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Ultimate Game Design : Building game worlds

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

124<br />

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

There is a natural tendency to over-commit, and to over-design (extend the scope<br />

of the <strong>game</strong> in too many simultaneous directions). <strong>Design</strong>-wise, similar to an RTS,<br />

you need to specify in detail all of your unit pieces, their functionality, and their behavior.<br />

Most important, you need to define the rules that govern how they live and<br />

change together.<br />

Simulators often start with a “blank slate” beginning for the player. This is the beginning<br />

of a somewhat open-ended process, although the <strong>game</strong> may end with a certain<br />

objective reached (for example, a certain sales record, attendance record, or<br />

physical size). These are really akin to digital construction sets with the ability to<br />

track player-edited values and decision points. This is a very appealing aspect for<br />

those who like to see choice or action results played out before them.<br />

Simulators have the advantage of being relatively easy to expand. Once your art<br />

specifications are solid for creating new “pieces” (provided they don’t require complex<br />

code components on the behavior side), many new units can be added to<br />

re-theme the <strong>game</strong>, extend its replay value, or to specialize it.<br />

These titles offer a more passive and cerebral experience for players who aren’t<br />

necessarily looking for fast-action overkill. It can be very relaxing to build up or to<br />

play a simulation scenario, start adjusting values, make changes, and watch the results<br />

unfold.<br />

A large part of the design backbone for simulation-oriented <strong>game</strong>s lies in defining<br />

and implementing a rule system that will guide or govern the growth process. At the<br />

most basic level, this can be modeled in a standard database program or on paper.<br />

From a “numbers” standpoint, this can be a simple or horrendously complex undertaking.<br />

It can be tempting for aggressive “computation excited” developers to try to<br />

do amazingly complex data models of economies, behaviors, attitudes, and the like,<br />

bringing the results of these computations to bear on the simulation for the player.<br />

Commercially speaking, developers regularly run out of time and end up forcing<br />

rules into the code that sound like “A measure of dissatisfaction results when taxes<br />

outweigh services” or “A measure of dissatisfaction results when admission prices<br />

outweigh perceived value.” I know this is very general, but these are the starting<br />

points for shaping rules that might guide or govern a simulation-based play experience.<br />

Basically, it becomes a bunch of data table comparisons. Do visitors to your complex<br />

recognize that there aren’t enough bathrooms or exciting rides? It becomes a table<br />

comparison, and I think you can see the idea behind it. That’s exactly how you<br />

begin to build up your rule set. The rules cascade and have priority. You have your<br />

“driving” rules that are checked first in comparison, and then the rules that are peripheral<br />

or supplemental to the driving rules.

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