All experiences are built out of individual elements of different kinds. An element is anything the creator of the experience can directly create or control. There are three broad types of elements: sensory, narrative, and interactive. Sensory Elements The sensory elements include more than just visuals and audio--any direct sensory input falls under this category. Sensory elements are broken down into subtypes:
Narrative Elements The narrative elements are what connect the experience to the life and culture of the audience. Narrative elements are broken down into subtypes:
Interactive Elements Narrative and sensory elements are used extensively in games, but game designers work primarily with interactive elements. Interactive elements are broken down into subtypes:
"Mechanics act on components, in a space, through an interface." Theme The theme of an experience is what ties all the elements together into a cohesive whole. If an experience is pirate themed, the narrative and sensory elements should all be pirate themed. If it is interactive, those elements should make sense for pirates as well (sailing and fighting mechanics, freedom to travel through large open spaces, etc.). An experience could just be abstract (i.e., no theme), but it will often not be as appealing to a large audience.Types of Experiences Experiences can be categorized according to which types of elements or sub-elements they use to deliver the experience. Each type may be used to a greater or lesser degree in a given category, with certain types being core to the experience. Some examples of the core element types of difference experiences:
Visual art and music often have narrative elements as a significant part of the experience, and it is easy to see how more unusual experiences might combine different element types (a cathedral service has visual, audio, and spatial elements, for example, while a day at a spa might combine kinesthetic, audio, and smell). Types of Games Games rely heavily on interactive elements, although modern digitial games also include visuals, audio, and narrative elements:
Note that the extent to which an experience uses interactive elements is directly correlated with how much it "feels" like a game, and even more so if the experience results in the challenge and accomplishment engagement types for the player. Types of Game Designers When making a game, the designer generally creates the mechanical elements (when acting as a system designer), the component elements (when acting as a content designer), the spatial elements (when acting as a level designer), or the interface elements (when acting as an interface designer). The narrative elements are generally left to the writer, the visual elements are generally left to the artist, and the audio elements are generally left to the sound designer. However, a good game designer often takes a very active role in the creation of those elements as well (even if the actual implementation is left to the specialists). Very few designers excel in creating all types of elements, but the interactive elements are the critical ones for a professional game designer (although the narrativists would say the narrative elements are the critical ones). Explicit, Implicit, and Emergent Elements Any element can be either explicit, implicit, or emergent (although there are no hard boundaries between these categories). Explicit elements are ones directly created as part of the experience, including explicit rules, plot, images, sound effects, etc. Implicit elements are those strongly implied by the nature of the experience, but not made explicit. This includes the imagery in a reader's head when a novel gives a detailed description of a scene, an implied romantic relationship between two characters that is not explicitly stated, or the spatial layout implied in a text-based adventure game. Emergent elements are those not even implied, but instead wholly created by the person engaged in the experience. This includes music a player creates by firing a ship's weapons in a particular pattern, the backstory a viewer imagines for a secondary character in a movie, or rules that the players of a game make up themselves. When talking about elements, it should be assumed the elements are explicit unless specifically stated otherwise, but a designer must always keep the implicit elements of an experience in mind. The Audience |
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