Noita

In this article, we present a case study where we used timelines as a structuring method for understanding the creative process of game development spanning several years. In the case study, an indie game, Noita, with over ten years of development time, was analyzed through a multitude of sources such as devlogs, prototypes, builds, interviews and fan engagement. As a result, we came up with a timeline with over 150 entries in seven distinct phases to showcase the richness of the design journey, with multiple milestones and influences on the development process. In this article, we reflect on the research process and suggest the use of the timeline method as a part of the multidisciplinary toolset for studying game design.

Authors

Publication Details

Journal
Transactions of the Digital Games Research Association
Published
2024-08-23
DOI
https://doi.org/10.26503/todigra.v7i1.2186
Citations
1
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.37
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article

Noita

Annakaisa Kultima, Riina Ojanen, Niklas Nylund
1 citations
Transactions of the Digital Games Research Association
Innovative Human-Technology Interaction
0.37
article

Noita

Annakaisa Kultima, Riina Ojanen, Niklas Nylund
article en
1 citations

Abstract

In this article, we present a case study where we used timelines as a structuring method for understanding the creative process of game development spanning several years. In the case study, an indie game, Noita, with over ten years of development time, was analyzed through a multitude of sources such as devlogs, prototypes, builds, interviews and fan engagement. As a result, we came up with a timeline with over 150 entries in seven distinct phases to showcase the richness of the design journey, with multiple milestones and influences on the development process. In this article, we reflect on the research process and suggest the use of the timeline method as a part of the multidisciplinary toolset for studying game design.

Transactions of the Digital Games Research AssociationVol. 7(1)
Openalex Percentile: Top 41%
Innovative Human-Technology Interaction
0.37
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