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Artful Design: Week 6 - Game Design
File Attachment:Music 256A, Week 6
20 Levels to Understanding Something About Games Game, by Mike Mulshine
1 - a game can make you feel. if you agree, go to level 2. otherwise, go to level 3. yes = 2; no = 3;
2 - in games, you overcome obstacles. you are challenged. you learn new rules and limits. you gain skills. you can enter a new world (fantasy). you can have a new life in the game. you feel power or the lack thereof depending on how well you are doing. controls and agency make you the protagonist of the experiences played out in the game. you feel things. you can become attached. in some ways, all of this describes real life, but games are not real life... we do them in our real lives though... are games escapist? yes = 7; maybe = 10;
Homework 5, Chapter 6
I want to discuss principle 6.2, The Tofu Burger Principle. I think one of the biggest challenges that app developers face is designing a game that is both easy to get a hold of and comprehensive. Particularly with mobile apps, I and most others become skeptical when the onboarding process and initial screens look crowded or overly complicated. If the app overwhelms you, it becomes much less fun, useful, etc.
Music 256A, Week 5
Chapter 5 of Artful Design discusses the aesthetics of interface design, particularly musical instruments, with digital technologies. The chapter emphasizes the importance of the human body, "our mind's interface," and explores works by artists who have attempted to close the gap between humans and machines (artists like Rebecca Fiebrink, Michel Waisvisz, and Atau Tanaka). This is a unique challenge faced by digital instrument or interface designers; that is, how do we design an instrument or interface whose output feels coupled to human input?
Week 5: Chapter 5
I used the sanity test mentioned above on my project and want to share this introspective process.
First I attempted to reflect on the first question: Does the end product justify the technology?
Music 256A: Week 6 Reading
Derek Chung
Music 256a
Week 6 Reading
Chapter 6: Game Design
Principle 6.4: The aesthetics of games.
During the first week of lecture, we talked about the idea that "play" is the ultimate expression of freedom. In whatever form, we play without a specific purpose. To me, it seemed like games had a purpose of inducing "play". I think the inherent principle of a game is to have fun. While reading this chapter, I became more aware that games often serve many different purposes and are more complex than I originally thought.
Music 256A: Week 5 Reading
Derek Chung
Music 256A
Week 5 Reading
Chaper 5: Interface Design
Interlude professor Perry Cook doesn't believe in top-down design, or the idea that you should build the overall system (the instrument) before it's subsystems (the piece). I'd like to elaborate on this idea first and address other points of the interlude.
I'm not sure if this statement is correct, but from my point of view, it seems like we don't know the limitations of computers when it comes to computer music. There's so much experimentation that can still be done with how to produce sound. I feel like building an instrument first can have multiple consequences. Here's two of them:
Music 256A, Week 4
Chapter 4 of Artful Design focuses on the design and use of programming languages for creative purposes. Every programming language packs with it its own unique aesthetics. Even if two languages can tell the computer to do exactly the same things (as many can), the syntax and verbosity of a language make the coder design differently. The ease of synthesizing audio, timing events, connecting external devices, sporking shreds, and more, in ChucK lends the language well to the creation of compositions, audio installation software, interactive applications and musical interfaces.Week 4: Chapter 4
“Design things with a computer that would not be possible without!”