understand what makes the game compelling. Where and when certain tools can be applied to enhance the game play and giving the user a sense of enjoyment while playing.


The tools discussed within the article and in lecture are :-

Intention - Making an implementable plan of ones own creation in response to the current situation in the world and ones understanding of the game play options.

Perceived Consequence -  A Clear reaction from the game world to the action of the player.

Story - The narrative thread, whether designer driven or player-driven, that binds events together and drives the player forward toward completion of the game.

All these tools can be linked with each other in one way or another, Intention and Perceived Consequence more so than any. Intention can be a users choice within the structure of the game and understand how the game will react and also understanding the consequences of there choices. Using both of these tools together will give the user(s) a feeling of control within the game even though there maybe pre-set narrative already layed out in front of them. You can also use these tools in separate mechanics of a game were you may have a battle system where the player choices (intention) is used to determine the outcome (consequence) but the narrative of the game (story) still remains a linear path

My Thoughts

Further into the article he began to break down Final Fantasy XIII into the three categories of Intention, Consequence & Story and how they were connected to one another.. As this game was a huge part of my childhood and is most likely to blame for my obsession that is game design, I found myself feeling more connected with the article the further I read. Before he had even begun to connect each tool I had already done it myself using my memories and feelings from my passed experience with the game. 

Its strange, the feeling of someone you don't know pretty much breaking down your memories of a loved game into tools in which to balance & enhance the game. But it all made perfect sense to me and I begun to understand why I had loved the game so much, even the worst parts of the game I loved. It was because tools like these were used at the right time, in the right place with the right amount.

The vocabulary isn't made so we can just say big fancy words to try and make ourselves look smart, its need to better define and pin point what happens within the game, why its happening and what will happen when it happens. Its hard to explain beyond that but after playing some games over the weekend I've found myself questioning myself with "why are you doing this" "what will I get when I do it". I think this articale may of ruined my love of gaming and turned it more towards design...