There is a growing interest in researching game design processes, artifacts and culture through active game design. Tools and processes to support these attempts are limited, especially in terms of a) capturing smaller design decisions where rich tacit information is often situated, and b) visually tracking the project's growth and evolution. To address this gap, we present Reflection at Design Actualization (RDA), an open source tool and process for collecting granular reflections at playtesting moments and automatically recording the playtests, bringing reflection and data collection closer to the point where design decisions concretize. Three researchers engaged with and evaluated RDA in three varied game development projects, adhering to the principles of autobiographical design. We illustrate the designer experience with RDA through three themes, namely, designer-routine compromise, designer-researcher persona consolidation, and mirror effect of RDA. We further discuss the tool's challenges and share each designer's personal experience as case studies.
翻译:当前,通过主动的游戏设计来研究游戏设计过程、设计产物及其文化正受到越来越多的关注。然而,支持这类尝试的工具与流程尚不完善,尤其是在以下两个方面:a) 捕捉那些蕴含丰富隐性信息的微观设计决策;b) 以可视化方式追踪项目的成长与演变过程。为弥补这一不足,我们提出了“设计实现中的反思”(Reflection at Design Actualization, RDA),这是一个开源工具及配套流程,旨在游戏测试环节收集细粒度的反思,并自动记录测试过程,从而使反思与数据收集更贴近设计决策具体化的时刻。三位研究人员遵循自传式设计的原则,在三个不同的游戏开发项目中应用并评估了RDA。我们通过三个主题——即设计者与常规流程的妥协、设计者-研究者身份的融合,以及RDA的镜像效应——来阐述设计者使用RDA的体验。我们进一步讨论了该工具面临的挑战,并以案例研究的形式分享了每位设计者的个人经验。