Jump to content
  • entries
    4
  • comments
    15
  • views
    2,317

The 6 Core Values


McJobless

1,640 views

 Share

One thing I forgot to cover in detail in my previous blog entry was regarding how my game fits into the 6m core values of the LEGO company. Once again, this is all just generalisation at this stage, but since it's part of the reason I'm making this game (to make a LEGO game which actually matches all the values), I need to address them in some capacity.

 

The 6 Core Values:

 

  1. Imagination: It's important that kids can have enough freedom to express their ideas and develop their understanding of the world through the power of clever thinking and imagination. In my game, since there's no "action" mechanics that force kids into a fast-paced, deconstructive mindset, I can have the players invest a lot of the game time in their own minds, thinking about the way the world works and possible solutions to the problems they will encounter. The game very much is about asking the player to imagine what happened, and the simulation mode lets players play with their imagination based on what they find.
  2. Creativity: While Imagination focuses on the player bringing their unique view of the world to the game, Creativity is more about how the player can express their ideas and make impactful choices. In this game, every choice (such as collection items or playing a chain-of-events in simulator mode) has clear feedback on if it will help, hinder or distract towards your end goal. While there will always be one right/best solution, it's going to be key to still reward the player for any successful progress they did make and inspire them, rather than scold them, into trying out new ideas. The end ranking system will need to take this into account.
  3. Fun: LEGO nailed it when they stated that Fun comes through Mastery; that is, we enjoy when we learn and feel the rush of progression and succession. I feel as though the mechanics lend themselves to a very clear teaching experience about consequences and understanding the butterfly effect. With a strong feedback loop in place, players should always feel as though their actions inside the game are getting them somewhere, whether that be closer or further away from discovering what exactly happened at each scene.
  4. Learning: While this could practically be the same thing as Fun, I instead wish to treat this more towards the actual tutorial/skill-building process. Not everybody will understand how cars falls apart when hit at certain angles when they first start out, which is why my game will need to incorporate some native, subtle hints within the mechanics and design of each scene. As a simple example, the simple use of lighting and colour can make more important items stand-out, guiding newer players towards the key evidence they may not be aware they need.
  5. Caring: This value isn't going to be present so much inside the mechanics of the game itself as just the overall design goals of the game. By listening very carefully to Jon Blow's message about the human condition and the ethics of game design, I will be ensuring that players of this game aren't wasting their time on crap, but will actually have a deep and meaningful game experience with substance to enjoy.
  6. Quality: Ultimately, this will be the biggest challenge. By setting minimum technical and design standards and keeping myself hostage to this blog, I can overcome some of the typical problems in keeping consistent, high quality throughout a project, but it's going to take a lot of organisation and effort to really make it sink in, especially if others come on-board for this project.

 

It's all very vague and mysterious at this point, but as I carve a clearer picture of this game in the coming weeks, these values will start to be nailed down to very specific elements of the game design.

 Share

8 Comments


Recommended Comments

Wow, reading through all of these really hits home how many of those points the TT Games (with the exception of Worlds) don't follow in the slightest:

  • IMAGINATION: Nope, not in the slightest. As you sorta stated near the beginning, players are forced down a singular path towards the end of the level, and there's pretty much no leeway around that. No interesting ways to approach a situation besides what the devs are telling you to do, and nothing to really broaden your thoughts on the game's world. 
  • CREATIVITY: Again, nope. As I said in the previous point, there's no real leeway around the game path already chosen for you by the devs. No, the character customiser doesn't sodding count.
  • FUN: By McJob's definition of feeling that you're actually getting somewhere through mastery... no, not really. Other than the faint feeling of achievement when you 100% a level, you never really feel like you're getting anywhere (which is why the game tries to throw completion percentages at you all the bloody time), especially game mechanic-wise. Chances are you'll be doing exactly the same things near the end of the game that you were at the start, and that gets boring pretty quickly.
  • LEARNING: Definitely, definitely not. Anyone who's ever touched TLMVG knows about how bad it dealt with teaching mechanics (it spent so much time barking orders at me that I thought I was in the army for a sec), and although the more recent games have tried to reduce this it's still present in a lotta places.
  • CARING: From a gameplay point of view, there really isn't that much care in-between titles. Strip away everything and all you have is a barebones set of mechanics strapped together to make a very samey game. However, literally every other area of TT shows tons and TONS of care, and it really comes across in the final product. Cutscenes? Still the greatest bit out of all the Lego games. Character dialogue? Apart from a few exceptions (TLMVG, looking at you), well-written and occasionally really bloody entertaining. Obscure references? Always the best. So yeah, everyone expect the gameplay guys are fuelling these games with pure love. 
  • QUALITY: Definitely the one thing that TT is best at. Although I have many, many issues with the TT games, bad performance and crashing isn't one of them.

In summary, the TT games are like the videogame equivalent of a dumb action film: although they may not win awards for being the smartest or most revolutionary things out there, if you turn your brain off after a long day at work and switch one of 'em on, you'll be able to enjoy the dumb fun that they can provide if you don't think about them for too long. From a gameplay analysis point of view they're rubbish, but from a 'dumb fun' point of view they're inoffensive, occasionally neat and qualifies as entertainment... unless you think about it too much.

 

Thoughts?

  • Like 3
Link to comment

I think a lot of the problem probably stems less from Tt Games and more from The LEGO Group.

 

Think of it this way; at the beginning you had LEGO Media, that were know were NOTORIOUSLY controlling. The colour selections, the views on violence, the "no turning in Stunt Rally" thing...then you get into some of the online games, which are extremely basic. Some decently challenging ones, but still very "controlled" and locked-down. You can then look at their ever-failing MMOs; LEGO Minifigures Online was nothing more than a game about clicking on everything and hoping that a random generator would favour you, Chima Online was just completely bizarre, and while I don't have any directly experience, it seems like LEGO Universe was gimped by comparison to NetDevil's other MMOs, but not in ways that make complete sense.

 

I get the feeling TLG don't place as much trust or confidence into the video gaming realm as the products, and probably think that kids are incapable of dealing with deeper gameplay than what a linear action game offers. Now it's compounded by years and years of financial success and record-breaking by Tt, and Dimensions is their current cash-cow.

 

Businesses only really play up their values into their products when it makes financial sense to do so. It's easy for marketing teams to write bulls*** that heals over any critique. At the end of the day, LEGO are a business, and the only form of critique they'll truly listen to is one that either threatens their wallet or tickles their interest. I highly doubt my game, if it ever gets finish, will do that, but I'll be damned if I don't give it a shot.

  • Like 2
Link to comment

I would like to point out Lego Worlds about TT. While it is, by and large, unfinished, it manages to hit about four of them, which is a lot better than 0 l405G.jpg

Link to comment
5 hours ago, aidenpons said:

it manages to hit about four of them, which is a lot better than 0 l405G.jpg

Only four?

Link to comment
8 hours ago, natcO said:

Only four?

I'd argue it has only three, but to each their own.

Link to comment
On 8/1/2016 at 0:47 PM, Ayliffe said:

QUALITY: Definitely the one thing that TT is best at. Although I have many, many issues with the TT games, bad performance and crashing isn't one of them.

 

gonna remind y'all that I actually made this point because Dimensions is hella broken at the moment on all platforms and this should be immensely embarrassing for TT.

 

PRO TIP: Even with toys-to-life games that revolve around buyable figures, it's always best to delay games until they are 100% ready for release. Just because there's physical LEGO involved doesn't mean that is has to be forced out on a certain date.

Link to comment
10 hours ago, Ayliffe said:

 it's always best to delay games until they are 100% ready for release.

I think that would slash the amount of existing games by.... three quarters?

  • Like 3
Link to comment
On ‎10‎/‎11‎/‎2016 at 4:23 PM, Ayliffe said:

it's always best to delay games until they are 100% ready for release

 

Just on the programming side of things, this is not feasible. Updates exist for a reason.

  • Like 1
Link to comment

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.