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Ultimate Game Design : Building game worlds

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

178<br />

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

As far as I know, there is no set of rules that, when followed, is guaranteed to result<br />

in highly satisfying <strong>game</strong>play. <strong>Building</strong> a <strong>game</strong> is always a real-time experiment: as<br />

a project, as a technology hurdle, and as a form of content. You have to get your<br />

hands in the paint, move stuff around, and try out new ideas to get the play effect<br />

you’re ultimately trying to define. This is never easy, and frequently requires much<br />

team support. In some cases, you may have an idea that might fundamentally improve<br />

<strong>game</strong>play in some way, but you may not be able to try out that idea due to technology<br />

barriers and resource issues.<br />

Impact of Play-Test Feedback on Daily <strong>Design</strong> Tasks<br />

Throughout the development cycle, a design team helps to shape details for the<br />

following:<br />

� Character histories/backgrounds, abilities, behaviors, growth curves,<br />

and interplay<br />

� Environmental details, features, and topography<br />

� <strong>Game</strong>play ideas<br />

� Challenges and definitions for actors, weapons, powers, and behaviors<br />

� Storyboarding of cinemas, segues, intros, and endings<br />

Each of these categories will regularly be altered by play-test feedback. Even before<br />

a <strong>game</strong> has grown up far enough to reach the testing department, designers are seeking<br />

to avoid bottlenecks by helping to get <strong>game</strong> definition information to the development<br />

team. If programmers are waiting on basic enemy behavior details, or artists have<br />

vague and incomplete descriptions of characters for modeling or animation, a design<br />

bottleneck is created. <strong>Design</strong> teams constantly work to avoid this scenario.<br />

When the play-test feedback cycle roars into action, designers often have to shift<br />

into overdrive as well. New or improved functionality, often as a result of test feedback,<br />

may require further definition and tuning (for example, new interface elements or<br />

new character powers). The design team will be challenged to find timely solutions<br />

for such things as characters that aren’t testing well or that offer unique challenges<br />

due to their physical construction; scenarios that are being identified as too easy, too<br />

cumbersome, too short, too long, or too hard; or the growing sense that the overall<br />

pacing of the <strong>game</strong> is becoming awkward.<br />

The daily design tasks change momentum from helping to define <strong>game</strong>play<br />

functionality to avoid creating bottlenecks for your teammates, to helping manage<br />

and steer through changes within a frenzied revision process.

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