Araştırma Makalesi
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A Game Development Process: From Design Stages to Playability and Usability Analysis

Yıl 2025, Cilt: 13 Sayı: 3, 431 - 452, 30.09.2025

Öz

With the advancement of emerging technologies, digital gaming has garnered increasing scholarly and practical interest. The processes of designing and evaluating the games remain a significant area of inquiry. This study focuses on two main aspects: formulating a novel game design and assessing its functionality in terms of playability and usability features. In the initial phase, the study introduces the design process of a newly developed real-time strategy puzzle game, giving the game’s core components such as purposes, characters, interface, rules, and winning criteria structured within a design document. Additional elements, such as physics, audio, AI behaviour, narrative flow, level structuring, difficulty tuning, and balance mechanisms, are also addressed. Techniques for troubleshooting and conducting prototype tests are proposed. In the second phase, the assessments of seven participants are conducted using the Heuristic Evaluation for Playability (HEP) method. Various game dimensions are examined, including gameplay, story, mechanics and usability. The outcomes are analyzed, offering insights into how design decisions influence playability, user experience and engagement. Based on these findings, recommendations are made to guide future development efforts in similar digital playing experiences.

Kaynakça

  • [1] Lessig, L. (2001). The Future of Ideas: The Fate of the Commons in a Connected World. Random House.
  • [2] Reimer, J. (2005). The evolution of gaming: Computers, consoles, and arcade. Accessed May 3, 2025. http://arstechnica.com/features/2005/10/gaming-evolution/4/
  • [3] Gerling, K. M., Birk, M., Mandryk, R. L., & Doucette, A. (2013). The effects of graphical fidelity on player experience. In Proceedings of international conference on Making Sense of Converging Media AcademicMindTrek '13) (pp. 229-236). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/2523429.2523473
  • [4] Lankoski, P. Apperley, T., & Harviainen, J.T. (2023). Platform-produced heteronormativity: A content analysis of adult videogames on patreon. Games and Culture, 18(1), 102-123. https://doi.org/10.1177/15554120221084453 (Original work published 2023)
  • [5] Verganti, R. (2009). Design-Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean. Harvard Business School Publishing Corporation.
  • [6] Corden, J. (2015). Review: New Xbox one experience - change for the better? Accessed June 7, 2025. http://www.windowscentral.com/review-new-xbox-one-experience-better-or-worse
  • [7] Rollings, A. & Morris, D. (2003). Game Architecture and Design: A New Edition. New Riders Games.
  • [8] Koster, R. (2013). A Theory of Fun for Game Design, 2nd ed. USA: O’Reilly Media, Inc.
  • [9] Rabin, S. (2005). Introduction to Game Development. Charles River Media.
  • [10] Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufmann.
  • [11] Adams, E. (2019). Fundamentals of Game Design. New Riders Publishing.
  • [12] Desurvire, H., Caplan, M. & Toth, J. A. (2004). Using Heuristics to Evaluate the Playability of Games. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (CHI EA '04). Association for Computing Machinery, New York, NY, USA, 1509–1512. https://doi.org/10.1145/985921.986102.
  • [13] Norman, D. A. (2007). The Design of Future Things. Basic Books.
  • [14] Overmars, M. (2012). A brief history of computer games. Accessed January 30, 2025. http://www.cs.uu.nl/docs/vakken/b2go/literature/history_of_games.pdf.
  • [15] Kent, S. L. (2001). The Ultimate History of Video Games. Three Rivers Press.
  • [16] Brooker, C. (2013). How videogames changed the world. Personal interview with J. Lea. Accessed December 21, 2022. http://www.artofthetitle.com/title/how-videogames-changed-the-world/.
  • [17] Carey, E. J. (2005). Retro Game Programming: Unleashed for the Masses, 1st ed. Course Technology PTR.
  • [18] Atılgan, N, Ş. (2007). Elektronik oyunlarda piksel grafikler ve bir oyun arayüzü tasarımı. Proficiency in art dissertation., Hacettepe Üniversitesi Sosyal Bilimler Enstitüsü Grafik Anasanat Dalı, Ankara, Turkey.
  • [19] Poh, M. (2023). Evolution of Home Video Game Consoles (1967 – 2011). Accessed February 21, 2025. http://www.hongkiat.com/blog/evolution-of-home-video-game-consoles-1967-2011/.
  • [20] Wijman, T. (2021). The games market and beyond in 2021: The year in numbers. Accessed February 21, 2025. https://newzoo.com/resources/blog/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming.
  • [21] Newzoo International B.V. (2024). Newzoo’s global games market report 2024. Accessed June 9, 2025. https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version.
  • [22] Rollings, A. & Adams, E. (2003). On Game Design. New Riders Publishing.
  • [23] International Organization for Standardization – ISO, 2019. Ergonomics of Human-System Interaction — Part 210: Human-Centred Design for Interactive Systems (2nd ed.). ISO Copyright Office.
  • [24] Hartson, R., & Pyla, P. S., 2018. The UX Book: Agile UX Design for a Quality User Experience. Morgan Kaufmann.
  • [25] Nielsen, J., 2012. Usability 101: Introduction to usability. Retrieved from https://www.nngroup.com/articles/usability-101-introduction-to-usability/. Accessed April 26, 2025.
  • [26] Federoff, M. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master of science thesis., Department of Telecommunications, Indiana University. http://www.melissafederoff.com/thesis.html.
  • [27] Laitinen, S. (2005). Better games through usability evaluation and testing. Accessed January 5, 2023. http://www.gamasutra.com/features/ 20050623/laitinen_01.shtml.
  • [28] Sánchez, J. L. G., Vela, F. L. G., Simarro, F. M., & Padilla-Zea, N. (2012). Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10), 1033–1054. https://doi.org/10.1080/0144929X.2012.710648
  • [29] Sweetser, P. & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment 3 (3): 3. https://doi.org/10.1145/1077246.1077253.
  • [30] Paavilainen, J. (2017). Playability: A game-centric definition. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17 Extended Abstracts) (pp. 487-494). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3130859.3131306
  • [31] Korhonen, H., & Koivisto, E. M. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI '06) (pp. 9-16). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/1152215.1152218
  • [32] Järvinen, A., Heliö, S., & Mäyrä, F. (2002). Communication and Community in Digital Entertainment Services: Prestudy Research Report. University of Tampere Hypermedia Laboratory.
  • [33] Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in action videogames: A qualitative design model. Human–Computer Interaction, 17(4), 311–368. https://doi.org/10.1207/S15327051HCI1704_1
  • [34] Ahmad, F., Shaheen, M., Ahmed, Z., Riasat, R., & Muneeb, S. (2023). Comprehending the influence of brain games mode over playfulness and playability metrics: A fused exploratory research of players’ experience. Interactive Learning Environments, 32(9), 4881–4897. https://doi.org/10.1080/10494820.2023.2205906
  • [35] Malone, T. W. (1980). What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems (SIGSMALL '80). Association for Computing Machinery, New York, NY, USA, 162–169. https://doi.org/10.1145/800088.802839
  • [36] Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial.
  • [37] Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31–34. https://doi.org/10.1145/1232743.1232769
  • [38] Nielsen, J. (1993). Usability Engineering. Morgan Kaufmann Publishing Inc.
  • [39] Rouse III, R. (2005). Game Design: Theory and Practice (2nd ed.). Wordware Publishing, Inc.
  • [40] Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (3rd ed.). CRC Press.

Tasarım Aşamalarından Oynanabilirlik ve Kullanılabilirlik Analizine Uzanan Bir Oyun Geliştirme Süreci

Yıl 2025, Cilt: 13 Sayı: 3, 431 - 452, 30.09.2025

Öz

Gelişen teknolojiyle birlikte, dijital oyunlar akademik ve pratik alanda giderek artan bir ilgi görmektedir. Oyunları tasarlama ve değerlendirme süreçleri önemli bir araştırma alanı olmaya devam etmektedir. Bu çalışma iki ana konuya odaklanmaktadır: yeni bir oyun tasarımı formüle etmek ve oynanabilirlik ve kullanılabilirlik özellikleri açısından işlevselliğini değerlendirmek. İlk aşamada, çalışma yeni geliştirilen gerçek zamanlı bir strateji bulmaca oyunu örneği üzerinden tasarım sürecini tanıtmakta ve oyunun amaçları, karakterleri, arayüzü, kuralları ve kazanma kriterleri gibi temel bileşenlerini bir tasarım belgesi içinde yapılandırmaktadır. Aynı zamanda, fizik, ses, yapay zeka davranışı, hikaye anlatımı, seviye yapılandırması, zorluk ayarı ve denge mekanizmaları gibi ek unsurlar da ele alınmaktadır. Oyun sırasında kullanıcıların karşılaşabileceği sorunları gidermek için prototip testleri yürütme teknikleri önerilmektedir. İkinci aşamada, yedi katılımcının değerlendirmeleri Oynanabilirlik için Sezgisel Değerlendirme (Heuristic Evaluation for Playability-HEP) yöntemi kullanılarak gerçekleştirilmektedir. Oynanış, hikaye, mekanik ve kullanılabilirlik öğeleri dahil olmak üzere çeşitli oyun boyutları incelenmektedir. Sonuçlar, tasarım kararlarının oynanabilirliği, kullanıcı deneyimini ve katılımı nasıl etkilediğine dair içgörüler sunmaktadır. Bu bulgulara dayanarak, benzer dijital oyun deneyimlerinde gelecekte yapılacak geliştirme çalışmalarına rehberlik edecek önerilerde bulunulmaktadır.

Kaynakça

  • [1] Lessig, L. (2001). The Future of Ideas: The Fate of the Commons in a Connected World. Random House.
  • [2] Reimer, J. (2005). The evolution of gaming: Computers, consoles, and arcade. Accessed May 3, 2025. http://arstechnica.com/features/2005/10/gaming-evolution/4/
  • [3] Gerling, K. M., Birk, M., Mandryk, R. L., & Doucette, A. (2013). The effects of graphical fidelity on player experience. In Proceedings of international conference on Making Sense of Converging Media AcademicMindTrek '13) (pp. 229-236). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/2523429.2523473
  • [4] Lankoski, P. Apperley, T., & Harviainen, J.T. (2023). Platform-produced heteronormativity: A content analysis of adult videogames on patreon. Games and Culture, 18(1), 102-123. https://doi.org/10.1177/15554120221084453 (Original work published 2023)
  • [5] Verganti, R. (2009). Design-Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean. Harvard Business School Publishing Corporation.
  • [6] Corden, J. (2015). Review: New Xbox one experience - change for the better? Accessed June 7, 2025. http://www.windowscentral.com/review-new-xbox-one-experience-better-or-worse
  • [7] Rollings, A. & Morris, D. (2003). Game Architecture and Design: A New Edition. New Riders Games.
  • [8] Koster, R. (2013). A Theory of Fun for Game Design, 2nd ed. USA: O’Reilly Media, Inc.
  • [9] Rabin, S. (2005). Introduction to Game Development. Charles River Media.
  • [10] Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufmann.
  • [11] Adams, E. (2019). Fundamentals of Game Design. New Riders Publishing.
  • [12] Desurvire, H., Caplan, M. & Toth, J. A. (2004). Using Heuristics to Evaluate the Playability of Games. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (CHI EA '04). Association for Computing Machinery, New York, NY, USA, 1509–1512. https://doi.org/10.1145/985921.986102.
  • [13] Norman, D. A. (2007). The Design of Future Things. Basic Books.
  • [14] Overmars, M. (2012). A brief history of computer games. Accessed January 30, 2025. http://www.cs.uu.nl/docs/vakken/b2go/literature/history_of_games.pdf.
  • [15] Kent, S. L. (2001). The Ultimate History of Video Games. Three Rivers Press.
  • [16] Brooker, C. (2013). How videogames changed the world. Personal interview with J. Lea. Accessed December 21, 2022. http://www.artofthetitle.com/title/how-videogames-changed-the-world/.
  • [17] Carey, E. J. (2005). Retro Game Programming: Unleashed for the Masses, 1st ed. Course Technology PTR.
  • [18] Atılgan, N, Ş. (2007). Elektronik oyunlarda piksel grafikler ve bir oyun arayüzü tasarımı. Proficiency in art dissertation., Hacettepe Üniversitesi Sosyal Bilimler Enstitüsü Grafik Anasanat Dalı, Ankara, Turkey.
  • [19] Poh, M. (2023). Evolution of Home Video Game Consoles (1967 – 2011). Accessed February 21, 2025. http://www.hongkiat.com/blog/evolution-of-home-video-game-consoles-1967-2011/.
  • [20] Wijman, T. (2021). The games market and beyond in 2021: The year in numbers. Accessed February 21, 2025. https://newzoo.com/resources/blog/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming.
  • [21] Newzoo International B.V. (2024). Newzoo’s global games market report 2024. Accessed June 9, 2025. https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version.
  • [22] Rollings, A. & Adams, E. (2003). On Game Design. New Riders Publishing.
  • [23] International Organization for Standardization – ISO, 2019. Ergonomics of Human-System Interaction — Part 210: Human-Centred Design for Interactive Systems (2nd ed.). ISO Copyright Office.
  • [24] Hartson, R., & Pyla, P. S., 2018. The UX Book: Agile UX Design for a Quality User Experience. Morgan Kaufmann.
  • [25] Nielsen, J., 2012. Usability 101: Introduction to usability. Retrieved from https://www.nngroup.com/articles/usability-101-introduction-to-usability/. Accessed April 26, 2025.
  • [26] Federoff, M. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master of science thesis., Department of Telecommunications, Indiana University. http://www.melissafederoff.com/thesis.html.
  • [27] Laitinen, S. (2005). Better games through usability evaluation and testing. Accessed January 5, 2023. http://www.gamasutra.com/features/ 20050623/laitinen_01.shtml.
  • [28] Sánchez, J. L. G., Vela, F. L. G., Simarro, F. M., & Padilla-Zea, N. (2012). Playability: analysing user experience in video games. Behaviour & Information Technology, 31(10), 1033–1054. https://doi.org/10.1080/0144929X.2012.710648
  • [29] Sweetser, P. & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment 3 (3): 3. https://doi.org/10.1145/1077246.1077253.
  • [30] Paavilainen, J. (2017). Playability: A game-centric definition. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17 Extended Abstracts) (pp. 487-494). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/3130859.3131306
  • [31] Korhonen, H., & Koivisto, E. M. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI '06) (pp. 9-16). Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/1152215.1152218
  • [32] Järvinen, A., Heliö, S., & Mäyrä, F. (2002). Communication and Community in Digital Entertainment Services: Prestudy Research Report. University of Tampere Hypermedia Laboratory.
  • [33] Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in action videogames: A qualitative design model. Human–Computer Interaction, 17(4), 311–368. https://doi.org/10.1207/S15327051HCI1704_1
  • [34] Ahmad, F., Shaheen, M., Ahmed, Z., Riasat, R., & Muneeb, S. (2023). Comprehending the influence of brain games mode over playfulness and playability metrics: A fused exploratory research of players’ experience. Interactive Learning Environments, 32(9), 4881–4897. https://doi.org/10.1080/10494820.2023.2205906
  • [35] Malone, T. W. (1980). What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. In Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems (SIGSMALL '80). Association for Computing Machinery, New York, NY, USA, 162–169. https://doi.org/10.1145/800088.802839
  • [36] Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial.
  • [37] Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31–34. https://doi.org/10.1145/1232743.1232769
  • [38] Nielsen, J. (1993). Usability Engineering. Morgan Kaufmann Publishing Inc.
  • [39] Rouse III, R. (2005). Game Design: Theory and Practice (2nd ed.). Wordware Publishing, Inc.
  • [40] Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (3rd ed.). CRC Press.
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Endüstriyel Ürün Tasarımı, Etkileşim ve Deneyim Tasarımı, Tasarım Araçları ve Teknolojisi, Tasarım Uygulaması ve Yöntemleri
Bölüm Endüstriyel Tasarım
Yazarlar

Ezgi Ilhan 0000-0002-5016-0948

Yayımlanma Tarihi 30 Eylül 2025
Gönderilme Tarihi 3 Temmuz 2025
Kabul Tarihi 16 Eylül 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 13 Sayı: 3

Kaynak Göster

APA Ilhan, E. (2025). A Game Development Process: From Design Stages to Playability and Usability Analysis. Gazi University Journal of Science Part B: Art Humanities Design and Planning, 13(3), 431-452.