25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Is Your Primary Mechanic Working?<br />

As soon as possible at the beginning of your building phase, it’s important to ask this<br />

very question. But, be fair-minded. Give your <strong>game</strong> a chance to get to the state where<br />

it’s appropriate to ask this question. If it’s not working, consider why it is not working.<br />

Is the concept sinking in execution? Are the software tools you’re using simply<br />

not capable of executing your team’s design ideas? Are the programming requirements<br />

heading into orbit?<br />

Despite doing the mental work, the previsualization, the picturing of <strong>game</strong>play in<br />

your mind from the beginning, is the <strong>game</strong> simply not fun in the ways you assumed it<br />

would be? Every developer runs through these mental checks and challenges. You<br />

have to ask these questions early. If the primary mechanic, as defined by your <strong>game</strong><br />

heartbeat, is not working, you now must make the decisions about instant evolution<br />

or rejection. Most teams, due to development pressure, must find a way to evolve the<br />

<strong>game</strong> toward success in every meaningful way possible, to fix those things that can be<br />

fixed to make for a better play experience. This is a best-effort situation.<br />

Are Your Level Goals Enhancing Your <strong>Game</strong> Vision?<br />

C H A P T E R 2<br />

Throughout the <strong>game</strong> development process, a team is constantly verifying its goals<br />

for a <strong>game</strong>. Whether you’re building maps, levels, or missions for your genre <strong>game</strong>,<br />

your team will benefit from taking a close look at how well the “meat” of your levels<br />

is helping to enhance your <strong>game</strong> vision, or serve your <strong>game</strong> heartbeat. If there are elements<br />

to your levels that are derailing the experience, you will want to cut them. This<br />

is why it’s so important to try to understand, as a team, what your <strong>game</strong> is going to<br />

be … the defining elements.<br />

Simplicity is a virtue in <strong>game</strong>s and other places. If your level has too many subgoals—<br />

if every time the player accomplishes something another little subeffort is tacked on<br />

(“Now go do this …”)—the effect of having goals in the level tends to be diminished.<br />

Keep the goals as clear as possible at all times. If you don’t, players will soon feel disconnected<br />

and start to ask themselves “What was I supposed to do again?”<br />

Don’t break the experience into a million pieces by forcing the player to do things<br />

that distract from the fun they’re trying to have. Most <strong>game</strong>s hinge on an action element.<br />

If you’re stopping the action every other minute, the <strong>game</strong> will feel jarring.<br />

CASE STUDY COMMENTS ON LEVEL<br />

EXECUTION<br />

In 1997, I was working on an action-oriented RTS for the Sony PlayStation. The<br />

<strong>game</strong> had many missions, with several pursuit goals per mission. At the time, it didn’t<br />

feel like we tried to over-reach on the number of goals per mission. We definitely didn’t<br />

45<br />

Level Planning and <strong>Building</strong>

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!