Game Design Process
Game Design Process
COSC 592
9/21/05 by J. Laird
Drawn from a talk by Ernest Adams – 9/16/2003
Buy his book: “On Game Design” by Andrew
Rollings and Ernest Adams
Inspiration
• Make a game about a story you’ve written.
• Mix existing ideas from other games.
• Steal ideas (but not characters) from other media:
Books, Movies, Comics, ...
• Market Research: surveys, focus groups,
• Take a current idea and do it better:
• Better technology - graphics, sound, AI, ...
• Better story
• Different environment
• Brainstorm, throw out lots of ideas.
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Sid Meier
“I find it dangerous to think in terms of genre first and
then topic. Like, say, ‘I want to do a real-time strategy
game. OK. What’s a cool topic?’ I think, for me at
least, it’s more interesting to say, ‘I want to do a game
about railroads. OK, now what’s the most interesting
way to bring that to life? Is it in real-time, or is it turn-
based, or is it first-person, …’”
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Inside-Out Approach
• DON’T begin at the beginning. Begin inside & work out.
• Start with the primary gameplay mode.
• Define that mode, then move on to others.
• Player’s role
• Interaction model
• Perspective
• Setting
• Challenges the player confronts
• Mechanics that create those challenges
• Actions the player takes to overcome them
• Create supporting material later
• It is always easier to fix the story, UI, etc. than to fix an uninteresting or
unplayable game.
Interaction Model
• As an avatar
• A single character or object that represents the play
• Player’s actions are limited to the avatar’s location
• Omnipresence (by not necessarily omniscience)
• Player can act in many or all places in the world
• Chess is an obvious example
3
Perspectives
• First-person
• Doom, Quake, …
• Third-person
• Tomb Raider
• Side scrolling
• Sonic
• Aerial – isometric/top-down
• Starcraft, Football
• Context sensitive
• Resident Evil
Game Structure
• The relationship between modes
• Some entered by explicit choice
• Some entered as part of natural progression
• State diagram:
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Game Setting Dimensions
• Physical
• Temporal
• Environmental
• Emotional
• Ethical
• “Realism” (Abstract vs. Representational)
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The Environmental Dimension
• Cultural context, in the anthropological sense
• Beliefs, attitudes, values, social systems, family structure,
key ceremonies and rituals, history
• Physical surroundings
• Landscape, flora, fauna, weather, manmade items: buildings,
vehicles, clothing, weaponry, furniture, art
• Level of detail
• What can the player see? What can the player touch?
• Graphical Style
• Style of the setting, but also style of your depiction
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Types of Challenges
• Physical Challenges
• Speed and reaction time (twitch games)
• Accuracy and precision (steering and shooting)
• Timing and rhythm (dance games)
• Learning special moves (fighting games)
• Races – achieving something first
• Logical challenges (puzzles)
• Should be based on an underlying principle
• Trial-and-error solution is a sign of bad design
• Exploration Challenges
• Locked doors and traps
• Mazes and illogical spaces
• Teleporters
• Conflict
• Strategy, tactics, and logistics
• Logistics (food for armies) is rarely used
• Survival and reduction of enemy forces
• Defending vulnerable items or units
• Stealth
Types of Challenges - 2
• Economic Challenges
• Accumulating wealth or points
• Efficient Manufacturing
• Achieving balance or stability in a system
• Caring for living things within a system
• Conceptual Challenges
• Understanding something new
• Deduction, observation, interpretation
• Detective games offer conceptual challenges
Core Mechanics
• Define the internal economy of the game
• Most games have an internal economy
• Economy of a FPS
• Resources: ammunition, hit points
• Sources: clips, medical kits
• Drains: firing weapons, being shot by enemy
• You balance the game by adjusting these numbers
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Balance
• The process of making the game:
• Fair – all players must have a equal chance of winning at start
• Challenging, but not too much
• Not too hard or too easy
• Winnable – the game must end sometime
• Symmetry is simplest way to balance
• Chess, most deathmatch games, …
• Asymmetry is harder by more interesting
• Starcraft, Warcraft, …
Positive Feedback
• An achievement the makes subsequent achievements easier
• Taking an opponent’s piece in chess
• If you got to use his piece as your own, it would be easier still
• Without positive feedback it is too easy to get stalemate
• Must be controlled to avoid giving the lead player too
much advantage
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Controlling Positive Feedback
• Introduce Negative Feedback
• An achievement that makes subsequent achievements harder
• Gold is heavy and slows you down
• The NFL draft
• Upkeep costs
Time
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Tic Tac Toe
Stalemate
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Wild Swings in Lead:
Negative Feedback Too Strong
Ideal Progression
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Communicating Your Ideas:
High Concepts
• Should be able to describe in 1-2 sentences:
• the high concept of the game
• it better be cool and interesting!
• A busty female archaeologist pursues ancient treasure
• Ping-Pong on the computer
• An ordinary technician battles trans-dimensional
monsters after an accident at a secret research facility
• Armies based on ancient civilizations battle each other
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