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Ultimate Game Design : Building game worlds

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

234<br />

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

TM: What <strong>game</strong> ideas still excite you?<br />

DW: Massively multiplayer <strong>game</strong>s are interesting; they are now completing their first generation<br />

and are where console <strong>game</strong>s were in the mid-’80s. Open-ended and nondirected <strong>game</strong>s still have a<br />

lot to offer; the typical <strong>game</strong> in five years will probably be self-directed. I like designs that take risks.<br />

TM: What positive or negative industry trends alarm you?<br />

DW: The main negative trend is the “more of the same” syndrome. (There are more first-person<br />

shooters than there are Phil Collins ballads—and that’s a lot—and they are pretty much just as<br />

indistinguishable from one another!) Publishers want to minimize risks by coming up with <strong>game</strong>s in<br />

established genres, so they can turn to market data and be assured that a <strong>game</strong> will sell enough<br />

copies to pay for itself. At the same time, they want something different; so just make something that<br />

is both different from, and the same as, another success.<br />

Another disturbing trend is that <strong>game</strong>s need to be massive to sell. To make a Hollywood movie, you<br />

need to spend anywhere from $20 million to $200 million—it’s quite a wide range. But it seems that<br />

in <strong>game</strong>s, publishers are only interested in producing fewer, larger <strong>game</strong>s.<br />

I like the trend of continuing to capture non-hardcore <strong>game</strong>rs, like the Sims has.<br />

TM: What are you watching for in the near future of gaming?<br />

DW: The day that TV network executives are grousing when their ratings for a particular night are<br />

down because some Internet-supplied content was released at a certain time and took a significant<br />

dent out of their viewer base that week.<br />

TM: Where do <strong>game</strong>s go from here?<br />

DW: Open-ended <strong>game</strong>s. Dynamically updated content. Multiplayer and massively multiplayer.<br />

TM: How do you prepare for the <strong>game</strong> industry today?<br />

DW: Play, play, play, play, play!<br />

In addition to enjoying it, tear the <strong>game</strong> apart in your mind. Figure out what its components are,<br />

what design decisions and trade-offs were made. Deconstruct it; don’t just play it. Write reviews for<br />

your own benefit.<br />

As far as career opportunities, test, test, test, test, test. Getting a job as a tester is a great way into<br />

the industry.<br />

MEGA TIPS<br />

1. Simple designs, like those forced by cell phone handsets, are good design<br />

exercises. Remember to try to deliver on the notion of feeding a player’s<br />

desires, despite the gaming platform or location.<br />

2. Among many of your own ideas for <strong>game</strong>s, be mindful of which ideas<br />

might be best suited for portable handsets.

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