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Ultimate Game Design : Building game worlds

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C H A P T E R 1 0<br />

but from continually playing our own and others’ <strong>game</strong>s to see how the decisions made when those<br />

<strong>game</strong>s were created can be best referenced when moving forward.<br />

TM: How do you handle multiple design preferences and multiple design personalities on a design<br />

team?<br />

BR: Being a producer or lead designer in this industry is like juggling cats. You will have numerous<br />

talented and highly independent people all giving input into the direction of the <strong>game</strong>, and it is your<br />

job to sort through them, pulling out the best ideas for the <strong>game</strong>. This is a key distinction from pulling<br />

out the best ideas in a general sense; it is important that in all design decisions it is the <strong>game</strong>, and not<br />

the individual personalities of team members or a desire to be hyper-innovative or the need to be on<br />

the cutting edge of technology, that drives the process. Whether you are diplomatic or hard-nosed in<br />

your interactions with your team members (and both will be called for), as long as they can see that<br />

you have only the best interests of the <strong>game</strong> in mind and at heart, they will work with you. This also<br />

means that you need to be able to lead by example. If you have a design idea that ends up not being<br />

as good for the <strong>game</strong> as a concept proposed by another member of the team, you need to be able to<br />

put your idea aside and go with theirs.<br />

TM: Any suggestions for handling the communication loop between a design team’s requests for<br />

features and functionality in tools, and the programming team tasked with building those tools?<br />

BR: If you can get the programmers and designers to agree that the tools are an essential part<br />

of making a great <strong>game</strong>, you have won half the battle. Again, the focus needs to be on the <strong>game</strong><br />

and not the programmers’ “personal” interests or the designers’ “petty” needs. The designers have a<br />

responsibility to give thought to what they are trying to accomplish with the requested tool as opposed<br />

to just saying, “We need feature X.” The programmers have a responsibility to work with the<br />

designers to create a toolset that makes the creation of the <strong>game</strong> as quick and easy as possible. The<br />

huge benefit is that if there is a strong toolset that a designer can use to get all of his ideas onto the<br />

screen, the end of the project becomes much easier for the programmers because they won’t be<br />

spending all of their time writing special-case code to do what the well-written tool will handle.<br />

As an example, the design and implementation of the World Editor for Warcraft III was key to the<br />

successful realization of the role-playing-<strong>game</strong> aspects found in the <strong>game</strong>’s single-player campaign.<br />

The level designers worked hand in hand with the programmers to create a tool that was not only<br />

powerful, but was also easy enough for them to use day in and day out. Although it is not uncommon<br />

to see tools created without much thought given to the end user, the growth of the World Editor was<br />

a cooperative venture between the people making it and the people using it. This was essential not<br />

just because we intended to ship it as a part of the <strong>game</strong>, but also because we knew that we wanted<br />

to free up our <strong>game</strong> programmers as much as possible from having to do special-case programming<br />

for the campaign.<br />

By putting a heavy focus on designing a robust tool that the level designers could use to modify<br />

their work and then immediately review it in the <strong>game</strong>, we not only streamlined our development<br />

process, but we also gave ourselves many more chances to iterate on those designs while reducing our<br />

required quality-assurance testing time. It is said that a craftsman is only as good as his tools, so giving<br />

your craftsmen the best tools possible will help them create the best product they can.<br />

TM: What advice would you offer to new designers? How do you prepare?<br />

261<br />

Getting Started in <strong>Game</strong> Development

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