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Ultimate Game Design : Building game worlds

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

38<br />

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

Short of complete actual engines, there is no way to test <strong>game</strong> ideas in any efficient<br />

way. Some <strong>game</strong> ideas, by definition, are easier to prototype than others. A <strong>game</strong> of<br />

environmental navigation and light puzzle solving might be fairly easy to prototype.<br />

One person could prototype a <strong>game</strong> like Myst using an application like Macromedia<br />

Director. Prototyping a 3-D update to an arcade action <strong>game</strong> like Smash-TV, however,<br />

would be difficult, because it would require considerable test programming and<br />

art resources to do it justice.<br />

Prototypes are commonly used in other entertainment-oriented industries. Every<br />

large toy release produced for the market is rigorously prototyped, tested, refined, and<br />

tested again. As we’ve seen, this is not very easy to do in the world of <strong>game</strong> development.<br />

Developers sometimes use tools from previous <strong>game</strong> releases to test new ideas for<br />

future <strong>game</strong>s. However, if the next <strong>game</strong> a developer is considering doing is substantially<br />

different in genre from a previous <strong>game</strong>, using that previous <strong>game</strong>’s established<br />

tools and code may be of very little help.<br />

There is no “<strong>game</strong> construction” prototyping software used commonly in the industry.<br />

Testing a <strong>game</strong> idea often requires substantial code resources, which often must be<br />

custom-written in order to try to test a <strong>game</strong> idea to any degree of completeness.<br />

POST LEVEL STUBBING CONSIDERATIONS<br />

Using the combined power of file referencing, modularity, and prefabricated geometry<br />

pieces, you have now stubbed out your level basics. Awesome, isn’t it? Hopefully,<br />

now you see the importance of the previsualization and level planning stages. As always,<br />

you’re trying to transfer <strong>game</strong>play concepts and ideas past level geometry and<br />

into action. It’s wonderful to have a visually stunning environment to navigate, but<br />

we need so much more. We need a stunning environment with tons of fun play. As exciting<br />

as the early level stubbing phase can be, it is really just the beginning of an extended<br />

refinement and cross-checking cycle.<br />

From this point forward, we need to focus on adapting architectural and terrain<br />

features to support <strong>game</strong>play in the best method possible, and we’ll need to check<br />

character flow (such as character navigation) throughout our new level. Are steps,<br />

items, and ladders positioned at the right heights for our character to step, jump, and<br />

climb? Do our environmental hazards show the right scale, purpose, and design intention?<br />

Is our level in total coming together size-wise on an appropriate physical<br />

scale? As you can see, there are many features and facets to check at this point.<br />

We also need to check our concepts. Amidst these details, are we keeping the big<br />

<strong>game</strong> picture in view? The early evolution process in level development needs to<br />

maintain a certain amount of forward momentum, or ideas and goals tend to get lost<br />

or dissolve in the fray of details. Also, before we’re too far along we want to be able to<br />

make large adjustments if necessary. This suggests the importance of getting early

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