In game design, UX ― user expererience ― is paramount. Game players are becoming ever more sophisticated, more educated, more complex; rules and goals are elaborated then refined to reflect the co-evolution of gamers and gameplay. In Reality is Broken, Jane McGonigal defines structured game experience as having rules, goals, voluntary play and a fourth structure not yet addressed: a feedback system. Feedback is dependent on player participation, with a set of rules and goals to observe and communicate. A feedback system ultimately creates the capacity for interaction. It serves to connect player and game, and the design of that system determines the intuitive nature of the experience.
I was asked to come up with a logo concept for a game design association in Nova Scotia. I took advantage of symbolism to give logo clarity and visual context. A cropped, stylized outline of a Supernintendo ES controller is used to created the positive and negative shapes of “u” and “x”. The four arrows that make up the “x” may be representative of the four pillars of structured game experience. In this design, the left, right, forward and backward directional buttons, which are not typically colored on a controller, they pay tribute to the classic playful colors of the Nintendo a, b, x and y buttons. Alternatively, the colors of the arrows may take on the colors of the Nova Scotia flag: white, blue, gold and red.
The vibrant arrows draw our attention in and then out through one color, likely the highest-value color that is placed in the upper-right, in this case yellow, and then around the loop of the “u” ― the iterative loop that is feedback, interaction, user experience and game design in Nova Scotia (or anywhere).