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Game Design Confessional

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... main jist behind the game, and detailed specs when they have to work directly on ... Joe','Abduct Joe(x3)', 'Abuct a Car (x4)','Blow up the Police Station' ... – PowerPoint PPT presentation

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Title: Game Design Confessional


1
Game Design Confessional
  • Dan Teasdale
  • Senior Designer
  • Pandemic Studios

2
Whats this session about?
  • Why dont you talk about all the mistakes youve
    made
  • Designers make mistakes
  • but never actually admit it
  • I am a designer
  • Dans Seven Deadly Design Sins
  • This speech isnt about me telling you how to do
    your job

3
Gluttony, Part 1
  • I actually have 9 sins to confess, not 7

4
Pride, Part 1
  • I have had a stereotypical designer ego

5
The evidence against me?
  • I thought my ideas were best
  • I thought the rest of the team were out of
    touch
  • I was a Nintendo Fanboy
  • I cringe when academics whove never worked on a
    game lecture about Game Design
  • I never confessed to my sins

6
Now that Ive alienated half the room and made
the other half think Im an asshole, lets move on
7
Anger
  • Ive been angry at the rest of the team for not
    reading my detailed and well-thought out design
    documents and specifications

8
Why werent they reading your documents?
  • Because they were huge!
  • or they were, just only once

9
And did getting angry help?
  • Nope people still didnt read my docs
  • Half the time, ended up ignoring the docs and
    implementing something wildly different

10
So, how have you tried to resolve this?
  • HTML?
  • Nobody knows when its updated
  • Small Word Docs?
  • Nobody knows where they live
  • Design Site/CMS?
  • Hard to update
  • Wiki?
  • Solves these problems internally, not so good
    externally

11
What did you learn from all this, my child?
  • Nobody likes reading stuff twice
  • Most people only want to know the main jist
    behind the game, and detailed specs when they
    have to work directly on something
  • Its a pain in the ass to update, collate, and
    view reference content in HTML or Word

12
Have I repented?
  • No. Not ideal, still stuff that needs to be done
    next project, like making Word-like output

13
Pride, Part 2
  • I have designed Think like the Designer missions

14
Blasphemy 1 Leading the Player
  • DAH Prototype Hypnotize Joe,Abduct Joe(x3),
    Abuct a Car (x4),Blow up the Police Station,
    Level City Hall
  • BORING and FRUSTRATING
  • Tell the player WHY theyre doing this!
  • Designing for broader goals not only removes the
    tedium of Why am I doing this but also allows
    players to complete them their way
  • See Rockstar North!

15
Blasphemy 2 Timers as a crutch
  • It Came From the Basement! - What, my mission
    isnt fun? Add a timer.
  • I couldnt play Pikmin because of this
  • Use your mechanics!
  • If you want to use time as a mechanic, at least
    make it related to what youre doing
  • See Rockstar North (for a bad example)

16
Blasphemy 3 Escort Missions
  • DAH Protect Scientist Joe as he walks calmy
    through eight lines of cops and soldiers to a
    panel with a button you could press yourself
  • On paper, it sounds good. In reality, too many
    out-of-player-control fail conditions
  • Escort missions are obfuscated timers that can
    fail randomly.

17
What made you blaspheme like this?
  • Laziness?
  • Dont take a step back?
  • Didnt follow the Magic 400 Rules of Design That
    Dont Exist?
  • well, a little of all

18
Did you feel the weight of this mistake, my child?
  • On AMRTS, the mission in question was
    flip-flopping on balance right up to release
  • On DAH, it meant I got a lot of angry emails from
    people who thought I was a sucky designer
  • Still didnt stop me from bitching about the same
    things in other games

19
Have I repented?
  • Yes, to the point where Im annoying the other
    designers.

20
Envy
  • Ive always been envious of people who have a
    fresh perspective when playing my game

21
Why is this such a bad thing?
  • You lose sight of what the game is
  • Oddballs - goal had 5 layers of indirection
  • Created these layers over time, didnt realise it.

22
The fallout?
  • Figured out a plan to resolve it
  • Cancelled before we could implement it

23
How should I approach this in the future?
  • Pretty much impossible to ignore 18 months of
    experience when evaluating your own game
  • Next best thing is to think about how people think

24
Well, how do people think?
  • Perceptual Control Theory
  • Dryest bit of this speech, but also probably the
    most base-level in terms of player interaction
  • If you want to take a quick nap, nows the time

25
Perceptual Control Theory
  • Originally theorised in the 50s as a way to
    explain human and animal behavior
  • The core concept of PCT is that every action we
    take is to reduce error
  • Components that make up PCT are Perception and
    Reference

26
When your reference is the same as your
perception
  • Everything is fine and happy
  • Basically a non-event, no need to change
    anything
  • Example My reference for this audience was 90
    male gaming nerds
  • Perception meets Reference, wasnt shocked when I
    saw you all

27
When your reference is different to your
perception
  • Brain goes into an infinite loop
  • Creates Error - can be externalised as stress,
    angst, hate, controller throwing
  • The error persists until either
  • Your reference changes to meet your perception
  • You act to change your perception to meet your
    reference

28
An example?
  • Metal Gear Solid 2
  • At the start, your perception meets your
    reference for a sequel to MGS
  • An hour later, your perception is changed
    dramatically and is different from your
    reference, thanks to Raiden
  • Good example of how error can be good and bad!

29
Have I repented?
  • Totally
  • If Id done this on Oddballs, youd be playing it
    now
  • Perception/Reference externalisation works for
    determining pretty much all human behavior

30
Gluttony, part 2
  • I have Knee-Jerk designed

31
What do you mean, Knee-Jerk designed?
  • That is, Ive designed something or extended
    something purely because of an external issue
  • No - Bad, Lazy
  • and bites you in the ass in the long run

32
Example 1 DAH Conversation System
  • A mission where you stop the mayor from giving a
    speech would be cool
  • It would be even cooler if you could give the
    speech
  • Started out as a minigame for a single mission

33
DAH Conversation System
34
DAH Conversation System
  • Dan, youre awesome and we love you. Lets use it
    in all the missions
  • Then extended as a mechanic across a number of
    missions, not just speech delivery

35
DAH Conversation System
  • Thought System was pretty shallow
  • Thoughts are really just for humor value at the
    moment, and theyre pointless otherwise. This is
    a problem. Lets make it that Crypto says the
    thoughts that he finds in peoples brains!
  • (cue sirens)
  • Then tied into core game mechanics

36
DAH Conversation System
37
DAH Conversation System
  • After E3, took a few days break and looked back
    on what we had
  • Still had a mechanic suiting a minigame, but was
    used along the gameplay critical path
  • Didnt hold up to the stress
  • Hunting down a particular person across a whole
    city just for their thought is ass boring.
  • Realised we had created a monster out of a small
    minigame setpiece due to knee-jerking.

38
DAH Conversation System
  • Took the benefits of this system, and slimmed it
    down
  • Convincing each person of Good,Bad,Neutral
    or Instant Fail. No grey areas
  • Removed dependence on finding thoughts
  • Humor delivery first, progression second
  • Back to Really Fun!, not Critical Grinding

39
Have I repented?
  • Yes - If I get to the point where Im making
    radical changes, then think about it from the
    ground up.

40
Greed (and a little Sloth)
  • I have created unoriginal concepts and worked on
    unoriginal games for money, fame, or out of
    laziness

41
Some people say that youre to blame?
  • People always blame designers for being
    unoriginal
  • People usually after that pitch their own
    original ideas to me

42
What original ideas have been pitched to you?
  • From email Itd be a team-based FPS, but set in
    World War I!
  • In person Its a huge saga over thousands of
    years where youd play death, then youd control
    the reaper in a huge RTS that was also an FPS,
    then the reaper would impregnate your sister and
    youd control the reapers babies. Itd also be a
    three part novel, and I wrote the outline
    already. Can you make my game for me?

43
So, where have you committed this sin?
  • Attached to resume
  • Quake 2 weapons mod
  • ltgame titlegt is a 3D RTS set in the fantasy
    world of ltpre-established worldgt
  • I worked on Army Men RTS

44
How are you going to stop this?
  • GO OUTSIDE!
  • Youre more likely to think of new ideas if you
    see new things
  • Pikmin arose from Miyamoto playing in his garden

45
So, youve repented, my son?
  • Sortaits good to get ideas from other games
  • Its easy to convey ideas as Its like the MGS
    Codec or It works like the GTA minimap
  • So, referencing other game mechanics is good -
    just try to avoid ripping off entire games.

46
Sloth
  • Ive failed to prototype due to either not
    identifying the need, or because of schedule
    constraints

47
Sloth
  • THIS IS EVIL!

48
Where did you blaspheme like this!?
  • DAH Redesign
  • Started off on right track, prototyped an 80
    UFO, 20 Alien game

49
Where did you blaspheme like this!?
  • Fun UFO mode, not-so-fun Alien Mode
  • THQ and US Office had a reference for 80 Alien,
    20 UFO
  • Came up with redesign for Alien Mode, didnt
    prototype

50
Did you feel a just punishment for your actions?
  • Lost six months of design time prototyping on the
    fly (although it timed well because of it)
  • Generated a lot of resentment amongst other team
    members (Whats the game?!)
  • Had to start production still looking for the 30
    seconds of fun for alien mode
  • Disclaimer Alien Mode is fun now. Please buy
    lots of copies of DAH

51
What should happen
  • Oddballs
  • Design Summmary, Design Goals
  • Party Game, but real time
  • Make sure all players are doing something
  • Balance a metagame and minigame

52
Paper Prototype
  • Took over Ping-Pong table, laid out prototype map
    with paper strips and printed out objects
  • Sorted out basic gameplay mechanic flaws before
    any gameplay code was written

53
Rough Running Prototype
54
First Implementation In-Engine
55
But wasnt this title cancelled?
  • Yep, but the process that we took in order to get
    to that point meant we cancelled a few months in,
    rather than having a good design and an unfun
    game 1 year in.
  • Showed us how much time a good prototype can save

56
My Reminder Checklist
  • Designers make mistakes
  • Always remember that someone has to play what
    youre making
  • Never Knee-Jerk design
  • PROTOTYPE until the game is FUN!
  • Thanks for listening!

57
Questions? Can you forgive me?
  • dan_at_pandemicstudios.com.au
  • or come, chat, and get a free massage at the
    Pandemic Booth!
  • 12pm Today
  • 1pm Tomorrow
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