
A
Primer for the Design Process, Part 1: What to Do
By
Tim
Huntsman
Gamasutra
June
30, 2000
URL: http://www.gamasutra.com/features/20000630/huntsman_01.htm
For every game
that sets the high-water mark in design and/or game play, there are dozens of
titles that don't. Why is that? I've discovered a number of possible reasons.
Many games are made by people who shoot from the hip instead of taking a good
and proper aim at success, many designers are relatively new to their jobs and
aren't certain what's expected of them, and few development companies have established
a formal design processes for creating and implementing a game.
Books and magazines are only now dedicating themselves to the craft of game
design. Because it is an inherently creative task, everybody thinks they can
do it. If that were true, there'd be more games out there with better control,
better AI, more user-friendly front-ends, game mechanics that the average 12
year old can immediately pick up and play, and less games clogging the clearance
bin at Software, Etc. A harsh reality story a friend of mine likes to tell regards
a VP of development-type for a larger developer/publisher asking why he should
invest 1.4 million dollars in his project versus simply investing it in the
stock market. The answer? The possibility of an astounding return on investment
provided the game is well designed, on time, and fun to play.
This primer for the design process is broken into three separate sections: Do,
Think, and Need. The first article explains what you need to do to get ready
to make a game, the second looks at what you need to think about while you're
making the game, and the final piece examines what you'll need to do the task.
What to Do:
The primary task of the Designer is to design the game. That sounds simple;
it was meant to. More goes into designing a game than writing frilly paragraphs
about just how cool you think your idea is, just more is required than writing
a massive, hernia-inducing tome of endless and unnecessary detail that no one
but the author can bring themselves to read.
Good design is about the implementation of ideas and details. To know what you
need for your game, you need to know what's going on around you. You need to
know what the market might support and what the market is sick and tired of
seeing. You need to know what your company (or those funding your company) may
or may not want to see. In short, you need to start by asking some questions.
1. Asking questions
This is as simple as it sounds, you need to ask questions before you begin to
write your design doc. There are a lot of things to consider while you're cooking
up ideas for your next platinum-selling title. By no means is this list all-inclusive.
Some questions might be irrelevant to your respective situation -not all games
need the same considerations- while some projects might require additional questioning.
Determining which questions to ask is one of the most important parts of your
job.
What are the
current trends?
What are current trends in design? Scan the trade-mags and look at what and
who are causing a buzz. As technology gives us the ability to push more polys,
build and view larger worlds, light them in real-time, and maintain an acceptable
frame-rate, we see that gamers are expecting more from their entertainment.
One way that certain creative companies have kept the ongoing interest of gamers
is to blur the lines between established genres. It helps us to challenge what's
become "accepted" and push the veil of innovative design.
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Screen
shot from WWF Warzone
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Trends can also
exist in things like options and utilities-how the competition is empowering
the player by giving them more control over their game play environment. One
standard now being called for in the wrestling genera is the need/want to create
custom wrestlers from the ground up. This became the most talked about feature
on the US side with WWF Warzone, and now THQ and EA both incorporate
more "player-empowering" concepts into their titles.
What is marketing
looking for?
This could be restated as, "What are gamers looking for?" Look to
the marketing experts, they should have a good idea about what people want.
They do the focus-group testing, they should be compiling data from this feedback.
Also, consider what the market can stand. "Me-too" products usually
sell much less than the product they're emulating.
What current
tools do we have access to?
For example, look at what motion capture did for animation. Don't get me wrong,
I'm not advocating an "all motion capture, all the time" game world,
but that kind of data is an excellent way to build a foundation that your well-paid
and well-respected motion editors can start from, tweaking the motion to fit
the design after the fact.
3D authoring and world-building tools are still probably the most prevalent
example of things that can help or hinder the design process. Preexisting tools
can also give you jump if you need to either prototype a concept in a hurry
or if you need to race to make the Christmas buying season before you loose
the license for your game.
Tools give you a way to either prototype a design to get an idea across. They
also allow you to get a job done with less hassle. Recycling technology is not
a bad thing, unless the only thing your company can hype is tech with no game
play.
What's good
in the music/game world right now?
Some genre's lend themselves to certain kinds of music, often from professional
named bands or individuals. Take a listen to what's good, what seems to be happening,
then incorporate its style into your title. Some marketing folks will fork over
a chunk of your development budget to sign bands or individuals to do the music
for your title, but it's been my understanding that very seldom, if ever, will
a person's decision to purchase a title be based on the fact that someone they
may have heard on the radio once did the music for the game. In certain cases
having a named talent do the music might add to the "cool" factor
and help generate a little buzz on websites or the odd magazine, but it's not
going to sway the consumer and it can also be a huge licensing hassle with no
real guarantee that what gets written for the game will be delivered on time
or be any good. If there's any question, a good solution is to try to get a
synchronization license (Where you get the right to cover the song, but not
to use the original recording by the original artist) for a piece of music you'd
really like in your game.
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Screen
shot from Toon Struck
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Some companies
have been known to waste a ton of cash trying to get a particular vocal talent
or talents to act in their game as, unfortunately, a major marketing aspect
of the title. Did it matter that Rob Schnider was the main vocal talent in A
Fork in the Tail, or Christopher Lloyd was in Toon Struck? As above,
more often than not most gamers won't buy a title simply because there's some
celebrity voice actor that they button past in the first 2 seconds of hearing
it in order to get back to the game play.
Get something (or someone) good that fits the attitude of the game, and it will
increase the gaming experience for the player. That's all you need to be worried
about.
What's been
done and how was it done?
I talk about this later on in the "Think" section about Critical Evaluation,
but this is a very important issue when you first start your design. There's
absolutely no need for you to tell a story that's already been told, or develop
a game that's already been done, or rehash a genre that's on the way out. Do
your research and learn from that research. You should be playing games, plain
and simple. You need to know what's out there, what's already been done, and
how high the bar has been set so that you can clear it.
2. The Working
Design Document
Once you've focused your ideas, its time to think about the design doc. The
design doc acts as a script; it should be giving every other professional involved
with the product a more than firm idea of what they need to know to implement
their portion of the product.
Like other parts of the entertainment business, there are some basic rules and
formats for how ideas are presented, as well as a few things that people no
longer want to see. Publishing has its "double spaced 12-point Courier
font" from the old Smith/Corona days, and film and TV have standard script
formats for either television or the silver screen. These formats are not only
expected, but also demanded.
Our business is a little different. It's not quite old enough for standards
and guidelines to exist, but we're moving into the "broad spectrum formalization"
for industry standards and practices. Simply stated, tradition has bred expectation.
Certain questions should be answered before the thing is sent to production.
This is your job, O Maintainer of the Creative Vision. You need to answer these
questions and more, as everyone on the project will be coming to you or your
people for information and the lo-down on what needs to happen and, more importantly,
how it's supposed to happen.
Design documents tend to fall into one of two formats: they either loosely describe
a game concept so upper-management can sign off on the idea, then get dropped
into someone's filing cabinet never to be read again OR they are the size of
your local Yellow Pages, filled with every imaginable detail that no-one but
the person who wrote it cares about or is willing to read.
In an effort to maintain the working lines of communication between the design
staff and the production team, we came up with the idea of a "feature-oriented"
document that could keep everyone on the team up to date and informed whenever
a design change was made or redesigned.
If you look a production movie script, you'll see that there are different colored
pages at any given point throughout the entire script. These pages represent
changes that have been made to the script since the start of filming. The colors
allow the cast and crew to follow the changes and thus maintain continuity and
keep everybody -pardon the unintentional pun-on the same page when updates occur.
Like a script, things in a design document will change due to circumstance,
talent, or innovative problem solving on the part of management or the production
team. These changes should not only be noted, but also sent out to the people
whom they affect.
The Feature-Oriented
Design Document
Our feature-oriented design document began as a basic form that could help keep
the 6 people involved with the design document up to date. It was designed not
only as a fluid guide for everyone on the team, but also as a living document
that could carry us through the ongoing design of 3 different games.
We put the design document on our LAN, with the design team continually adding
to or updating the document at the same time. Version control is a simple matter
of the software (in this case MS Word) not allowing more than one person to
work on an individual sub-document at any given time.
The document itself incorporates a couple of features that help with keeping
things organized, including major headings calling out important items like
what the engine needs to do to, AI requirements, game modes, motion requirements,
and on and on. Under these heading are the particular sub-documents explaining
the features or functions that individuals on the team have been tasked with
designing. Whenever a new design feature is nailed down we can send out updates
to the relevant team member through E-mail with a hyperlink attached to the
virtual document for easy access by team members. We can do this because the
document is being written with the whole team in mind.
The sub-documents themselves take the form of a numerated template with the
heading numbers tied to the table of contents. This allows us to sort these
documents by feature or project when we work on layers of design for separate
products. The template helps push for a more detailed design for each feature
and also helps the designer answer questions up front, allowing for a more thorough
design when the project hits production.
This template also allows us to design for more than one version of the game.
Some design features have been layered to appear over a series of releases and
as such, you're always on the same page with whatever feature you're thinking
to forward.
The master plan for the design document is to have it linked with both a Technical
Design Document that's arranged in the same manner and some sort of scheduling
software like MS Project. This has the added function of allowing us to asses
any impact to milestones or budget new design features may have.
The Template:
The major reason most artists and programmers don't read the design document
is that, if there are any practical design features contained within, they are
usually buried in page after page of ongoing paragraphs. Simply stated, no one
wants to weed through it to get to what they need to know. The template, in
this form, serves the major function of being digestible in small relevant chunks.
Remember, this is a FEATURE-ORIENTED design document, which means that it is
put together with certain goals in mind, and these goals are broken down into
doable bits.
There must be
"Tasks & Questions" sections for each arm of the development team.
This allows the Designer, Artist, Programmer or Sound Designer in question to
skip straight to the task relevant to them without having to filter through
all the other text. This also lets the design team ask any questions they may
have at a time when they might not have access to the person that could immediately
answer it.
You'll also want some way to tag features that have been dropped or held back
for whatever reason. You don't necessarily want to delete those features, as
they may make their way back into the current design or appear in the sequel
if you're doing one.
In our particular case, we're working on the design for several titles at one
time. Each heading is further expanded into 3 sub headings-one for each version-and
color coded to make reading and separating them on-screen a little easier.
E-mail and
the Hyperlink:
With the design doc online, we're able to send intranet e-mail to all concerned
parties when a feature is designed, changed, or dropped. In addition to the
email saying, "This feature has been designed, changed, or dropped,"
we can also add a hyperlink which, when clicked upon, will take the concerned
party directly to the page(s) they should be reading.
The e-mail has a secondary consideration in that the Project Manager will know
when and if the Email is being read. This helps in maintaining team accountability
for what each person's job should be, and how they need to implement it when
the time comes. This kind of organization lends itself to a HTML-type document
as well. We're currently setting up just this kind of accessible, online document
using MS Frontpage. You could also use Dreamweaver if you were so inclined.
This allows anyone with a web browser to access the design doc and very easily
navigate their way to whatever piece of info they need. Even better, you can
do things like create art bible's, complete with linked thumbnails and actual
photo reference on the network, making sure all or your resource is available
and protected.
The next section (THINK) will go deeper into asking questions about what you're supposed to be doing as a designer. This also includes my list of "Nevers," garnered over the years both from friends in the industry and from simply doing things the hard way.
Tim Huntsman has been with Acclaim Studios, SLC for over 4 years and is the Lead Designer for Acclaim's next-gen wrestling title. He has worked on the ECW wrestling franchise as well as the genre-defining WWF Attitude for PSX and N64, projects that taught him more about professional wrestling than he ever thought he'd know. When not working on games and their design, he's playing guitar in experimental projects, writing various forms of fiction, painting in the Sumi-E style, and fencing (with swords, not wooden planks.)
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