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Ultimate Game Design : Building game worlds

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C H A P T E R 5<br />

A friend of mine had a virtual Labor Day barbeque with his playing group in Everquest, and that<br />

ranks pretty high up on the list of ultimate communal forms of gaming.<br />

TM: What do good <strong>game</strong>s accomplish?<br />

AO: Good <strong>game</strong>s tell a story, draw you into a world surrounding that story, and allow you to help<br />

shape that story and world.<br />

TM: What three pieces of advice would you give to someone starting in <strong>game</strong>s?<br />

AO: Play lots of <strong>game</strong>s. Hunt through bargain bins and play those cheap <strong>game</strong>s as well as the new<br />

titles you would normally pick up. They’ll all teach you something.<br />

If you can, make lots of <strong>game</strong>s.<br />

Keep a sketchbook and try and draw everyday, even if you don’t think you can draw.<br />

<strong>Game</strong>s are a visual design medium, and this will help you start interpreting the visual world around<br />

you as well as expressing the one trapped in your mind.<br />

TM: What is your favorite memory working in <strong>game</strong>s so far?<br />

AO: My favorite memory working in <strong>game</strong>s so far has been hearing crazy stories about the earlier<br />

days of console development, like when a Chuck E. Cheese repairman could get hired as a <strong>game</strong><br />

engineer. I also have fond memories of after-hour network gaming.<br />

TM: Aaron, thanks for your help!<br />

MEGA TIPS<br />

1. Focus your efforts on understanding a couple of genres deeply, while<br />

continuing to build your understanding of all the major genres.<br />

2. Play genres you don’t particularly like. Try to identify both why you don’t<br />

like them and what would help make you like them more. Remember, there<br />

is a big difference between playing <strong>game</strong>s for entertainment and being paid<br />

to build them.<br />

3. Very important: As you play <strong>game</strong>s, keep a design notes and interface<br />

journal with notes, examples, drawings, ideas, questions, and comparisons.<br />

4. Once you’ve isolated some of your genre interests, study topics related to<br />

that genre. Pose questions to yourself. For sports, study player motion and<br />

sports history. Identify how fans respond to different physical sports. What<br />

are the most dramatic moments in each style of sport? How do these insights<br />

transfer into electronic sports <strong>game</strong>s? How do you transfer sports excitement<br />

into <strong>game</strong>play? If you love RPGs, study character construction, characterbased<br />

communities, and character hooks and details. Notice how people<br />

react in different ways to a character’s visual construction. How do you try<br />

to operate these reactions? Can you predict them? Here’s the point: no matter<br />

133<br />

<strong>Design</strong> by Genre

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