Crawford Chapter 1 Research – Joshua Young

“Those who overrate their own understanding undercut their own potential for learning.”

In game design or in game development, we as both the players and the developers often overrate our skill wen making a game or product. The same goes for the opposite, people often underrate themselves in their in own skills when they create a game, they can be the most skilled programmer but if they don’t think of programming in terms of improving the experience for the player, then it’s hard to say whether that person is a good game programmer. The moral of this quote is that we all have the potential to create something amazing, but we can’t undercut or overrate our abilities, we can just do what is within our skill level to use as a learning experience.

“Games are objectively unreal in that they do not
physically re create the situations they represent, yet they are subjectively real to the player”

When playing games we like, whether it be the story or the gameplay, we get this subjective attachment to it that we feel immersed into the game. Games like Persona 5 makes us immersed with the characters and gameplay but also a game like OMORI can keep us attached to the characters with its storytelling, the situations the game puts us in and that we as developers put our player in must have some sort of hook took keep them playing the whole way through our game.

“the player of a game is encouraged to explore alternatives,
contrapositives, and inversions. The game player is free to explore the causal relationship from many
different angles.”

This quote means how in games it encourages the player to create their own story instead of always being presented the facts like a regular story. Games that do this often has some kind of quest system implemented that can both influence the story and give the player optional content and gameplay to go through for story reasons, an example of a game like these can be OMORI and even the more recently released Five Nights at Freddy’s: Security Breach by having the option to the player to access multiple endings. This is all a choice for the type of game you as the developer are going for, but as a suggestion, if you make a game where your choices should matter, and if it will have one ending no matter the choices, have a good build up in the story ending to make that ending satisfying to the player.

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