The author talks about a design document as the heart and soul of a project. It is where the very first
design decisions are made, down to where the title is
first set. It is like where developers design a road map with the greatest potential
for broad market appeal. Design documents are usually divided into three parts:
introduction and product overview, and gameplay overview and sample gameplay,
and technical overview.
I feel like Joe Designer could use a little help with his
gameplay overviews, but given that Great Games was founded in 2000, I will
instead say video games have come a long ways. Now days games wisely use
rhetoric in every possible, and I felt like this case study can be comparable
to how on your resume you want to word it to make yourself sound more
appealing. With the games introduction and product overview you want to make it
sound friendlier to a wider audience.
From my perspective this makes sense. Like with a good
design of anything, you want a clear argument made. Whether game, commercial,
poster, or video. The point is to get people to stop and think about it, however
the argument is made through the design helps determine how the audience feels
about it. As people don’t have much time now days to be persuaded. Moving
around so fast in life that a lot of times they won’t even get passed the title
of a game if it doesn’t sound appealing. Which game would you rather play
twisted metal or big rig racer?
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.