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Game Design &
Player Experience

Lori Landay
LHUM P433
Digital Narrative Theory & Practice
2
3
6. Are there particularly enjoyable dynamics that emerge from the game’s
structure? Frustrating ones? Describe them:

similar to
your interactivity models

4
The X
Electronic Arts uses the X, a two-part summary of aspects of a game under
development: the razor and the slogan.
In these second-level brainstorming sessions, focus on features and clearly define
what producers at Electronic Arts o en call the “X” of the game. The X is the creative
center of the game. It is also an alignment tool—aligning the development team,
marketing, advertising, and customers so that you can communicate the value of the
game to each party in terms they understand.
Electronic Arts’ Chief Visual Officer, Glenn Entis, describes the two parts of an X as
“the razor” and “the slogan.” The razor cuts—it allows the team to determine which
features belong and which do not. The slogan is catchy—it allows marketing and
players to determine whether or not this sounds like something they want to do. For
example, the razor for the original Medal of Honor was “GoldenEye set in WWII on a
PlayStation.” Entis felt this was a great razor because it allowed the team to decide
what features the game absolutely needed. It was not a great slogan, however. The
slogan that went on the box was, “Prepare for your finest hour.” While this was a
great slogan, it would not have helped drive the creative process at all.
Tracy Fullerton, Game Design Workshop, p. 161
5
There are
three bodies
involved when
someone plays
a video game.

6
7
QuickTime™ and a
H.264 decompressor
are needed to see this picture.

Three clips from
Moulin Rouge, dir. Baz Lurhmann, 2001
9
QuickTime™ and a
decompressor
are needed to see this picture.

Panic Room, dir. David Fincher,2002.
Do you feel the wind? Where? Why?

QuickTime™ and a
H.264 decompressor
are needed to see this picture.

Flower, thatgamecompany, 2009
GAPS BETWEEN

the physical body of the player,
the screen body represented on the screen, perhaps by an
avatar, and
the imaginary body comprised of
the mental image,
the body schema (nonconscious sensory-motor processes of
the physical body)
and also the virtual body
and also the virtual body
and also the virtual body
and also the virtual body
Sound has the potential to bridge the points of
disconnection among these embodiment perspectives in a
way that image and action cannot.
Walter Murch’s aural spectrum

http://transom.org/?page_id=7006
Flower,
thatgamecompany, 2009

QuickTime™ and a
H.264 decompressor
are needed to see this picture.
Text

15
unified sound, image, action in a virtual environment

Char Davies, Osmose (1994-96)
“Technology mirrors our desires;
interactive technologies, in
particular, reflect our desire to feel
engaged.”
David Rokeby, “Transforming Mirrors:
Subjectivity and Control in Interactive
Media,” 1996
18
http://www.lorilanday.com/sound

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Digital Narrative: Game Design & Player Experience

  • 1. Game Design & Player Experience Lori Landay LHUM P433 Digital Narrative Theory & Practice
  • 2. 2
  • 3. 3
  • 4. 6. Are there particularly enjoyable dynamics that emerge from the game’s structure? Frustrating ones? Describe them: similar to your interactivity models 4
  • 5. The X Electronic Arts uses the X, a two-part summary of aspects of a game under development: the razor and the slogan. In these second-level brainstorming sessions, focus on features and clearly define what producers at Electronic Arts o en call the “X” of the game. The X is the creative center of the game. It is also an alignment tool—aligning the development team, marketing, advertising, and customers so that you can communicate the value of the game to each party in terms they understand. Electronic Arts’ Chief Visual Officer, Glenn Entis, describes the two parts of an X as “the razor” and “the slogan.” The razor cuts—it allows the team to determine which features belong and which do not. The slogan is catchy—it allows marketing and players to determine whether or not this sounds like something they want to do. For example, the razor for the original Medal of Honor was “GoldenEye set in WWII on a PlayStation.” Entis felt this was a great razor because it allowed the team to decide what features the game absolutely needed. It was not a great slogan, however. The slogan that went on the box was, “Prepare for your finest hour.” While this was a great slogan, it would not have helped drive the creative process at all. Tracy Fullerton, Game Design Workshop, p. 161 5
  • 6. There are three bodies involved when someone plays a video game. 6
  • 7. 7
  • 8. QuickTime™ and a H.264 decompressor are needed to see this picture. Three clips from Moulin Rouge, dir. Baz Lurhmann, 2001
  • 9. 9
  • 10. QuickTime™ and a decompressor are needed to see this picture. Panic Room, dir. David Fincher,2002.
  • 11. Do you feel the wind? Where? Why? QuickTime™ and a H.264 decompressor are needed to see this picture. Flower, thatgamecompany, 2009
  • 12. GAPS BETWEEN the physical body of the player, the screen body represented on the screen, perhaps by an avatar, and the imaginary body comprised of the mental image, the body schema (nonconscious sensory-motor processes of the physical body) and also the virtual body and also the virtual body and also the virtual body and also the virtual body Sound has the potential to bridge the points of disconnection among these embodiment perspectives in a way that image and action cannot.
  • 13. Walter Murch’s aural spectrum http://transom.org/?page_id=7006
  • 14. Flower, thatgamecompany, 2009 QuickTime™ and a H.264 decompressor are needed to see this picture.
  • 16. unified sound, image, action in a virtual environment Char Davies, Osmose (1994-96)
  • 17. “Technology mirrors our desires; interactive technologies, in particular, reflect our desire to feel engaged.” David Rokeby, “Transforming Mirrors: Subjectivity and Control in Interactive Media,” 1996
  • 18. 18