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Ultimate Game Design : Building game worlds

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

46<br />

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

have a large number of subgoals. In fact, we simply had a set number of goals per mission<br />

that needed to be accomplished to clear the mission and move on in the <strong>game</strong>.<br />

Sometimes, in this style of <strong>game</strong>, it feels like you need to craft many goals in order<br />

to keep the player entertained throughout the missions. There’s nothing immediately<br />

wrong about directing player actions with goals. In fact, most players gain a sense of<br />

comfort in knowing where they should direct their actions.<br />

It’s all a matter of balance. Many <strong>game</strong>-play decisions come down to balance scenarios.<br />

Your ally in making such decisions is combined player feedback. In this example,<br />

what started to evolve based on player feedback was the idea that players liked<br />

the action elements of the <strong>game</strong> the most. They still wanted to utilize strategy in executing<br />

their actions, but the action itself was key to their enjoyment. In short, they<br />

didn’t appear to need an elaborate goal system. They didn’t want extended mission<br />

briefings. This is partly due to the fact that the RTS genre is abundantly more popular<br />

on the PC, and this console title tried to capture that enthusiasm while boosting the<br />

action elements.<br />

Knowing this to be true, we didn’t add any new goals, and in fact we got rid of a few<br />

and focused our final efforts on the part of the <strong>game</strong> people seemed to like the most: the<br />

team-oriented action elements. We didn’t lose the strategy side at all. We still had basic<br />

fundamental strategy concepts employed in every mission. We just tipped the balance<br />

of the <strong>game</strong> toward refining action items, like creating several new flavors of radius<br />

projectile weapons and enhancing our team-based combo attacks.<br />

Another big negative for our team was the “pain” involved in making changes to<br />

our levels. Our tools were unstable, and we had a convoluted process for editing levels,<br />

rebuilding them in the <strong>game</strong> code, and then checking our results. I can’t stress the<br />

power of tools enough. Bad, buggy, or poorly planned tools can literally kill a <strong>game</strong><br />

before it has a chance to live.<br />

I NTERVIEW WITH JOHN KRENG<br />

John Kreng was born the son of the Cambodian Ambassador to the United States and is fluent in<br />

Chinese, Vietnamese, and English. He has been training in the martial arts since he was a child and<br />

holds 3rd Degree Black Belts in Tang Soo Do and Te-Katana Jujitsu. For two years, John was the<br />

#3-rated tournament fighter in the United States, and was a member of the U.S. Professional Karate<br />

Team that toured South America. He has also graced the covers of Inside Karate and Karate<br />

Review magazines.<br />

In stunt work and fighting for film, John has worked with Steven Spielberg, Debbie Allen, and such<br />

Hong Kong luminaries as Tsui Hark, Jet Li, and legendary wire-fighting master Yuen Cheung Yan. John<br />

has served as stunt coordinator/fight choreographer for the films Enter the Grill Master, A Party<br />

Called Earth, Hard As Nails, The Haunting of Slaughter Studios, Shakedown, and an LA Times<br />

profile commercial featuring Yuen Cheung Yan.

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