Advertisement

The Shape of Challenge

Using Affordance Design to Create Challenge Within Games
  • Michael BrandseEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10289)

Abstract

Challenge design is in many ways unique to design in that it is created to throw obstacles in the way of the player rather than focus on an experience that tries to eliminate them. Challenge is a necessity to games, since many players of games derive the majority of the entertainment from the challenges they find in a game. Due to its nature, challenge has largely been misunderstood, both by researchers and game designers alike. It is often assumed that usability is a non-issue for games due to the presence of challenge, which is a false assumption. Furthermore, oftentimes challenge is erroneously defined through its difficulty. To battle these misconceptions, we have devised a model that explores the shape of challenge, concentrating on how it is designed. With this model, we attempt to dispel the idea that usability is a non-issue and identify that difficulty is just a single element of challenge. Using our model, we will enable a deeper understanding of game design as well as open up future venues of challenge design research.

Keywords

Patterns of DUXU practice and solutions Game design Challenge design 

References

  1. 1.
    Enger, M.: What is “Nintendo hard”? (2012). http://www.giantbomb.com/profile/michaelenger/blog/what-is-nintendo-hard/98057/. Accessed 15 Dec 2015
  2. 2.
    Suits, B.: The Grasshopper: Games, Life and Utopia. University of Toronto Press, Toronto (1978)Google Scholar
  3. 3.
    Cox, A., Cairns, P., Shah, P., Carrol, M.: Not doing but thinking: the role of challenge in the gaming experience. In: CHI 2012 Proceedings of the SIGCHI Conference of Human Factors in Computing Systems, pp. 79–88. ACM, New York (2012)Google Scholar
  4. 4.
    Juul, J.: The game, the player, the world: looking for a heart of gameness. In: Copier, M., Raessens, J. (eds.) Level Up: Digital Games Research Conference Proceedings, pp. 30–45. Utrecht University (2003)Google Scholar
  5. 5.
    Brandse, M.: The locked door and the puzzle: using affordance design to create compelling game design. In: ADADA 2015 Proceedings of the 13th annual conference of Asian Digital Art and Design Association, Chonnam National University, ADADA, pp. 256–261 (2015)Google Scholar
  6. 6.
    Cardona-Rivera, R., Young, R.: A cognitivist theory of affordances for games. In: Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies (2014)Google Scholar
  7. 7.
    Pinchbeck, D.: An affordance based model for gameplay. In: Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Brunel University (2009)Google Scholar
  8. 8.
    Nintendo, E.A.D.: The Legend of Zelda: Ocarina of Time (Software). Nintendo, Japan (1998)Google Scholar
  9. 9.
    Phillips, C., Johnson, D., Wyeth, P.: Videogame reward types. In: Proceedings of the First International Conference on Gameful Design, Research, and Applications, Gamification 2013, pp. 103–106. ACM, New York (2013)Google Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.Digital Hollywood UniversityChiyoda-kuJapan

Personalised recommendations