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During my year of study at Rubika France (2016) I joined a team of 5 to participate in the Imagine Cup game development competition. For its first phase we had to submit a PowerPoint presentation for a concept we wished to build from in the next phases. We called ours "Beasts". The team was composed of two designers, two game artists and one game programmer. My main responsibility was the level design.
The business of game developers is to deliver to the "people component" of this diagram what he paid for and more. That is also the component that cannot be changed, that cannot be controlled and must be accommodated.
One way I like to conceptualize games is as some form of conversation. When we say that someone is playing a video game, essentially we are saying that he or she is having a conversation with a computer program through the means of his console or computer (or any hardware supporting it). This computer program is a set of systems designed by people in a different place and time that the player speaks to with his or her controller while it answers through feedback.
From this perspective games are some form of the art of conversation in some sense, exchanges between men and machine. Novels and films (and certainly others) are manifestations of the art of monologue, of the self-contained pieces, or the one way messages.
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People pay to take part in these conversations. Some expect to interact with different, believable worlds they care about, when others desire to be challenged to their limits. Some prefer to be creative, build unique pieces and sometimes it is all at once. Nowadays games flirt with the whole spectrum of human emotion.
That is the business of game developers, when the "people" component of the diagram above gets what he paid for and more. That is also the component we cannot change, cannot control. He who pays the piper calls the tune.
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Game developers attempt to make these exchanges as interesting and frictionless as possible. forget.
Game
Software
Input processing
Player's action
Output / Feedback
Visuals
Mobile/Tablet
Console
Computer
Hardware
Input
Gamepad
Touch screen
Motion controller
Keyboard & Mouse
People
Things we are not in control of
Things we are in control of
Player's perception
Game's response
Audio
Vibrations
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