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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds 174<br />

174<br />

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

Keeping this in mind, there are also several commercial realities to consider. The<br />

licensor had better be satisfied with your <strong>game</strong> or they can choose to terminate the<br />

license, thus ending your ability to use their well-known characters or <strong>worlds</strong>. This<br />

can effectively kill your <strong>game</strong>. Your publisher may not want to pay for the development<br />

of a <strong>game</strong> without a well-known character universe attached. Sometimes licensors<br />

are not familiar with gaming, <strong>game</strong> genres, or player expectations at all, yet they have<br />

plenty of power over the <strong>game</strong> you’re building (after all, it’s using their well-protected<br />

characters or <strong>worlds</strong>!).<br />

If you are a developer building a <strong>game</strong> that isn’t somehow independently funded,<br />

you’re probably building it for a publisher. The publisher covers the cost of development,<br />

so as an independent developer, the publisher is your valued client. In any<br />

business, you must strive to provide for the needs of your client. The publisher’s vision<br />

for the <strong>game</strong> may be slightly or significantly different than your development team’s<br />

vision. This “division in vision” is best reconciled early in development, but it often<br />

causes friction, factions, and egos to take center stage.<br />

Marketing departments have considerable influence in modern <strong>game</strong> development.<br />

In fact, the marketing budgets to promote a <strong>game</strong> can far exceed the total <strong>game</strong><br />

development costs. Marketers sometimes spend millions of dollars on TV and print<br />

ads to market a <strong>game</strong>. If they conduct formal or informal focus groups to get player<br />

feedback, and start to hear common complaints or frustrations, you can bet that these<br />

potential problems will find their way right back to the design and production team.<br />

Development team members themselves usually have strong opinions about design<br />

direction. These recommendations are voiced passionately, and can cause “design factions”<br />

and team fracture if not addressed immediately by a producer capable of<br />

building bridges between people and ideas, and paying attention to their concerns.<br />

Art directors and other designers, working on other simultaneous <strong>game</strong> titles, will<br />

often voice opinions while offering critiques and suggestions. These comments can<br />

be very helpful when a fresh perspective adds new insight into solving a problem.<br />

These comments can also be distracting and dividing remarks that start to build<br />

unnecessary tension between development teams.<br />

Writers for gaming magazines and web sites, reviewers, and editors get many<br />

<strong>game</strong> previews to consider as a <strong>game</strong> gets close to its gold stage. Marketing is always<br />

trying to get magazine and web features for upcoming titles to create a buzz that will<br />

lead to sales. Negative reactions to these <strong>game</strong> previews will also rifle their way back<br />

to the design team.<br />

Finally, you might have the luxury of having access to an internal test team. This<br />

team can be a reality check against your own individual testing and the comments<br />

coming at you from the various sources just considered.<br />

Knowing that your design team will be receiving plenty of player feedback information<br />

from a number of sources, you need to be ready to handle it all. By necessity,<br />

it becomes a matter of priority ranking. You need to triage the information coming at

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