In Closing
After all is said and done, more is always said than done.
Thinking back about my experiences with muse-based game design, I feel it is worth discussing its significance to game design in general; what it reveals about those techniques and methods that may be commonplace amongst game designers.
Although I wouldn't say that I've ever doubted the value of playtesting with others, from my brief personal experience of game design, I know that it is extremely easy to get caught up in the design of the game above all else. In fact, it is particularly salient to note that even within the textbook that guided our learning process, Game Design Workshop, the notion of “designer as player’s advocate” is given three paragraphs’ worth of attention before it discusses players as playtesters—and little more. While this concept of playtesting to ensure relevance to the players is dealt with in extensive detail, the involvement of those players is referred to as little more than validation of existing work. Up until the start of this project, I would have gladly corroborated this approach; having previously succeeded at creating what seemed like a fairly engaging game without extensive involvement of many people aside from the main development team. My past experiences were exclusively rooted in the “designing games for the designer” mentality, whether intentionally or otherwise.
The completion of Cakescavators’ design and prototypes has brought with it a drastic shift in perspective. The way the project unfolded and developed over time provided a clear view into several different other ways in which a player could be involved in the game design process; all of which were more holistic and inclusive in nature. I honestly didn't expect that my muse would so quickly become co-designer in my project, but I was happy that she did. She provided ideas that were even more original than what I could have come up with on my own, facilitating and even improving the overall process several times over.
Taking a few steps back, however, it is important to consider also the purpose of research within muse-based design techniques. Putting more attention towards the target player’s profile, even prior to the game’s design phase, provided me with ample grounds for exploring new subjects and styles of gameplay. This broadening or shifting of the game’s targeted scope may not guarantee a completely new or innovative game, but it does provide novelty in the designer’s considerations and choices. As far as I'm concerned, however, the exact research techniques applied are only incidental to the process’ overall validity—simply deferring the motivation of initial game design choices to a specific target audience provided a different take on the typical ideation phase, which I found very intriguing.
I would say that I'm still quite green when it comes to game design, but what my experiences with muse-based design have shown is that extensive experience as a designer can only take you so far. While it might not be identical, a similar trend in game design can be seen nowadays with the growing popularity of the Steam Workshop, which effectively crowdsources a lot of very well-made content from those who would otherwise only be consuming a very centrally designed experienced. Those same sorts of creative people could ostensibly have added a lot of value even during the initial design process. In fact, the newest instalment of Unreal Tournament has been announced by Epic games as being developed completely openly and in collaboration with its community from day one. Whether or not this will truly benefit their design and development process in the long run remains to be seen, but the humble beginnings of audience participation’s application in the industry has already given quite a positive indication thus far.
While not all of my future games will necessarily be designed in this way; the concepts of muse-based design or even applying participatory design in general are indeed extremely valuable tools to have at one’s disposal. They offer techniques and methods of research for the sake of inspiration, which are altogether more practical and altruistic. Designing games with others in mind is a paradigm that brings with it a wide plethora of benefits, including new ideas and powerful motivators, which should not be underestimated. When approached in the proper way, the end result of the process can be seen as far more than merely the sum of its parts.









