Game Design: Delving into Game Objects

Game objects matter, especially the central pieces, helping to either make or break a game. Of course they don’t make a game alone, rules are necessary to give them meaning, but it is important to see them as multiplicative factors that can propel a game. A great set of rules will be a great set of rules no matter what, but the overall enjoyment can be influenced by the quality of the game objects.

Imagine if instead of a Pokeball trainers used cages. It would change the mood of the Pokemon games completely right?

When developing a game you must create objects that will be used by players in order to achieve their goal. Each piece is a design project in itself, and like every design project they should have a clear objective of what they are trying to solve, a reason for why are they necessary.

Brain, Soul and Body

They should feel important, indispensable and motivational as well as being clear of what their intention is. I suggest seeing each object in their three different parts:

Function: How this element help in the mechanics and interact with the rules, where it is used, by who, and what it can and can’t do. If the element offers little or no help is it really necessary?

Reason: The second part is where that object fits in the story, context or universe of the game and what is its symbolic value, its meaning for the progress or for the characters. If its function is to give information to a player will that object be an old book, an informant NPC?

Visual: Third is how that element will be presented so their purpose is well understood by players. This is when you decide their look, material, shape and texture (even their smell and taste if you want to push it that far). Remember, the visual must not only be appealing, but also communicate as clearly as possible the Function and Reason of that object.

The Function works as the brain, the Reason works as the soul and the Visual works as the body. They must coexist as a single piece, finding balance.

If the mechanic of a game element is to give resources (life, gold, cards, pigs), the story behind it should be related to giving that resource and it should look like it can provide that resource so the whole piece makes sense.

Consistency throughout the game is really important for the immersion aspect, if something smells funny players will start scrutinizing other elements potentially breaking the flow and suspension of disbelief (the willingness to pretend something is real for the sake of entertainment, something that happens when playing a RPG or watching a sci-fi movie).

Game objects as experience boosters

“The industry knows that gamers crave flow and fiero—and the more game developers give it to them, the more time and money gamers will spend on their favorite games.” Jane McGonigal. Reality is Broken: Why Games Make Us Better and How They Can Change the World (2011).

Jane McGonigal frequently talks about flow and immersion, showcasing their importance in making gamers feel good during and even after they play. These game elements are the direct connection between the player and the rules or mechanics, helping boost their experience if these elements are well put together.

You might dive as deep as necessary in each of these three parts, but be careful not to get lost in the math and deep tactics of your game. Getting too sucked in the mechanic might make you lose the perspective of the project as a whole and overlook the player experience, which is the most important part of a game.

Take a step back and see the game element as a whole and if the parts make sense together. Think what might need to change so it fits better with the other parts of the same object and with different objects.

It won’t matter how tight the formulas are or how clever the calculations behind the mechanics are if the game isn’t fun when everything comes together.

Keep it your own

Test the experience felt by the interaction of these pieces during the whole game and analyze how each piece contribute to that experience. This is a bit of an imagination exercise at first and may vary from person to person, but it’s something to pay attention in play tests.

Found something that individually is great but when put together with other pieces doesn’t feel right? That might need an alteration for the sake of consistency of the game.

Having said that, don’t shy away from creative, unusual, quirky and weird ideas just to fit in a box, forcing yourself or the game to make sense in a convention created by others. The game should make sense within itself and be free to explore themes in different ways than the games that currently exist. Games are a powerful medium of expression and a designer should let their opinions and visions be shown through their craft.

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