dc.description.abstract |
The Global Game Jam is an annual event that invites people from around the world
to participate in a 48-hour period dedicated to the art of game design. In an effort
to find any commonalities between design choices among Global Game Jam
games, a total of 40 games were randomly chosen and played for the purpose of
recording data into a form. The form consists of questions regarding artistic,
mechanical, and narrative choices, as well as the presence of Laws (2010) ideas on
narrative and Koster’s (2012) thoughts on feedback. The data was then analyzed to
find any meaningful information. Diversifiers, which are restraints that jammers
can choose to put on themselves during the design process, were found to possibly
have some effect on how well a game is enjoyed. Games with no diversifiers were
far more likely to be disliked during play, and 8 out of all 10 disliked games had no
diversifiers. Games that focused more on art tended to be more difficult to play and
less fun. Many times, games seemed to lack any sort of instructions. Games with
certain diversifiers that inspired clearer understanding had a greater chance of
being enjoyed, and games that were enjoyed had a greater mean of feedback than
in that of all games. Elements of Hope and Fear were found in 10 of the 15 games
that I enjoyed. The presence of a three-part narrative wasn’t conclusive in whether
or not it could improve a game’s entertainment value. |
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