Defining the Core of Your Game – Design Pillars

Max Pears has published a post about the elements that define every game.

What is the game? How does one define the title’s main core? Max Pears has published a post that might answers these questions. The article focuses on the games’ ‘Pillars’. These ‘Pillars’ are the 3 – 5 main elements/emotions your game is trying to explore and make the players feel. So, how can you define these elements? 

The developer discussed some of the key points of design and studied some games to prove his points. 

A lot goes into making Last of Us a truly an amazing game, that so many of us enjoyed. So let’s take a look at the core pillars of this game:

  • Crafting: Ammo is scarce, so to distract or cause a higher amount of damage to one’s foes it is better to use items populating the world. This works in unison with the environmental story telling of how this is not many resources left in this world
  • Story: Last of Us is a linear game which is heavily narrative lead, they want everything to tie in with the story as mentioned with crafting. The game focuses on the story of the two main characters rather than the player’s own story.
  • AI partners: The game is all about building a relationship between the player’s character with the AI partner Ellie and other partners you meet throughout your journey
  • Stealth: Combat is used in this game, but if you were to run and gun, then the game would make your life extremely difficult. So player are encouraged to play more stealthily

As you can see (if you have played the game) that most of the game fits with these core principles. Puzzles, requiring AI help, there are stealth section in the missions, the story is king and even in multiplayer crafting is important to the players.

Max Pears 

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