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Ultimate Game Design : Building game worlds

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

iterate on the balance, distribution, and use of all of those elements. The bigger a <strong>game</strong> gets, the more<br />

there is to follow and probably fix, so we need to make excellent tools to facilitate doing so in a timely<br />

and organized fashion. In more mundane terms, if you have 10 people in your community, you can<br />

remember all of their names and phone numbers. If you have 50–100, you need a pen and a<br />

notepad. If you have 1,000,000, you need a phone book, directory assistance, and a way to organize<br />

operators to facilitate your calls.<br />

TM: What aspects excite you about the near future of gaming?<br />

BR: Both what we can do as <strong>game</strong> designers and acceptance of the <strong>game</strong> industry as a mainstream<br />

form of entertainment are constantly on the rise, and there are no indicators that these are trends that<br />

are going to slow anytime in the near future. As this generation grows up, they are likely to consider<br />

PC and console <strong>game</strong>s as much a part of their culture as past generations viewed art, literature,<br />

music, television, and movies. This means that there will be an increasing interest in <strong>game</strong>s. There will<br />

continue to be a need for talented, dedicated developers who have a passion for making great <strong>game</strong>s,<br />

and more and more people will be exposed to the great fun to be had. The systems we create and<br />

play those <strong>game</strong>s on will continue to get more powerful, and the player’s experience will just keep<br />

getting better and better. The best part is, in five years, we will probably be creating things that right<br />

now we could only dream about.<br />

TM: For most <strong>game</strong> projects, how far away from the original <strong>game</strong> concept does the <strong>game</strong> travel<br />

by completion?<br />

BR: The two opposing, but supportive, forces in <strong>game</strong> design are maintaining your persistence of<br />

vision while being able to let go of ideas. Once you have set the vision of your project—meaning the<br />

main goals, feel, <strong>game</strong>play mechanics, and so forth—you need to always keep them in mind as you<br />

design out the <strong>game</strong>. Although there will be innumerable changes, both grand and small, to your initial<br />

design, you must keep the concept of the <strong>game</strong> in the forefront of your discussions.<br />

During the creative process of designing a <strong>game</strong>, you will come up with thousands of great ideas<br />

and also a lot of not-so-great ideas. Sometimes you come up with an idea that is destined to be a truly<br />

amazing and groundbreaking concept. Occasionally, these ideas simply don’t work out. Regardless of<br />

the reason, you realize that these ideas need to be changed or even set aside. This can be a simple<br />

matter when you finally try out the idea in the <strong>game</strong> and immediately realize that it is just not fun.<br />

Other times, this can be an extremely difficult decision because you can see how it might work and<br />

are willing to try and find ways to keep the idea alive.<br />

In either case, dumping an idea that you have conceived, fostered, and perhaps even implemented<br />

is a painful but necessary process. Not everything works out as planned, and it is a difficult thing to<br />

admit when that <strong>game</strong>play mechanic you thought would revolutionize the industry turns out to be<br />

an adventure into tedium. When you are faced with the need to pull the plug on something in the<br />

<strong>game</strong>—no matter what the cause—you have to do so as quickly and painlessly as possible. Do not be<br />

afraid to scrap ideas, because many times you will replace them with something far better or simply<br />

find that there does not need to be anything there at all.<br />

Keeping your eye on the overall vision for the project will allow you to make major changes to even<br />

key elements of the <strong>game</strong> with the knowledge that you will end up with a cohesive and fun <strong>game</strong><br />

design. This is where these two forces meet and actually work together, as long as you recognize they<br />

are there and are willing to accept them both as tools to use.<br />

263<br />

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

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