During design research, we discussed how to phrase a question, the core components of it and how to analyse it and break it down to it's basic aspects.
I initially thought on how I want to research how remasters and remakes are affecting the industry. Because compared to the previous generation it appears to be more dominated by these types of releases with very few new titles being released.
I finally summed up my question as follows: How are game remasters affecting the industry?
After today however I believe this is too vague and somewhat un-researchable. Karl explained how our questions should be composed of no more than 3 main points at our level of research. With this in mind I have expanded upon my question:
How are re-releases affecting design and creativity in the gaming industry?
Using the method demonstrated today I can break this question down into its main points:
How are re-releases affecting design and creativity in the gaming industry?
While creativity may be considered un-researchable it does have aspects related to this question that can be researched. Like for example; look at various companies releases over a period of time, including new I.P.s, re-releases. And see how their 'new' titles improve in terms of unique mechanics, gameplay, setting etc.
Design on the other hand would be more precise as it would focus more on specific mechanics.
The question may still be a bit vague and require a more precise path of questioning. Like: How are re-releases affecting the industry and how it impacts creativity?
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