I never thought that I would read an academic article talking about video games, but when I did this, its way of designing really surprised me. Through the three examples the article shows us the design of the rule, the process of the graphic design and the ways of testing. What impressed me the most is that the core of game design is setting the rules, whereas the outcome of the rule making is entertaining players by the whole effects instead of monotonous rules. As a result, the graphic design follows the rules design and modifies constantly to best satisfy the rules when they change after testing, and maximize the enjoyable experience of playing. This process of repeating “design, test, and analyze” is called iterative design. It is similar in the graphic design for film. We draw a rough craft of the special effects through our imagination, then modify it many times according to the director since the whole effects of the film is uncertain before it comes out, and that is controlled by the director. No matter for games or for films, graphic design can not be separated from the big picture. Design has to follow some certain rules to achieve the final effects, creating for severing, and that is the fascination of graphic, modifying constantly through the work of a group to find and realize the best visual experience.
A short response to Play as Research: The Iterative Design Process