Category Archives: Games Design & Art

Question Pair Answer #1: Dieter Rams and Modern Games (12/10/2017)

Laura Neal
12/10/2017
Question Pair No. 1:
>”Visualise Dieter Rams’ ’10 Principals of Good Design’.
> Do you feel that these ideas are relevant within Games Design today?”

One question that Dieter Rams, renowned German industrial designer and academic, presented himself with throughout his expansive career was ‘Is my design good design?’

To consider this and arrive at a justified answer, he created the ’10 Principals of Good Design’. They detail that good design is innovative, makes a product useful, is aesthetic, makes a product understandable, is unobtrusive, is honest, is long-lasting, is thorough down to the last detail, is environmentally-friendly and that it is as little design as possible. I am quite positive many people have heard the saying ‘Less is more’, but the question we ask ourselves here is ‘can this be seen in games design’?

As an example, I will be briefly examining the modern (2015) game ‘Keep Talking and Nobody Explodes‘; a game with one of the most prominent teamwork and communication skill elements I have ever seen in this medium. There are two players, one is assigned as the ‘Defuser’, operating the computer and hopefully defusing the bomb, and the other is the ‘Expert’. ‘Experts’ are presented with an official ‘Bomb Defusal Manual’ for the game, which can be either in paper form or viewed as a PDF. ‘Defusers’ are not allowed to see the manual, and respectively the screen is not for the ‘Experts’ eyes. The ‘enigmas’ are on the bomb, and the answers lie in the manual. It is here that the game presents the beauty of its design with its method of making the two players interact to achieve the common goal. The two players must then communicate back and forth a convoluted series of both visual and worded instructions in order to defuse a quite stylised bomb under a time limit that can be set from a lenient eight minutes to a tighter five.

Image result for keep talking and nobody explodes

I have personally played this game and enjoyed it thoroughly, and, like with everything else, I was constantly analysing what made it such a good concept. What I would like to bring most to attention are the intricate details of the gameplay; for example, when you are in the position of the ‘Defuser’, your job mainly involves managing the quality of your communication towards the ‘Expert’ in order to defuse the bomb quickly. If one was to view the ‘Manual’, they would be quick to notice that some words that require speaking sound the same or similar, such as ‘Red’ and Read’ and ‘Left’ and ‘Press’. This means that the ‘Expert’ spends more time explaining which version of the word they mean.

Image result for keep talking and nobody explodes

My reasoning behind choosing this particular game to discuss alongside the ’10 Principals’ is that it stands out to me as a game which utilises well its core element of user interaction. Although at first it’s difficult to understand, players soon get quicker and better at interpreting all the ‘Modules’. ‘Keep Talking and Nobody Explodes‘ is certainly aesthetically pleasing, as everything from the bomb ‘Modules’ to the diagrams printed across the ‘Manual’ has acquired the same ‘slim’ look adopted by very modern games.

References:
http://www.archdaily.com/198583/dieter-rams-10-principles-of-%25e2%2580%259cgood-design%25e2%2580%259d (To review the 10 principals)
https://en.wikipedia.org/wiki/Dieter_Rams (To research what his field in design is)
https://en.wikipedia.org/wiki/Keep_Talking_and_Nobody_Explodes (For reference of the game’s release date)
http://www.bombmanual.com/manual/1/pdf/Bomb-Defusal-Manual_1.pdf

Images:

http://www.keeptalkinggame.com/press/keep_talking_and_nobody_explodes/images/07_KeepTalking_Gameplay3.jpg

http://www.extremetech.com/wp-content/uploads/2016/02/Keep-Talking-Manual.jpg

Matthew M, GDA, Task 2

A: http://twinery.org/2/#!/stories/3c7a08f1-42ee-4f02-86e4-4a87af5ebdcc/play

B: Item: “Descent: Journeys in the dark (2nd Edition)”

Descent is a Table Top RPG played using cards, plastic figures, printed board sections and dice. The way it combines Story and Gameplay comes in its Campaigns that are provided with both the main game and expansions. These gives the “Heroes” an objective (Save an innocent, get to the other end of the map, kill a certain enemy). Success or failure not only determines rewards from an encounter, but also how the story will progress. When the player succeeds, the world remains in a good state whereas failure increase the rate at which it falls apart. Whilst this does create a sense of tension and stakes in each encounter, it works against the “Heroes” as each failure makes later encounters more difficult.

The game does, however, lack a sense of freedom. It moves from one encounter to the next, keeping the player in combat. Whilst this does fit it’s theme of world falling into chaos and darkness, it fails to humanize the “Heroes” for the players, stopping the players from properly connecting to the character they are supposed to be and retracting from the overall experience.

However, the choices a player makes as they level up changes how they have to play the rest of the game, and I have personally witnessed people play in character throughout entire games, which shows that it still has the capacity to engage the players and bring them closer to the action in a way that I either cannot or have not yet discovered.

Refrences

 

Link

Good design is INNOVATIVE
Good design makes a product USEFUL
Good design is AESTHETIC
Good design makes a product UNDERSTANDABLE
Good design is UNOBTRUSIVE
Good design is HONEST
Good design is LONG-LASTING
Good design is THOROUGH down to the last detail.
Good design is ENVIRONMENTALLY FRIENDLY
Good design is as little design as possible.

> Visualise Dieter Rams 10 Principles of Good Design

Untitled-2

> Do you feel like these ideas are relevant within Games Design today?

Absolutely. The fundamentals of the 10 principles focus not only design but also user interaction, which is the most important aspect of Game Design. When visualising Dieter Rams Principles I was inspired by classic and modern games like Snake, Tetris and Minecraft as they have followed most of these rules by using a simplistic form and allowing the players to decide what happens within the game.  The games make it obvious what these designs are used for by shapes, interaction and texture/colour.

The only principle that may be a tad misleading would be : Good design is Environmentally Friendly. However games have been said to influence the actions outside of the virtual world through violence; and I think a good heart-aching story line could change some people’s perspectives of an environmentally friendly lifestyle.

I have chosen the puzzle game Limbo as a representation for the 10 principles as the game creates a very unique horror atmosphere that is very aesthetically pleasing. The game is easy to understand and play however advances to make the game challenging. The game limbo has a nice contrast of nature and man made objects as well as the colour scheme being only black and white with silhouettes of objects and figures. As well as providing instruction to the player it also allows for the players imagination to try and figure out the puzzle.

limboPhoto credit: Playdead

Sources:

https://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-1-2010-05-03

http://www.archdaily.com/198583/dieter-rams-10-principles-of-%25e2%2580%259cgood-design%25e2%2580%259d

What are they key components of Post Modernism?

Post Modernism challenges the commonplace way in which society operates. It doubts and dismisses “truths” as it aims to address that truths are too limiting to be definitive; everything should be governed by opinions that can offer the most rational explanation. This in turn opens the gateway to confronting traditional authority and politics, aspects of religion and weaken the once highly regarded importance of ideologies. It offers an avenue to subjective morality and how people’s views on what is and is not moral is personal to them. Post Modernism supports liberal ethics which allow social movements such as the LGBT community, pro-ethnic minorities, feminism and pro-environmentalism to thrive above the mainly white, elitist, male-dominated world. Everything can and should be challenged and this attitude/lifestyle can be seen within art, social groups, literature and education to name a few.

© Barbara Kruger Barbara Kruger, Untitled (Your body is a battleground), 1989

© Barbara Kruger
Barbara Kruger, Untitled (Your body is a battleground), 1989

Kruger created this piece for the Women’s March for reproductive freedom in Washington. She visualised Post Modernism in this image as it highlights the issue of women and external forces, such as law and politics, which disable women from making their own choices where it regards their own bodies and ultimately their lives. The following quote, I believe, sums up the image perfectly, “…the words “Your body is a battleground” represent how the fight for choice is different from other political battles. In the case of abortion, the campaign for a woman’s right to choose occurs outside of her body, yet directly affects her. The female body becomes a combat zone that women both struggle for and in.” (Thecrimson.com, 2017).

What games do you think exemplify/display this in there design decisions?

An example of Post Modernism could be interpreted in Davey Wreden’s “The Stanley Parable”, 2013. I found that this game questions the philosophical social controls of life and how we are told what to do and what not to do. Our lives are governed by power and greed and if you do not follow the rules, you are regarded as “wrong” and an “outcast.” In The Stanley Parable, you are challenged to do what you think is best in that specific scenario, giving you freedom of choice and renouncing your free will, something society tries to constraint.

Stanleyparable.com, 2017

Stanleyparable.com, 2017

Bioshock Infinite is another game in which explores near enough every aspect of life that Post Modernism challenges. The game visualises issues such as race, gender and class to induce an understanding into what is wrong with the world and hopefully inspire people to stand up for what they believe to be right. That is why one of the main components of the movement is that the idea of subjective morals need to be rationalised, therefore issues such as racism are irrational and do not count. Having choice and perception-focused game play interacts with the player in a more intimate way, through their mind and their emotions. It allows every choice and critique and opinion to be valid which is something Post Modernism preaches.

BioShock Wiki, 2017

BioShock Wiki, 2017

10 Principals of Good Design

> Visualise Dieter Rams 10 Principles of Good Design.

Dieter Rams is a renowned and revolutionary German industrial designer who created products for the likes of Braun and Vitsœ. He followed many beliefs when it came to designing products as a response to the concerning state of the world around him. He described the world as:

“An impenetrable confusion of forms, colours and noises.”

Thus, he developed his own ten principals for which he felt constituted good design. This is my interpretation of how some of these principals apply today.

-Innovation

As time goes by and technology advances, I believe it is increasingly challenging to be truly innovative. Rather, we as designers tend to take existing concepts and push them further to create the illusion of innovation. For example; the iPhone was once a ground breaking and innovative piece of unmatched technology but is now at a stage of incremental additions each generation.

-Aestheticism

Aesthetics are purely subjective; something that was considered aesthetically pleasing a decade ago might not be any more or might be by different people. Unfortunately for designers, the way something looks is incredibly important. Trying to shape products that the majority of people find attractive is a challenge due to the varying, subjective nature. Despite of this, there are always general trends and themes that can be applied to each generation and taken advantage of by designers.

-Honesty

It can be hard to tell how honest companies are being when they slap a price tag on their products and send them off – it is probably best not to think too much about this. Dieter Rams believes for a product to be ‘good’ it must be honest. Going back to Apple and their iPhone, it is estimated to cost $247.51 to manufacture each iPhone 8 unit yet they are marketed at $699. I wouldn’t say a difference of $451.49 per unit is truly honest but that all depends on how much you value the quality and style of the product.

Dieter Rams

> Do you feel that these ideas are relevant within Games Design today?

I feel that the ideas of Dieter Rams are from the perspective of someone with passion and good intentions for their industry and the target market. Larger, purely profit based companies tend to skip over some of these principals to maximise profits. In terms of the games design industry, big triple-A companies such as EA and Ubisoft have a reputation for producing formulaic games about similar, reused franchises. For instance, looking at a franchise such as FIFA would show how little innovation is applied to each iteration. The game compromises on some of Rams’ principals; lacking lifespan, simplicity and honesty. Despite this, FIFA has extraordinary sales figure. According to Video Game Sales Wiki, FIFA is the 11th bestselling video game franchise ever.

On the flip side of the gaming industry is the indie games. These games are much more personal and artistic, focusing on the experience of play rather than the profit of sales. I would say that Journey (developed by thatgamecompany) follows much closer to these principals. It’s incredibly simple yet beautifully immersive and emotional; it pushes how games can deliver compelling narrative through only sound and visuals. Keza MacDonald from The Guardian said: “Journey’s visual and sound design sets new standards for interactive entertainment.” Surely this constitutes good design.

Overall, I wouldn’t say that Dieter Rams’ ten principals for good design necessarily apply to the games industry or that they should. They can be applied to some games better than others but that doesn’t correlate to the sales figures. With some slight alterations I’m sure ten principals for good games design could be created but for now we’re left in a world of repetition with the occasional outstanding piece of art.

~ A l e x

Journey

Sources:

 

Week 2 – Design and games 101

What are the key components of Postmodernism?

As defined, postmodernism is “a late-20th-century style and concept…which represents a departure from modernism and has at its heart a general distrust of grand theories” (Anon,(2017). Essentially, postmodernism as a style attempts to stand out and distinct itself from standard forms of expression as a means of challenging and critiquing physical representations of the world. Postmodernism is present within architecture, art, literature and even within the games industry, the movement itself is present wherever a form of expression can be made. The movement itself has ideas which fuel it, within the style artists “challenges all truths and concludes that there is no such thing”(Anon, 2017). Instead postmodernists believe that the concept of true or false are merely deceptions used by some to achieve power over others. Postmodernists additionally attempt to “rely on opinions”(Anon, 2017) and beliefs as opposed to raw facts, again this is done to challenge the norm of society. Within art, postmodern artists are shown to; combine previous art styles, simplify art, use text and collage, display art through the medium of video, present art through performance, and the list goes on. These different and unique postmodern mediums and techniques attempt to  present thought provoking imagery that confronts the  authority and traditionally held claims within society.

(Source: Tracey emins, (1998), http://www.tate.org.uk/art/artworks/emin-my-bed-l03662)

For example, Tracey Emin’s contemporary installation work, titled “My Bed” for instance would fall under the category of postmodernism. Her simplified work created uproar and complaints, as many critiqued her work to be lacking within the art world.

(246 Words)

What Games do you think exemplify this in their design decisions?

Postmodernism is no stranger to the gaming world either. Game designers can question the normal perception one may have of our surrounding world, and instead present fantasy imaginative ideology or views on society through an interactive playable game. For me a notable game which is a great example of postmodernism within game design is Assassins Creed. The game franchise, is dominantly story based and revolves around conflict between two groups, the Assassin’s Creed and the Templars. The game is an analogy for uprisings against authority, the Templars represent groups seeking power and dominance over the general masses, whilst the creed stand for free will and independent control over actions. The Creed itself within the game was associated a very postmodern motto to fight and die for:

“Where others blindly believe what they are told, remember: Nothing is True. Where others are hindered by morality and the law, remember: Everything is permitted”

The game itself screams postmodernism! Themes of good and evil are always present alongside the overall message to think for yourself and to question figures with authority and command. However, although the philosophical implications of post modernism are present within the franchise, if the game designers and developers of the franchise intentionally did this, “remains, in true postmodern fashion, a “maybe”” (Max Heiliger, 2013/14).

assassins creeeeed

( Source: http://vsbattles.wikia.com/wiki/Assassin%27s_Creed )

(216 words)

 

 

Referencing List:

Anon, Oxford Dictionaries | English. 2017. postmodernism | Definition of postmodernism in English by Oxford Dictionaries. [ONLINE] Available at: http://en.oxforddictionaries.com/definition/postmodernism. [Accessed 18 October 2017].

Anon, Postmodernism and Truth. 2017. Postmodernism and Truth. [ONLINE] Available at: http://changingminds.org/explanations/critical_theory/concepts/postmodernism_truth.htm. [Accessed 18 October 2017].

Anon, AllAboutPhilosophy.org. 2017. Characteristics of Postmodernism. [ONLINE] Available at: https://www.allaboutphilosophy.org/characteristics-of-postmodernism-faq.htm. [Accessed 18 October 2017].

Max Heiliger, (2013/14), – Academia.edu. 2017. Postmodern Influences in the Assassin’s Creed Franchise | Max Heiliger – Academia.edu. [ONLINE] Available at: http://www.academia.edu/8309661/Postmodern_Influences_in_the_Assassins_Creed_Franchise. [Accessed 19 October 2017].

Why I think The Bauhaus continues to influence Modern Game Design. Task 2.

A board game on a wooden table.

Scythe

The Bauhaus was an art school that was active in Germany between the years 1919 to 1933. It was designed to help pull artists back into the making of the piece and not concentrate on an end result. It was also motivated by the worry for fine art in a changing and technological society. It had a huge emphasis on practical skills and craft and helped to pull fine art and craft together. Experiment and problem solving was extremely important in the school. It tried to bring artists back into contact with everyday life.

The birth of design is  attributed to the Bauhaus as for the first time art and craft came together, thus forming Design. A good example of Bauhaus is Ikea. Removing all the whistles and bells from a design leaves us with a simpler, ergonomic creation that suits its purpose.

The Bauhaus honed in on making its students as multi-skilled as possible. Not only would they be teaching art but also design, crafting and knowledge. This led to a generation of artists and designers that could create a wider range of ideas in a more practical way.

One of the principals of The Bauhaus is ” Form follows Function” This means that the creation should appear as what it is to be used for. A good example is a chair. It is fairly easy to guess what it is for and it is extremely easy to use and understand. Yes a chair could serve other functions but it only has one major and obvious use.

The Bauhaus has influenced games design in numerous ways the obvious being multi skilled people. Creativity is not enough to create a game that anyone can enjoy. The concept of teaching various design skills didn’t even exist until the Bauhaus. There was no such thing as a graphic designer before the Bauhaus came along.
The Bauhaus teachings are often used in the composition of games whether they be Video games or Board games. Careful consideration of formal elements are combined with design processes to create something that is easily understood and appreciated by the player.
A good example of this is Scythe. Scythe won the Best board game artwork & presentation from Golden Geek in 2016. It has a careful consideration of the scores and units of each player and melds the information from these into the design. Without these integrations of mechanics into the design I do not think that modern board games would be able to support the complex rule systems that make them so fun.

Another good example of Bauhaus principles is the score counter that is commonly found around modern gaming boards. It is an un-intrusive design aspect that included functionality into the design.

In conclusion I feel that the Bauhaus has been an important influence in Games design and will always be a key part of design in general. It’s ideas paved the way for design and art to co-exist. Video games today are often judged on their textures and graphics, perhaps even more so than their game mechanics. This balance of design and Art was only made possible by the Bauhaus.

Bauhaus – 21st Century Games via Modernism

> What were the key ideas of the Bauhaus?

After being shunned out of its original home town of Weimar, Germany, the Bauhaus was moved to Dessau, an industrial city fit for this new movement in 1925. Here, the founder Walter Gropius built a strikingly modern piece of architecture to house workshops and theaters through to student accommodation. All designed with art and industry in mind. “Gropius built one of the quintessential expressions of modern architecture, the Bauhaus building of 1925-6.” (Willette, 2011) This description of the architecture and how the building itself was making a statement of Modernism tells us that the future was being designed within.

http://www.tate.org.uk/art/art-terms/b/bauhaus

Photo Credit: Lucia Moholy. 1925-6. Bauhaus Building, Dessau. (Tate, 1925)

 

 

 

 

 

 

 

 

 

 

It was bridging the gap between art and industry which seemed to be the founding message of the school. Allowing art, of futuristic style, to integrate and influence the way art and design moved forward into the future. Gropius was a veteran of WWI and felt grievously affected by war. He saw how industry was a key element to war and wanted to develop change in the way it was used, and so, needed to change social conditions through its culture; art and architecture. ‘We want to create the purely organic building, boldly emanating its inner laws, free of untruths or ornamentation.’ (Groupius, n.d.)

Defining, the modern environment affects the way we live, was also a key task in the lectures and workshops. Observing how the human senses are increasingly more susceptible than original art portrays. Exploring sound and light as part of art as much as architecture. The Bauhaus went out to oppose the currently, known lifestyle. Attempting to make sense of the up and coming, to point out that art should be broadened in the public’s eye.

> Do you feel that the ideas could have an influence on contemporary games design.

Virtual Reality (VR) shouts out modernism. This has a direct link back to the messages of the Bauhaus, considering the future of what could be from what we have now. The ideas I mentioned about; bridging art and industry, changing social conditions for the better and showing how modern environments affect the ways we live, all relate to VR.

The technology is not young, envisioned as far back as the 1930s by science fiction writer Stanley G (TURNER, 2017). In terms of games and games design, VR is the stepping stone into the future. VR is a new platform being used to simulate an environment for people to immerse, play, explore and learn in, changing our social conditions. Flying and roller coaster simulations; Flying Aces VR might be a game for play but within the same genre the military use this technology for training. Not exactly something the Bauhaus principles might have agreed with. Whereas mobile games like VR Roller Coaster are using the technology to push new ways of providing a positive experience for people. (Google Play, 2017)

http://frag-mobile.com/app/vr-roller-coaster/

Photo Credit: Frag, development studio. (Frag, 2017)

Looking at the design of war genre games, they have always been limited to people watching a screen at some distance, camera angle controls with the player’s mouse or joystick. With VR, a military game can be designed to provide players that next level of immersion and experience. Placing people as deep into a war like situation without the risk. This is something the ideas of Bauhaus might agree with as it is allowing society a new way of looking at life, from different surroundings.

https://www.army.mil/e2/c/images/2012/07/27/257764/original.jpg

Photo Credit: Sgt. Joseph Guenther. 26th July, 2012. Fort Bragg, N.C. (Guenther, 2012)

References

Frag, 2017. VR Roller Coaster. [Online]
Available at: http://frag-mobile.com/app/vr-roller-coaster/
[Accessed 14 10 2017].

Google Play, 2017. VR Roller Coaster. [Online]
Available at: https://play.google.com/store/apps/details?id=com.frag.vrrollercoaster
[Accessed 14 10 2017].

Groupius, W., n.d. Walter Groupius. [Online]
Available at: https://www.bauhaus100.de/en/past/people/directors/walter-gropius/index.html
[Accessed 12 10 2017].

Guenther, S. J., 2012. Virtual reality used to train Soldiers in new training simulator. [Online]
Available at: https://www.army.mil/article/84453/Virtual_reality_used_to_train_Soldiers_in_new_training_simulator/
[Accessed 14 10 2017].

Tate, 1925. Bauhaus. [Online]
Available at: http://www.tate.org.uk/art/art-terms/b/bauhaus
[Accessed 12 10 2017].

TURNER, G., 2017. Soaring through virtual aviation: The role of VR in aerospace manufacturing. [Online]
Available at: http://www.manufacturingglobal.com/technology/soaring-through-virtual-aviation-role-vr-aerospace-manufacturing
[Accessed 06 12 2017].

Warde, B., 1955. The Crystal Goblet, or Printing Should Be Invisible by Beatrice Warde (1900 — 1969). [Online]
Available at: http://gmunch.home.pipeline.com/typo-L/misc/ward.htm
[Accessed 12 10 2017].

Willette, J., 2011. Bauhaus: The End. [Online]
Available at: http://arthistoryunstuffed.com/bauhaus-the-end/
[Accessed 12 10 2017].

 

Bibliography

http://www.designhistory.org/Bauhaus_pages/BauhausOrigins.html

https://www.theguardian.com/books/2007/nov/17/architecture.art

http://arthistoryunstuffed.com/bauhaus-the-end/

https://www.bauhaus100.de/en/past/people/directors/walter-gropius/index.html

https://www.vrs.org.uk/virtual-reality/history.html

https://www.wearvr.com/apps/flying-aces-vr

https://www.army.mil/article/84453/Virtual_reality_used_to_train_Soldiers_in_new_training_simulator/

https://play.google.com/store/apps/details?id=com.frag.vrrollercoaster

https://www.merriam-webster.com/dictionary/modernism

 

Matthew M, GDA, Task 1, Bauhaus Set

What were the key ideas of the Bauhaus?

The key points of the Bauhaus ideology were the following two things:
1.To bring together the act of creating the product with the act of designing it, so creative products could be manufactured. This was due to the school’s belief that Manufacturing had drawn away from creativity, and so consumers were getting products fit for purpose but not beautiful in design. Given that they believed that form must follow function, this makes sense as they are stating that whilst an object must fulfil its purpose first, it should also be designed to be aesthetically pleasing as well.
2. They believed that art wasn’t purely creative but also an intellectual pursuit, attempting to combine the practical skills involved in Painting and Sculpting with the act of designing something with a use the market needs. This, like above, centres on making the design and creation process a more natural flow via connecting them, as well as following their “Form Must Follow Function” ideology whilst combining many different areas of art.

Do you feel that the ideas could have an influence on contemporary games design?

Very much so, the idea of “Form must follow Function” is one I use a lot, and is very useful. Characters, Vehicles and other such things need to be designed in a way that can telegraph their actions so that the player can understand what is happening, levels need to be designed to work before they look good, and so on. This isn’t to say they should be designed to work then look nice, as “Form must follow Function” implies, as Game Creation is a digital art and so items can be edited after testing, so they can be made to look good first, then edited to work after. But in the end it must simply work as the priority, even if it means reducing the aesthetic quality of the item.

word count: 331 (approx.)

References

The Art Story, Bauhaus, www.theartstory.org/movement-bauhaus.htm, 12/10/17