Final Draft
Writing, Sources Google images; |
Introduction:
For my literary review, I have researched scholarly papers/articles on the following
themes; Graphic Design, Character Design, History, and Education in relation to our
game development for our project of building a historically based battle game. It
is hoped that indebt research on these elements will help us plan and design a successful
game.
Character
Design:
Character
design is a very important element of game design. It forms the basis of every
game and determines our reactions to games. A fundamental understanding of
these principles/skills can be found in (Solarski’s, n.d.) www.gamasutra.com, in this article, the
author, discusses the psychology of lines, shapes, and volumes as to the conceptual
basis for creating art for video games. He discusses the historical links
between traditional artists techniques and how these techniques are applied to
game design. He says, “you and I will respond to art in different ways based on
our unique life experiences, experiences that inform the way in which we
individually interpret and give meaning to the world around us”. The author in
a very thoughtful way starts with the ‘root’ of visual design; in the form, “lines,
shapes, and volume”.
In reality, life is visually complex, and artists conceptually reduce objects to
simple lines, shapes, and volumes. For example, certain shapes, which are
familiar to animators and 3D digital artists, are the basis of character design.
These shapes; circle, square and triangle form the building blocks for many characters.
The author examines these concepts and shows how the development of these techniques
in classical art from the Renaissance and onwards to today are relevant for game
designers. He provides numerous examples from classical art and modern video
games to demonstrate these artistic concepts.
Apart
from the practical application of using simple structures to design characters,
these shapes also are associated with concepts that are of a psychological
perspective. The “circle” is associated with “innocence, youth, energy, and
feminity”, (see the character Perl in the animated short film “Perl” that is
nominated for this years Oscars). The “square” is associated with ‘maturity,
stability, balance and stubbornness”. The “triangle’ associates with “aggression,
masculinity, and force”. This shape spectrum offers a tool to game designers to
visualize ideas regarding character design in relation to the emotions that
the game developers want to provoke. Engagement with characters in gaming is
essential to the success of the games produced.
Graphic
Design:
Graphic
design can inform the design of the environment of a game, as in the use of
shapes, forms, and lines. In his discussion on the creative influence of form “The
Aesthetics of Game Art and Game Design” www.gamasutra.com,
states; “that we can respond emotionally to characters based on their shape and
animation alone, however it’s the environment that a narrative emerges”. Again,
psychologically that shapes are associated with different senses i.e., circular
with harmony, especially when the characters’ shape is the same. However, where the shape of the character is in contrast e.g. a “circular” character in a “triangular”
environment engenders a sense of dissonance, where we interpret the character feels
threatened. The use of shape, line, and form is integral to the graphic design
movements of the early twentieth century. Lines, shape, and form create dynamism
and mobility too, which contributes to the enjoyment of video games. The lines
and shapes in video games are represented as dynamic elements, such as the jump
or arc of a character. As the author says “the game’s designers give creative
control to the player through interaction, allowing players to experience the
very same sensations that a traditional artist would feel when painting”.
Education:
How
will you be learning in the future? Will our teachers be an AI android or computer of some
kind and with this higher intelligently programmed teacher provide us with a
better education and basis to improve our learning capabilities than current
methods of traditional learning that have not changed much in centuries?
We
will focus on GML, game-based learning as it is a possible way to develop our
game which is about the 1916 rising in Ireland which was part of its fight for
independence. We examined research into Game
based learning (GBL) and according to the (Department of
Computer & Information Sciences Universiti Teknologi PETRONAS, n.d.) searches for GML “retrieved
162 million hits on a Google search and 2.37 million documents, categorized as
scholarly papers, on a Google Scholar search. These statistics show that GBL
continues to receive substantial interest and attention not only from
researchers but also from practitioners that include educators, commerce, the
military and health services. With growing concern about the Net generation,
GBL is claimed to be an alternative learning and training tool for motivating
and training this generation (Prensky, 2003). Despite the fact that GBL is
being widely utilized in a variety of settings and domains, there is still a
lack of empirical evidence on its effectiveness in supporting learning and
training (Sotomayor & Proctor, 2009; “.
A common motivation for using
digital games to support learning is a belief that games can act as rich
primers for active and deeper learning engagement with the subject matter, by
providing an engaging and contextualized setting for authentic problem-solving.
In a research paper on game-based
learning, “A Theory and Data-Driven Engagement” from the British Journal of
Educational Technology, the authors explore the idea that using games for
learning is a highly motivated learning experience. This analytical paper explored
and the nature and development of game-based learning engagement via an
iterative, two-stage analytical process. The first stage was theory-driven. The
literature on motives of play, game and cognitive engagement, and game-based
learning was reviewed and analysed. Theoretical discussions on how learning
engagement is activated and sustained during gameplay were distilled. The
second stage was data-driven. An in situ, multiple-case study was conducted to
further examine affective and cognitive facets of learning engagement in
gaming. “The finding suggested that game-based learning engagement is an
integrated and continuous process that advances from effective engagement
driven by optimal challenge, cognitive engagement situated in playfulness, to
potentially game-action-based content engagement.” Ke, Fengfeng & Xie, Kui
& Xie, Ying. (2015).
Technology as an educational tool has
not yet been adopted worldwide or at best is available in more affluent societies,
therefore making it difficult to access the value of its contribution. However,
as we go forward into the future, there is no doubt that most or every aspect
of our everyday lives will include many uses of technology, so it’s not a far stretch
to say that education, especially with the development of AI will be utilized.
History:
Can video games be developed to
present original historical scholarship and meet the standards of the
discipline? Would it be necessary to write historical fiction and sacrifice
history for the story or produce a video game that presents original research rivaling
any great work of history, transforming readers, learners, and viewers into
players interacting with history? These are important questions that we should
take into consideration before developing our game. The video game offers far
greater potential for the creation and presentation of history than any other
entertainment or interactive media.
Some of the biggest and most
anticipated video game releases of recent years have had historical themes or
settings. A franchise like Assassin’s Creed has
long marketed itself on the way it interacts with and depicts historical
settings. These are as varied as Victorian London and Medieval Italy interweaving
fantastical narratives of Templar conspiracy and intrigue into real-world
events and historical processes. These video games have been enormously popular
but largely they use historical settings with scant regard for historical fact.
In a research article by (D. Kevin O’Neill, n.d.) of a study based
on videogames as a source of historical knowledge is discussed in detail and
the findings are very interesting, as the author concurred there were to
possible sets of implications from the findings, one for educators, the other
for developers and enthusiasts of history games as sources of historical
knowledge outside of school settings. Firstly, the fact that young people play
a history game well and with enjoyment does not imply that they understand
or respect it as a potential historical source -- regardless
of the informed respect that scholars may have for it as such. “Substantial
guidance may be necessary to help students appreciate any game
as a source, and this may necessitate rehabilitating the very idea of
experiential learning in students’ minds.”
Secondly, their study suggests that
the appreciation of commercial games as potential sources of historical
knowledge may be strongly limited by the public’s level of awareness that
they are commercial products. For some enthusiasts, commercial
history games are attractive as a way of informing the public about the past
precisely because these games have attracted a high level of investment, and
have high production values. Yet these very qualities appeared to make our
participants suspicious of the trustworthiness of a game as a source of
knowledge about the past.
Conclusion: In debt research for
chosen projects are beneficial for providing a clearer vision. Knowledge gained
from properly researched articles/papers from industry and academic sources
provide an insight for the student and is necessary at the root of every
project. We discovered an insight into game design with respect to character
design and especially important considerations in regards to producing a game
based on a historical event.
Works
Cited
D. Kevin O’Neill, A. P. (n.d.). Retrieved from
http://gamestudies.org/1602/articles/oneilfeenstra
Department of Computer &
Information Sciences Universiti Teknologi PETRONAS, B. S. (n.d.). Retrieved
from
https://ac.els-cdn.com/S1877042814014311/1-s2.0-S1877042814014311-main.pdf?_tid=e4da3824-639f-4a87-a43b-a767d75af7de&acdnat=1550961749_e8991e5eeed2681ff1508963c339b9c8
Ke, F. &. (2015). A theory-
and data-driven exploration. British Journal of Educational Technology.
Retrieved from
https://www.researchgate.net/publication/280916567_Game-based_learning_engagement_A_theory-_and_data-driven_exploration/download
Solarski’s, C. (n.d.). The
Aesthetics of Game Art and Game Design. Retrieved from gamasutra:
wwwgamasutra.com
Comments
Post a Comment