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Ultimate Game Design : Building game worlds

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108<br />

UP<br />

to this point, we’ve covered a sizeable amount of material in the practice<br />

of building up <strong>game</strong> <strong>worlds</strong>. A large number of the elements discussed<br />

so far will apply to building <strong>game</strong>s across genres. Yet, every <strong>game</strong> genre has particular<br />

design nuances and requirements combined with specific and unique challenges.<br />

A thoroughly entrenched “genre-specific” <strong>game</strong> designer could write an entire book<br />

on design specifics for any one of the major <strong>game</strong> genres, and in fact some have (for example,<br />

Swords & Circuitry: A <strong>Design</strong>er’s Guide to Computer Role Playing <strong>Game</strong>s,by<br />

Neal and Jana Hallford published by Premier Press, 2001). I encourage you to explore<br />

more deeply, in every way possible, the genres that hold a particular fascination<br />

for you. As you saw in Chapter 4, even developers themselves are becoming more and<br />

more genre-focused. Keep in mind that, regardless of genre, every <strong>game</strong> you build<br />

will teach you something important about how to build some aspect of the next one.<br />

Maybe you love RPGs or sports or simulations (sims) or shooters. Investigate. I<br />

started out by writing text adventures and arcade-style shooters. No designer is an<br />

expert in every <strong>game</strong> genre. Every designer/developer brings a collection of diverse<br />

design experiences with them to each and every title.<br />

In an attempt to provide you with the widest possible view, this chapter surveys<br />

the major genres from a design perspective. I don’t include every known or possible<br />

genre; rather, I include several of the major ones. We’ll look at the highest level, at<br />

some of the factors that influence design particulars for each of the genres.<br />

There are many <strong>game</strong> titles that don’t fit easily into any one-genre category. This is<br />

for the best. There is nothing wrong with <strong>game</strong> genres having blurry edges, or <strong>game</strong>s<br />

from outside a traditional genre borrowing more genre-specific concepts or play<br />

ideas and presenting these in new and engaging ways. I’m not a genre purist, and I’m<br />

not an obsessive categorizer.<br />

Normally, you won’t find me sitting around arguing about whether or not a title<br />

can “truly” be dubbed an RPG, for instance, or whether it simply contains RPG elements<br />

mixed with any number of influences from other genres. I don’t measure<br />

<strong>game</strong>s by categories. I measure the <strong>game</strong> experience itself, and nothing else. Mix it up<br />

anyway that you choose—I’m only interested in the taste of the soup. For me (and for<br />

many others, I suspect), it’s all about the <strong>game</strong> experience.<br />

Simplicity is occasionally deceptive. Does it work and is it fun? Do I have that<br />

warm <strong>game</strong> “buzz” feeling boiling over? Wonderful. Will I be stuck on the couch<br />

playing until I hear the morning paper delivered on the doorstep? Perfect. Uh oh, I<br />

need to run some laps.

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