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Ultimate Game Design : Building game worlds

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

TM: Why are well-crafted fighting <strong>game</strong>s so appealing to large numbers of players?<br />

JK: It’s a way of getting out your frustrations. It’s also a way of living out your fantasies of beating<br />

someone like what you see in the movies. Because a real street fight is over in seconds and it’s not<br />

real pretty to watch. It’s pretty ugly and there are a lot of emotions involved. What a lot of fighting<br />

<strong>game</strong>s do is create a subculture, because if a kid is able to perform a special move with a certain<br />

combination and timing, he’s all of the sudden the popular kid of the group of kids who play and<br />

follow the <strong>game</strong>.<br />

TM: What tips or suggestions do you have for <strong>game</strong> designers just getting started?<br />

JK: Find a well-written <strong>game</strong> design document to get an idea of the elements that are involved.<br />

Learn as much as you can about all the other aspects of <strong>game</strong> production. Most important is to get<br />

experience by getting into a <strong>game</strong> production and see if it is something you really want to do. Be<br />

persistent and never take no for an answer when seeking a job. <strong>Design</strong> mock <strong>game</strong> design documents<br />

and add what you feel will make the <strong>game</strong> better than the <strong>game</strong>s that are out there, and get your<br />

gaming friends to honestly critique it.<br />

TM: In your experience, what fundamental <strong>game</strong> design rules should always be observed?<br />

JK: Know what is out there, and use that as a foundation to build upon. Learn the rules of what<br />

makes a great <strong>game</strong>, and then learn how to effectively (not carelessly) break those rules.<br />

TM: What skills and abilities should new <strong>game</strong> designers focus on? How about fight <strong>game</strong><br />

designers?<br />

JK: With fight <strong>game</strong> designers, I feel they should think out of the box and bring on other elements<br />

that would make the <strong>game</strong> more compelling. There are too many fighting <strong>game</strong>s that are very similar<br />

yet still the same.<br />

TM: Do you think working as a <strong>game</strong> designer requires preparation outside of technology (learning<br />

scripting and 3-D packages)?<br />

JK: Yes. Everything you know helps makes you a better designer.<br />

TM: Where are the best next-generation <strong>game</strong>s likely to come from?<br />

JK: Any place that lets the production team come up with something different, that is outside of the<br />

box, that is relatively easy to play, has rules that are consistent, can completely immerse (or should I say<br />

addict) the player in the gaming environment, and support the structure of the <strong>game</strong>play at all times.<br />

TM: Does the industry need change to support <strong>game</strong> design growth?<br />

JK: Yes. Like Hollywood, they have formulaic tendencies and are concerned with making money, but<br />

do not take the time to research and develop new ideas.<br />

TM: John, thanks for taking the time to talk!<br />

MEGA TIPS<br />

1. Use and reuse prefabricated geometry by designing level pieces or “level<br />

construction sets” with modularity in mind at all times. If you are building<br />

your own toolset, make sure that it allows for this ideal.<br />

2. Keep a level journal as you play your favorite <strong>game</strong>s. Make notes in your<br />

journal about what works, what doesn’t, and why a level or play idea<br />

51<br />

Level Planning and <strong>Building</strong>

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