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More Musings on Game Design

by Joe Maruschak · 08/17/2005 (10:52 pm) · 11 comments

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Been very busy at work, but I thought I would take the time to continue my 'series' of game design blogs, and hopefully help out a friend a little in the process.

This one may ramble quite a bit, as the topic needs a bit of context in order for it to make any sense. The inspiration from this blog came from a discussion that happened on IRC in the #garagegames channel about story in games. Many people have mislabeled me as a 'anti' story guy, as I have spoken out against it in the past, but this comes mostly from my understanding of what game development is, what is a game, and how it relates to creating entertainment.

As developers, we create entertainment. I will point this out first, as in a very general sense, we seek to entertain the users of the software we create. This definition is very broad. What does it mean to create entertainment? A very hard question to answer, as many things can be entertaining. A story can entertain. An activity can entertain. An activity interwoven with a story can entertain. When one sets out to create a game, they can make the activity fun. This in and of itself is a hard thing. One can write a good story.. but given that we are not all award winner authors, I would put forth that this is also a hard thing to do well. Imagine the complexity of creating a fun activity that is interwoven with a good story when you don't have a clear command of both.

and this is where I get labeled as an anti story guy, as to aspiring developers, I always advise, focus on the game first.

So what is a game? To me, the answer is that a game is activity. When I think of games in the purest sense, there is no story. Football, Basketball, Chess, Golf. These are all games. They have no story. This is not to say they have no drama. There is a ton of drama in any game of golf. And we can enjoy both playing the game and playing it vicariously through watching it on TV. I look at these games and I think of the complexity that arises out of a set of simple rules and the act of participating or watching other participate in the game. For me, as an aspiring game designer, making a 'game' such as this.. something so pure that the act of doing it repeatedly results in drama and enjoyment, as a high watermark of the craft.

This might be because of the types of games I enjoy. I never really got into RPGs or other solitary games. back in the day, I enjoyed playing Squad Leader and Car Wars with my brothers, and with my wife, enjoyed playing Crash Team racing and Hot Shots golf. Back in college, when I had house mates, we all got addicted to Monster Rancher, which was as much a shared social experience among the group as it was a game. I really enjoy the interactive part of games. This being both the interactivity in the game and with others playing the game. I suppose this is why I am drawn to multiplayer games and other 'sandbox' style games where the game is driven by the action and not moved forward by a passive narrative.

And then there are stories. Stories are also enjoyable. We are lead through a series of events, and our brain is stimulated by the way the author chooses to present information to us, painting a mental picture of the world for us. Movies do this as well, taking us through a sequence of events (with visuals) that stimulate us and create enjoyment. Like atuhors, we are not all great filmmakers.. and given that we have all seen some stinker films (terminator 3 anyone?) I can surmise that the undertaking of creating a film is also hard.

Then there is the mixing of that which is 'game' and that which is 'story' to create entertainment. I have seen this done well so few times I can count the games which did it well on my fingers. I have seen it done poorly so many times I don't think there are enough fingers in the community to count them all (this going by my standards of what I consider good).

Now this is not to say that stories are bad. Stories can be a great thing. I love stories, and I even love some games that are story driven. But these games are often thin on the 'game' and heavy on the story. This does not make them bad, but to me, they clearly depart from being a game and move into the realm of that which is entertainment.

So, this brings me to the point of my blog. I see way to many aspiring game developers coming into this community that want to develop games, and the first thing they set off to attempt is a grand vision of creating a grand vision of combined entertainment involving a great story and great gameplay when most do not have a firm grasp of either of the separate disciplines of game development or story development. We need to learn to walk before we can run. If we don't take the time to become well versed in the discipline of creating activities (games), then how can we learn to layer a story on top of it (or through it).

As an example, I am going to pick on my friend Paul Dana a bit. Paul came to GarageGames to learn about game development, and for his first project chose something that he thought was small. He was going to recreate in a version of a classic 2d arcade game called oids. A simple concept. Fly around, shoot things, save the people, get back to the mothership. Problem was that it was trying to take a 2d game and move it to 3d.

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Early on, Paul sought my advice. I gave him my opinion, which was that it was way too difficult. I advised him to work on the flying controls and how it felt to navigate the craft. He did, a little bit, and it improved, but he also started to think about level design, how to involve the mothership, the rescuing interface, etc..

Paul fell into a trap that I see many developers falling into. He got trapped by the story (in this case the thin story of Oids) and based his development approach around trying to incorporate elements of that game into his. He was not responsive enough to the actual gameplay problems inherent in the game he did have. He pushed forward thinking that if he kept on incorporating more into the game, that the problems would be solved by the inclusion of other elements that would somehow start to work together to make the game fun. He was intent on finding ways to include elements from the game he was emulating, even though their incorporation did not add to the gameplay. In an attempt to not stray too far from the game that inspired him, he focused on what he thought needed to be in there, rather than looking critically at what he was building and looking at what the game needed.

At this point, he had a problem that had become sufficiently complex that it would be hard for anyone to manage the process (let alone someone who had not been through the game development process before). Being in development creates another level of complexity as in addition to the complexity of the product itself, you add on the complexity of managing a team, managing the creation of art assets, and building the infrastructure you need to develop the product. This has a way of blinding you to the problems in your game (can't see the forrest through the trees).

To make the problem worse, Paul put a great deal of planning into the project. So much so that he stuck to 'the plan' even when it was obvious that he had made some assumptions that were flawed (leading to a development plan that was not in sync with the actual needs of the project).

Planning is a good thing, but I would like to see appropriate planning and wise choices of software development methodologies chosen to reflect the project. It pains me to see both large projects with no plan and to also see inexperienced developers making design docs that are not 'right' for the project. In the worse cases, too much planning can lead to a false sense of security that things are 'on track'. I don't see this as specific to indie projects or developers. I have seen first hand cases of where the design doc was being followed, milestones being hit, and everything looking great.. until it the game was nearing completion and was not particularly compelling.

The trick is to decide on what to plan, how much to plan, and how to address changes that will happen. For inexperienced developers, I don't think that have enough experience to act as a guide to what they are doing right and doing wrong. I recommend design docs (paper prototypes might be a better term) and project planning, but I would advise that these sorts of things be made into living documents that act as a guide and not as law.

Over time, Paul started to 'get it'. The hardest thing for him t let go of was the fact that he put of lot of really good planning into how he was going to finish the product he did have, and stuck to that a lot more than he should have. Being organized is a good thing, but in this case he had organized the creation of a game that was not all that compelling.

He has turned the corner though, and having made most of the mistakes one can make (and learning from it) he looks to be on track to end up with what I think is going to be a great product.

I could go on for a while, but I think it would be better to read what Paul has written in his blog. I am totally stoked that he is posting his thoughts on this. So few projects make it this far, that I think it is important that he recount his experiences so that others can learn from what he did right and what he did wrong.

If you are looking to get involved in the final phases of actually a game that is on the road to completion, contact Paul and let him know that you are interested in helping out, specifically, he is looking for people to help him with the 2d art for the GUI and HUD, as well as someone to help create the web page. You can find his contact info in his profile.

If you want to be a beta tester, you can check out the A virus killed my brother . If you want to discuss the trials and tribulations of Paul's journey, you can check out the So You Want To Make Video Games... thread.

I really would like to see some intelligent discussion arise in regards to game design and planning. With the IndiegamesCon just around the corner, I want to see the discussion heat up and continue face to face at the show.

ok, back to the grind for me.. so much to do, so little time.

#1
08/17/2005 (11:45 pm)
Nice one!

I keep running into people that don't realize the importance of going through a project or 20 to understand the fundamentals of making a game. It's an organic process that one cannot analyze abstractly ... it's a path you must walk in order to truly grasp it. The more you actually walk the path the better you get. I must add that brainstorming and planning these ideas on paper ... aren't part of the walk I'm talking about ;)
#2
08/18/2005 (2:38 am)
I couldnt agree more Joe!

One of the more interesting design type methodologies I've seen come around of late, was Ben Cousins (Sony Europe) attempts at codifying the mechanical aspects of various games. His approach was to video a sequence from Mario (I cant remember if it was mario 64 or mario sunshine) and then time and measure each aspect of the gameplay for a set amount of time.

This leads to a set of "ludemes" which are basiclly just atoms of gameplay. Like how often jumps occur. How high the jumps are, what is the average time between jumps.

Now this isnt offering anything hard and fast, but I think its at least a good direction to head in to start looking at the mechanics of "good" games to see if there are common threads in the execution of mechanics we feel are "good" versus "bad".

If we can learn a set of guidelines for making something feel good without having to spend so long iterating the feel of it, it can only help.

Its nice to read your and Pauls plans because it reinforces my own view of development. I'm definitely in the "mechanics first" school of game development.

But having read these plans this morning, I can already see a flaw in my current progress (in that the flight model for the planes isnt 100% yet and I'm already worrying about artwork and interface).

Good to get a head-check sometimes :) thanks Joe!
#3
08/18/2005 (3:45 am)
Yes, I keep getting answers from Paul on irc in the vein of : "Joe would tell you to do things in the right order. Make it work before you worry about menu graphics..."
#4
08/18/2005 (6:17 am)
I always start with a good user interface first. This is because the user interface is the first and last thing the user sees and is what everything in the game hangs off.

Once the mechanics of that are right, I move on to the nitty gritty stuff of putting the game in. I worry about art more towards the middle of the project. After I have a final (as near as i can) gameplay mechanic in place.

then comes the tweaking and the special effects
#5
08/18/2005 (8:31 am)
I think that's a really great point you brought up about stories in video games. Personally I think that stories have alot to add to video games. I think what you're mainly trying to do is to get the people who keep posting on the forum "I have a great idea for a video games, the story starts..." to focus on the game and not just make up 20 story ideas based off of Halo and Star Wars. The most important thing to do is to make sure the mechanics of the game are fun. If not then you've lost the whole purpose of making a game, it's supposed to be fun.

But if you make the game something like Think Tanks perhaps (I got it for Xbox, and i do love it alot) you're stuck with something like "find guy, shoot guy, repeat". The mechanics of Think Tanks is amazing great and fun, however there's just no substance to it, it gets boring after the 500th tank you've blown up. If story is done right it gives the player a purpose for going around and blowing up tanks. It gives the player a sense of direction, a goal, and it even sets up new enviroments and encounters. Sure Think Tanks had a back story, but it wasn't incorporated into the levels at all. I think the single player in ThinkTanks could benefit from something like a story. But too many people on GG are focusing on story ideas and not game ideas.

Okay, i may not know what i'm talking about since i've never made a game before and you all probably have infinite more experience than i do. But the first computer games where text adventure games, the game was the story. The mechanics of Mario where great, but it also had a story, not a very compelling one, but one that made the player interested in what the little plumber guy was doing. The way i think it should be done is this, the gameplay should be fun, the story should keep the gameplay fresh. Anyway that's my 2 cents.
#6
08/18/2005 (9:14 am)
At GDC this year one of the underlying and reoccuring themes of the show as about how Story and Character Development are going to revolutionize the industry like it was some large missing piece of a puzzle that will solve the answer why the AAA market games just aren't as good anymore as they used to be. As such IMHO Character Development and Story can be a real red herring for game developers because it can distract you and focus your attention where it is not needed.

Do we need Story and Game Development to make a great game? The answer is no. As Joe outlined here good games come from an entertainment value be it a challenge, something that interests you or even a social experiance. We play games to relax and have fun. You do not need a story to tell people how or why something needs to be saved or destroyed because we already have this instinct built into us in human nature, we will strive to keep something cute or sexy alive and destroy that which is grotesque and alien.

Note: If you want to read more of my thoughts on this subject, I posted a blog entry on my site about it that might interst you.
#7
08/18/2005 (10:51 am)
I just went to the Ground Kontrol Retrocade here in Portland last night which I haven't been to since Shelled started development in Jan. Oh, what a treat! Beserk was sadly out of commission, but I got my groove on with plenty of old-school games that had nary an atom of plot (save for Star Wars). My favorite arcade game of the bunch remains Tetris. Plot... whaddya need plot for!

The plot/gameplay mistake is one that I made (and learned) with the first game I started work on, Nutcracker's Revenge. Sure I had neither game development nor film experience, but I was going to make a ground breaking game at least as complex in gameplay as a multi-million budget skateboarding game, AND was going to have cinematics complete with voice actors. Doh! In the process of natural selection, Nutcracker didn't make the cut for immediate continued attention until I have more experience and budget, and Shelled rose to the top -- a simple game similar to Paul Dana's in terms of there being a core gameplay mechanic, but minus any discernable plot (shell other players and collect gold). I'm repeating the formula somewhat with Snappy in terms of focusing on a core gameplay mechanic (dual analog stick goodness) with no discernable plot (kill baddies and collect sugarbush pieces).

I think in the same way that some films can have a feeling of being over-produced, some games can fall into the same trap; where there's lots of this and that and the the other thing and all with detail, but at its core it's missing that fun hook.

I also think it's easy to make the mistake of doing art, details, etc before core gameplay is done, but if not taken to an extreme that it's not always a mistake. The game flow of how you aim and fire in Shelled has undergone many revisions, but the tweaks have been minor to find that sweet spot, and the fact that music and educational bonus material is done while we're still finding that sweet spot isn't necessarily a bad thing. You're always going to multi-task in game dev, I guess the question is at what point does multi-tasking take away from focusing on what's really important.
#8
08/18/2005 (11:24 am)
I actually a big proponent of stories in games (where appropriate). But the revolution isn't gonna happen when we try and incorporate Hollywood-style storytelling, character design, etc. into our games.

The revolution will happen when frustrated wannabe movie directors realize that while games may be a great medium for stories, it's not about Telling the Player the Story - it's about letting the player create their own story (structured within the confines of the game). That's a tough mental hurdle to overcome, because it requires some massive deconstructionism and a shift of thought.

Amen on the planning / design doc / paper prototype thing. I stand by an assertation I made years ago - you can't design fun on paper. You can describe it, try and communicate it, suggest things that might be fun - but until it's up there on the screen you can't know for sure. (I'm not the only one - Dave Jaffe, whom I worked with on Twisted Metal and Jet Moto way back in the day, who had recent success with his game God of War - expresses some of the same doubts in his recent blog ). I like to call the design docs a "paper prototype" as well - once you get to a certain point, your prototype / game becomes your design doc, and your old design doc (with descriptions of levels that haven't yet been created or whatnot) becomes just an appendix. The earlier this occurs, the better.
#9
08/19/2005 (4:21 am)
It sounds, from your blog, like your problem is more adherence to pre-notions or concepts of what something should be like, more than something like a plot or story. Focusing so much on stories that it inhibits development can be a problem, but what you described doesn't seem to be systemic from that. Sounds like Paul's problem was concentrating too much on emulating the old game, not actually trying to follow whatever story it had. The two may have been linked in some way though.

There are games that sell because of their gameplay, which often sell sequels because people want to see the innovations associated with new technology. There are also games that sell because of their focus on a story (provided their gameplay isn't so horrendous that you can't stand being around it). Not all of those are RPGs. Then there are games that sell as a result of both. Think of something like Halo, if I dare mention its name.

An interesting experiment would be to count how many sequels have been made of gameplay-focused games as opposed to plot-focused ones. You could reasily point to the Mario games, perhaps, but remember that most of the sequels to the Mario games have been partially or radically different than the original, with their success being derived from people wanting the reoccurring characters or environments. Jumping on things is all well and good, but the sheer bizarreness of what's going on is one reason people stick around. All that doesn't pertain to what you may be imagining - Hollywoodesque imitation; trying to make an epic tale in the space of a game. On one side you have something like Max Payne, the Final Fantasies, things like that. On the other side, I'd give as example, Xenosaga. They intend to make... 12 or something of these, as I recall. They already have the whole plot, the universe, in mind already. I could barely stomach the original, the gameplay was so awful. The story kept me around for a little while longer, but even that wasn't very good.

So, give and take. It isn't so general and static as to have the space to say, "Forget the story," but you certainly don't want to be under someone that says, "You can't do that because my character/story wouldn't do it."
#10
08/19/2005 (8:53 am)
Great blog Joe, next weeks assignment for my Torque 101 session will involve writing a summary of the points your mentioned in this (that is after I re-evaluate my game projects to reconsider some of those same concerns :).
#11
08/20/2005 (12:15 pm)
I couldn