In this week’s study, I learned about the core experience, design vision, and design pillars of games. The so-called core experience refers to what a game author wants players to experience when playing the game they have made, such as emotions, thoughts, or behaviors.
“Fear in a confined space” and “reflecting reality through a series of stories” are both core experiences.
The design vision is to explain what the game created by the game developer wants players to experience. Why does this feeling exist? And what underpins this vision is the “design pillar”. Each pillar is a design rule and method that supports the creator’s design intention, such as game mechanics, narrative styles, and so on.
I made a presentation PPT and gave it in the class on Thursday, explaining the game I wanted to make, as well as its core experience, design vision, and design pillars.
Game Name: chase
Essential Experience
I hope players can feel the intense tension and excitement when being chased, as well as the relaxation after escaping.
Design Intention:
The game creates a continuous thrilling experience through three pillars, namely “environmental pressure”, “sound feedback” and “fear of the unknown”
the three design pillars are respectively: Environmental pressure, Sound, fear of the unknown.
