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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

116<br />

U L T I M A T E G A M E D E S I G N<br />

these objects and have them working in code, it’s easy to make new ones, and you<br />

don’t need complex organic character designs or advanced 3-D modeling techniques<br />

to do it.<br />

Most puzzle <strong>game</strong>s hinge on a “foundation” <strong>game</strong> mechanic—a spine, a heartbeat!<br />

Think about the simple beauty of Tetris: shapes and colors. We are challenged<br />

to arrange these shapes in an optimal way to accomplish something. It’s like playing<br />

with building blocks as a child. That exact kind of natural childhood play is a fertile<br />

field of puzzle <strong>game</strong> ideas. Time to wax nostalgic and harvest those ideas. Why did I<br />

like digging in the sand for hours and watching ants carve out tunnels inside a plastic<br />

cage?<br />

Puzzle <strong>game</strong> mechanics can be deceptively simple, and we always risk<br />

overthinking our ideas. <strong>Game</strong> designer 1: “That’s stupid, we shouldn’t just pop<br />

something; we should give the player the ability to grow their own popping characters.<br />

People like to grow things, not just pop stuff.” Yep. <strong>Game</strong> designer 2: “If they’re<br />

going to grow their popping characters, then we need to develop a balanced or<br />

weighted system to determine how they grow up or progress through the popping<br />

ranks.” See what I mean.<br />

Some very successful <strong>game</strong>s rely on matching and popping. There is no secret mystery<br />

here. They simply feed our desire to match and pop things. Why we have a fundamental<br />

need to match and pop things, I don’t know. I like to twist bubble pack to<br />

create the “machine gun” effect myself. I also like rocket launchers. Would any<br />

rocket arena freaks admit to playing Puzzle Bobble or Bubble Bobble? I will.<br />

Developing a puzzle <strong>game</strong>, then, usually requires some focused experimentation<br />

and revision. You start by experimenting with a particular idea you believe “captures”<br />

one of these fundamentals of play. You define the way you believe the <strong>game</strong><br />

will work, and you experiment. There will be plenty of code tweaks. In time, players<br />

might like an “unanticipated” aspect of your <strong>game</strong> that isn’t even what you assumed<br />

would be the main point of the <strong>game</strong>. That’s okay. Go with it. Experiment. Listen. See<br />

where it leads—quickly. It’s through this revision process that you improve your <strong>game</strong>.<br />

As I’ve said, for the focused part of your puzzle <strong>game</strong> experimentation, you have<br />

to be willing to draw on assembly behaviors and what I call “crunch” behaviors<br />

(those addictive, repetitive, and satisfying behaviors like popping, squishing, smashing,<br />

breaking, matching, and mixing). Take these assembly and crunch behaviors<br />

and set challenges for your player. Experiment until it becomes obvious that the<br />

<strong>game</strong> is working. Bring it home!<br />

REAL-TIME STRATEGY GAMES<br />

<strong>Building</strong> a real-time strategy (RTS) <strong>game</strong> is an immensely complex undertaking.<br />

From a design standpoint, there are many decisions to be made in “planning” an RTS

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