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“Tracy Fullerton’s Game Design Workshop covers prey much everything a

working or wannabe game designer needs to know. She covers game theory,
concepting, prototyping, testing and tuning, with stops along the way to discuss
what it means to be a professional game designer and how to land a job. When
I started thinking about my game studies course at the University of Texas at
Austin, this was one book I knew I had to use.”
—Warren Spector, Creative Director, Junction Point Studios

“This is a break-through book, brimming with bale-tested ‘how-to’s.’ Aspiring


game designers: you will ‘break through’ to the next level when you learn to
set, and then test, experience goals for your game players.”
—Bing Gordon, Chief Creative Officer, Electronic Arts

“Game Design Workshop is without a question the most important (and best
book) on the topic of game design. Its unique approach is both deep and practi-
cal and draws students’ into the very heart of what game design is all about. The
emphasis on paper-and-pencil prototyping encourages students to think, quite
literally, “outside the box,” and stretch themselves to innovate beyond simply
rehashing commercially successful game genres. If the author’s students are any
indication, this method has a proven track record of producing both original and
successful games. Game Design Workshop is ideal for those starting new educa-
tional programs as the book is structured around a design curriculum that can
be easily implemented by instructors with no prior game design experience.”
—Celia Pearce, Director, Experimental Game Lab, Georgia Institute of
Technology

“This book offers a thoughtful and comprehensive look at the field of game
design. I’m particularly impressed with the way Tracy has managed to integrate
the viewpoints and comments of so many diverse and notable designers with
her own perceptive view of the state of the art.”
—Noah Falstein, freelance designer, The Inspiracy

“With the second edition of Game Design Workshop, the authors have kept
the engaging hand-on exercise-based approach, while giving the text a nice
updating and polishing. This book does a great job illustrating how games are
designed and developed by engaging readers to play along.”
—Drew Davidson, Director, Entertainment Technology Center, Carnegie
Mellon University

“If you are considering becoming a professional game designer, you will find
this book a reliable, intelligent, and compassionate guide. If you are already a
professional game designer, you’ll find this book an inspiration.”
—Bernie DeKoven, deepfun.com
“If you have ever wanted to design a video game, Game Design Workshop is the
book you want.”
—Jesper Juul, video game theorist and designer, author of Half-Real

“Tracy Fullerton has combined her innate understanding and joy of games with
her patient and objective experience as a scholar in this excellent book. She’ll
make you a beer game developer with her clever exercises and concise prose.
This is a must-have in the library of anyone serious about their games.”
—John Hight, Director of External Production, Sony Computer
Entertainment of America

“Game design is something of a black art. The trick to doing it well is retaining
the black magic but training oneself to control it. There are a lot of books on
game design out there, but Game Design Workshop is among the very few that
develops a wizard rather than a drone.”
—Ian Bogost, professor of digital media, the Georgia Institute of Technology,
and Co-Founder, Persuasive Games
GAME DESIGN
WORKSHOP
This page intentionally le blank
GAMEDESIGN
WORKSHOP
A Playcentric Approach to
Creating Innovative Games
Second Edition

Tracy Fullerton
with Christopher Swain and Steven S. Hoffman

amsterdam • boston• heidelberg• london


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Morgan Kaufmann is an imprint of Elsevier
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Library of Congress Cataloging-in-Publication Data


Fullerton, Tracy.
Game design workshop : a playcentric approach to creating innovative games / Tracy Fullerton, with Christopher Swain, and
Steven S. Hoffman. —2nd ed.
p. cm.
Includes bibliographical references and index.
ISBN 978-0-240-80974-8 (pbk. : alk. paper) 1. Computer games—Programming. 2. Computer games—Design. 3. Computer graphics.
I. Swain, Christopher, 1966–II. Hoffman, Steven, 1965–III. Title.

QA76.76.C672F84 2008
794.8’1526—dc22 2007040857

ISBN: 978-0-240-80974-8

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Table of Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Image Credits and Copyright Notices . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xix

Part I Game Design Basics . . . . . . . . . . . . . . . . . . . . . . . . 1


Chapter 1 The Role of the Game Designer . . . . . . . . . . . . . . . . . . . . . . . 2
An Advocate for the Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Passions and Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
A Playcentric Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Designers You Should Know . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Iterative Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Designing for Innovation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Designer Perspective: Peter Molyneux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Designer Perspective: Warren Spector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Chapter 2 The Structure of Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26


Go Fish versus Quake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Engaging the Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
What is a Puzzle? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Sum of the Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Defining Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Beyond Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

vii
viii Table of Contents

Designer Perspective: American McGee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45


Designer Perspective: Sandy Petersen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

Chapter 3 Working with Formal Elements . . . . . . . . . . . . . . . . . . . . . . . 49


Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Persuasive Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Boundaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Outcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Designer Perspective: Lorne Lanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Designer Perspective: Marc LeBlanc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

Chapter 4 Working with Dramatic Elements . . . . . . . . . . . . . . . . . . . . . 86


Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Premise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
The Two Great Myths of Interactive Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
World Building . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
The Dramatic Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Designer Perspective: Dr. Ray Muzyka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Designer Perspective: Don Daglow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

Chapter 5 Working with System Dynamics . . . . . . . . . . . . . . . . . . . . . . . 111


Games as Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
System Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Deconstructing Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Interacting with Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
A Conversation with Will Wright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Tuning Game Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Table of Contents ix

Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Designer Perspective: Alan R. Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Designer Perspective: Frank Lantz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

Part 2 Designing a Game . . . . . . . . . . . . . . . . . . . . . . . .147


Chapter 6 Conceptualization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Coming Up With Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Brainstorming Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Alternate Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Editing and Refining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Electronic Arts Preproduction Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Turning Ideas into a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Where Do Game Ideas Come From? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Geing the Most out of Focus Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Designer Perspective: Bill Roper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Designer Perspective: Josh Holmes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174

Chapter 7 Prototyping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175


Methods of Prototyping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Catastrophic Prototyping and Other Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Prototyping Your Original Game Idea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
The Design Evolution of Magic: The Gathering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Making the Physical Prototype Beer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Beyond the Physical Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Designer Perspective: James Ernest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Designer Perspective: Katie Salen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212

Chapter 8 Digital Prototyping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213


Types of Digital Prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Using Soware Prototypes in Game Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Prototyping for Game Feel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Designing Control Schemes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Prototyping Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Selecting Viewpoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
x Table of Contents

Effective Interface Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235


Prototyping Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Designer Perspective: David Perry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Designer Perspective: Brenda Brathwaite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246

Chapter 9 Playtesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248


Playtesting and Iterative Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Recruiting Playtesters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Conducting a Playtesting Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
Methods of Playtesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Why We Play Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
The Play Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Taking Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Basic Usability Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Data Gathering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Test Control Situations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes . . . . 266
Playtesting Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Designer Perspective: Rob Daviau . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
Designer Perspective: Graeme Bayless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276

Chapter 10 Functionality, Completeness, and Balance . . . . . . . . . . . 277


What Are You Testing For? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Is Your Game Functional? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Is Your Game Internally Complete? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Is Your Game Balanced? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286
A Conversation with Rob Pardo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Techniques for Balancing Your Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
Designer Perspective: Brian Hersch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307
Designer Perspective: Heather Kelley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311

Chapter 11 Fun and Accessibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312


Is Your Game Fun? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Improving Player Choices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
The Core Mechanic: Game Design as Activity Design . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
Table of Contents xi

Fun Killers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334


Beyond Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Is Your Game Accessible? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Using Audio as a Game Feedback Device . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
Designer Perspective: Richard Hilleman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Designer Perspective: Bruce C. Shelley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346

Part 3 Working As a Game Designer . . . . . . . . . . . . . 347


Chapter 12 Team Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Team Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Developer’s Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Applying for a Job in Game Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
Advice from the International Game Developers Association (IGDA)
on Choosing an Academic Game Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Publisher’s Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
Team Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366
All Contribute to the Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366
Team Building . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368
Team Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369
Designer Perspective: Ma Firor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Designer Perspective: Jenova Chen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374

Chapter 13 Stages of Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375


Stages Defined . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375
From Classroom to Console: Producing flOw for the PlayStation 3 . . . . . . . . . . . . . . . 380
How to Make a Project Plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
Business Opportunities for Independents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
Designer Perspective: Stan Chow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
Designer Perspective: Starr Long . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393

Chapter 14 The Design Document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 394


Communication and the Design Document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 394
Contents of a Design Document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 395
xii Table of Contents

Writing Your Design Document . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400


Indie Game Jam: An Outlet for Innovation and Experimental Game Design . . . . . . . 403
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406
Designer Perspective: Chris Taylor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
Designer Perspective: Troy Dunniway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412

Chapter 15 Understanding the Game Industry . . . . . . . . . . . . . . . . . 413


The Size of the Game Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413
Platforms for Distribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414
Genres of Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Alternatives: Games for Girls and Women . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418
Publishers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Developers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 422
The Business of Game Publishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423
Alternatives: Understanding the Tabletop Game Industry: A Guide for Inventors . . 424
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431
Beginner Perspective: Jesse Vigil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Perspective from The Trenches: Jim Vessella . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434

Chapter 16 Selling Yourself and Your Ideas to the Game Industry . . . 436
Geing a Job at a Publisher or Developer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436
An Interview with a Game Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440
Pitching Your Original Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
Selling Ideas to the Game Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444
Independent Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448
Designer Perspective: Christopher Rubyor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 449
Designer Perspective: Sco Miller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 451
Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 452

Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 455
Foreword
Eric Zimmerman, Co-Founder & Chief Design Officer, Gamelab

There is a connection. Every point in my life is is made, game designers are the meta-creators of
connected to every other point. The connection meaning, those who architect the spaces of possibility
is there. One need only imagine in full freedom. where such discovery takes place.
— Peter Handke Which is where this book comes in. You are read-
ing these words because you are interested in not
There is magic in games. just playing games, but in making them. Take my word
Not magic like a Level 19 fireball spell is magic. Not for it: Game Design Workshop is one of the very few
the kind of magic you get when you purchase a trick books that can truly help you to make the games that
in a magic store. And not the kind of mystical expe- you want to make. Those games bursting from your
rience that organized religion can go on about. No, heart and from your imagination. The ones that keep
games are magic in the way that first kisses are magic, you up at night demanding to be designed. Games
the way that finally arriving at a perfect solution to a that are brimming with potential for discovery, for
difficult problem is magic, the way that conversation meaning, for magic.
with close friends over good food is magic. Game Design Workshop presents, with sharp intel-
The magic at work in games is about finding ligence and an eye for the importance of the design
hidden connections between things, in exploring the process, tried-and-true strategies for thinking about
way that the universe of a game is structured. As all and creating games. More than just fancy notions about
game players know, this kind of discovery makes for how games work, Game Design Workshop is a treasury
deeply profound experiences. How is it possible that of methods for puing game design theories into prac-
the simple rules of chess and Go continue to evolve tice. The authors of Game Design Workshop have real
new strategies and styles of play, even aer centu- experience making games, teaching game designers,
ries and centuries of human study? How is it that the and writing about game design. And I can honestly say
nations of the entire world, and even countries at that they have personally taught me a great deal. In
war with each other—at war!—can come together to the ambition of its scope and the value of its insights,
celebrate in the conflict of sport? How do computer you hold in your hands a very unique text.
and video games, seemingly so isolating, pierce our Why do we need a book like Game Design
individual lives and bring us together in play? Workshop? Because despite the fact that games are
To play a game is to realize and reconfigure these so very ancient, are part of every society, and are
hidden connections—between units on a game board, increasingly important in people’s lives, we hardly
between players in a match, between life inside the know anything about them. We are still learning.
game and life outside—and in so doing, create new What makes games tick? How do we create them?
meaning. And if games are spaces where meaning How do they fit into culture at large? The explosion

xiii
xiv Foreword

of computer and video games in recent decades century was the age of information, the twenty-first
has multiplied the complexity and the stakes of will be a century of play. As game designers, we will be
such questions. For beer or worse, questions like the architects, the storytellers, and the party hosts of
these don’t have simple answers. And Game Design this playful new world. What a wonderful and weighty
Workshop won’t give them to you. But it can help you responsibility we have. To bring meaning to the world.
figure out how to explore them on your own, through To bring magic into the world. To make great games.
the games you design. And to set the world on fire through play.
We are living through the rebirth of an ancient Are you with me?
form of human culture. Just as the nineteenth century Eric Zimmerman
ushered in mechanical invention, and the twentieth New York City, October 2007
Acknowledgments
The authors wish to thank the many game designers, Noah Falstein, The Inspiracy
producers, executives, and educators who have Dan Fiden, Electronic Arts
provided invaluable ideas, information, and insights Ma Firor, Zenimax Online Studios
during the writing of this book and the original Sco Fisher, USC School of Cinematic Arts
edition. These talented individuals include: Nick Fortugno, Rebel Monkey
Steve Ackrich, Activision Tom Frisina, Electronic Arts
Phil Adams, Interplay Bill Fulton, Microso Game Studios
Graeme Bayless, Kush Games Richard Garfield, Wizards of the Coast
Ranjit Bhatnagar, Gamelab John Garre, LucasArts
Seamus Blackley, CAA Chaim Gingold, Electronic Arts
Jonathan Blow Greg Glass
Chip Blundell, Eidos Susan Gold, IGDA Education SIG
Ian Bogost, Persuasive Games Bing Gordon, Electronic Arts
Chris Brandkamp, Cyan Sheri Graner Ray, Women in Games International
Brenda Brathwaite, Savannah College of Art and Bob Greenberg, R/GA Interactive
Design Michael Gresh
Jeff Chen, Activision Gary Gygax
Jenova Chen, thatgamecompany Justin Hall, GameLayers
Stan Chow, EA Japan Brian Hersch, Hersch and Company
Doug Church, Electronic Arts Richard Hilleman, Electronic Arts
Dino Citraro, Periscopic Kenn Hoekstra, Pi Studios
Don Daglow, Stormfront Studios Leslie Hollingshead, Vivendi Universal Games
Elizabeth Daley, USC School of Cinematic Arts Josh Holmes, Propaganda Games
Rob Daviau, Hasbro Games Robin Hunicke, Electronic Arts
Bernie DeKoven Steve Jackson, Steve Jackson Games
Jason Della Rocca, IGDA Ma Kassan, Atari
Dallas Dickinson, Sony Online Entertainment Kevin Keeker, Microso Games User Research
Neil Dufine Heather Kelley
Peter Duke, Duke Media Sco Kim
Troy Dunniway, Brash Entertainment Naomi Kokubo, Rocketon
Greg Ecker Vincent Lacava, Pop and Co.
Glenn Entis, Electronic Arts Lorne Lanning, Oddworld Inhabitants
James Ernest, Cheapass Games Frank Lantz, area/code

xv
xvi Acknowledgments

Nicole Lazzaro, XEODesign Katie Salen, Gamelab Institute of Play


Marc LeBlanc, Mind Control Soware Kellee Santiago, thatgamecompany
Tim Lee, Whyville Jesse Schell, Carnegie Mellon University
Nick Lefevre, Konami of America Carl Schnurr, Activision
Richard Lemarchand, Naughty Dog Steve Seabolt, Electronic Arts
Ethan Levy, PlayFirst Bruce C. Shelley, Ensemble Studios
Rich Liebowitz, Union Entertainment Tom Sloper, Sloperama Productions
Starr Long, NC So Warren Spector, Junction Point Studios
Sus Lundgren, PLAY Research Group Jen Stein, USC School of Cinematic Arts
Michael Mateas, University of California, Santa Cruz Michael Sweet, AudioBrain
American McGee, Spicy Horse Games Steve Swink, Flashbang Studios
Jane McGonigal, The Institute for the Future Chris Taylor, Gas Powered Games
Jordan Mechner Brian Tinsman, Wizards of the Coast
Nikita Mikros, Tiny Mantis Entertainment Eric Todd, Electronic Arts
Sco Miller, 3D Realms Kurosh ValaNejad, USC EA Game Innovation Lab
Peter Molyneaux, Lionhead Studios Jim Vessella, Electronic Arts
Alan R. Moon Jesse Vigil, Psychic Bunny
Minori Murakami, Namco Steve Weiss, Sony Online Entertainment
Janet Murray, Georgia Institute of Technology Jay Wilbur, Epic Games
Ray Muzyka, BioWare Dennis Wixon, Microso Games User Research
Dan Orzulak, Electronic Arts Will Wright, Electronic Arts
Trent Oster, BioWare Richard Wyckoff, Pandemic Studios
Rob Pardo, Blizzard Entertainment Eric Zimmerman, Gamelab
Celia Pearce, Georgia Institute of Technology
David Perry, Gameconsultants.com We would also like to thank our editors and agents
Sandy Petersen, Ensemble Studios at Elsevier, Morgan Kaufmann, CMP, and Waterside
Chris Plummer, Electronic Arts Productions:
Rhy-Ming Poon, Activision
Dorothy Cox, CMP Books
Kim Rees, Periscopic
Danielle Jatlow, Waterside Productions
Stephanie Reimann, Nintendo
Georgia Kennedy, Elsevier
Neal Robison, Vivendi Universal Games
Laura Lewin, Elsevier
John Rocco
Carol McClendon, Waterside Productions
Bill Roper, Flagship Studios
Jamil Moledina, CMP Books
Kate Ross, Wizards of the Coast
Dawnmarie Simpson, Elsevier
Rob Roth
Paul Temme, Elsevier
Jason Rubin
Chris Rubyor, Petroglyph And, of course, all of our students at the University of
Susana Ruiz Southern California.
Image Credits and
Copyright Notices
Playtesting and prototyping photos by Tracy Images from Dark Age of Camelot courtesy of
Fullerton and Chris Swain unless otherwise noted Mythic Entertainment. Copyright © 2003
Diagrams and illustrations by Tracy Fullerton unless Mythic Entertainment, Inc. All rights reserved.
otherwise noted www.darkageofcamelot.com
Images from You Don’t Know Jack™ courtesy of Images from Maximum Chase™ courtesy of
Jellyvision—© Jellyvision, Inc. Microso Corporation. Screenshots reprinted by
Image from Beautiful Katamari © 2007 Namco permission of Microso Corporation
Bandai Games POLE POSITION™ © 1982 Namco Ltd., All Rights
Image from Chess tournament courtesy of SKBosna Reserved. Courtesy of Namco Holding Corp.
Image from Quake tournament courtesy of Foto MotoGP™ © 1998 2000 Namco Ltd., All Rights
Image from Darfur is Dying © 2006 Susana Ruiz Reserved. Courtesy of Namco Holding Corp.
Image from World of Warcra™ © 2007 Blizzard MotoGP3 © 1998 2000 2001 2002 NAMCO LTD.,
Entertainment® ALL RIGHTS RESERVED. Licensed by Dorna.
Image from City of Heroes © 2007 NCso Image from Halo 3 © 2007 Microso Game Studios
PAC-MAN™ © 1980 Namco Ltd., All Rights Image from Bejeweled courtesy of Popcap Games
Reserved. Courtesy of Namco Holding Corp. © Popcap Games
Image from 7th Guest © Virgin Interactive Image from Prince of Persia 3D © Red Orb
Entertainment Entertainment
Image from Tomb Raider courtesy of Eido Images from Selers of Catan © Mayfair Games
Interactive. © Eidos Interactive Ltd. Image from Secret of Monkey Island courtesy of
Image from Slingo courtesy of Slingo, Inc. © Slingo LucasArts. LucasArts and the Lucas Arts logo are
SOUL CALIBER II™ © 1982 Namco Ltd. All Rights registered trademarks of Lucasfilm, Ltd. © 1990
Reserved. Courtesy of Namco Holding Corp. Lucasfilm Entertainment Company Ltd. or Lucasfilm
SOULCALIBUR II® & © 1995 1998 2002 2003 Ltd & or TM as indicated. All rights reserved.
NAMCO LTD., ALL RIGHTS RESERVED. Image from Jak and Daxter Copyright © 2003 Sony
Scotland Yard © Ravensburger Computer Entertainment America, Inc. “Jak
Scrabble, Monopoly, Milton Bradley’s Operation, and Daxter” are trademarks of Sony Computer
Lord of the Rings board game, Connect Four, and Entertainment America, Inc. Courtesy of
Pit © Hasbro Naughty Dog

xvii
xviii Image Credits and Copyright Notices

GALAXIAN™ © 1979 Namco Ltd., All Rights Ratchet & Clank animation prototype images © Sony
Reserved. Courtesy of Namco Holding Corp. Computer Entertainment
Images from Tony Hawk’s Pro Skater, Pitfall, and Jak X: Combat racing prototype images © Sony
Stationfall courtesy of Activision—© Activision Computer Entertainment America, Inc.
Image from Day of the Tentacle courtesy of Image from Elite Beat Agents © Nintendo
LucasArts. LucasArts and the Lucas Arts logo Space War image © Digital Equipment Corporation
are registered trademarks of Lucasfilm, Ltd. © Image from MSN Game Zone Backgammon courtesy
1993 Lucasfilm Entertainment Company Ltd. or of Microso Corporation. Screenshots reprinted
Lucasfilm Ltd & or TM as indicated. All rights by permission of Microso Corporation
reserved. Images from Unreal 2 courtesy of Epic Games, Inc.
Images from Diablo® II, Warcra® II, and Warcra® © Epic Games, Inc.
III: Reign of Chaos™ courtesy of Blizzard Image from Deus Ex courtesy of Eidos Interactive.
Entertainment® © Eidos Interactive Ltd.
Image of PacManhaan © Doug Jaeger Illuminati © Steve Jackson Games
Image from Metal Gear Solid courtesy of Konami Images from Hulk courtesy of Universal Interactive.
Computer Entertainment Japan © 1987–2003 © 2003 Universal Interactive, Inc. © 2003
Konami Computer Entertainment Japan Universal Studios. Hulk: TM & © 2003 Marvel
Images from Dungeon Siege courtesy of Microso Characters, Inc. Used with Permission. Hulk™
Corporation. Screenshots reprinted by permis- interactive game and all of its screen images is
sion of Microso Corporation copyrighted by Universal Interactive, Inc. and is
Images from “The Incredible Machine: Even More used under license.
Incredible Contraptions” courtesy of Sierra Image from Magic: The Gathering Online © 1995–
Entertainment, Inc. All Rights Reserved. 2003 Wizards of the Coast
Image of Peacemaker © ImpactGames Image from Thief III courtesy of Eidos Interactive.
Image from Space Invaders courtesy of Taito © Eidos Interactive Ltd.
Corporation. © Taito Corporation (1978–2003) Images of usability labs courtesy of Microso
Images from Myst courtesy of Cyan Worlds, Inc. © Corporation
Cyan Worlds, Inc. Used by permission. All rights Image from Castle Infinity © Castle Infinity Inc.
reserved. Concept Art from Starcra: Ghost™ provided by
Image from Lara Cro courtesy of Eidos Interactive. Blizzard Entertainment®
© Eidos Interactive Ltd. Images from Indie Game Jam © Justin Hall
Image of Duke Nukem courtesy of 3DRealms/Apogee— Image of Jenova Chen © Vincent Diamante
© 3DRealms Images of Cloud © University of Southern California
Images from God of War © Sony Computer Images from American McGee’s Grimm © Spicy Horse
Entertainment of America Image of Oasis © Mind Control Soware
Image from Shadow of the Colossus © Sony Images of Braid and Oracle Billiards prototype
Computer Entertainment © Jonathan Blow
Image from Façade © Michael Mateas and Andrew Images of Airport Insecurity © Persuasive Games
Stern Images of SiSSYFiGHT 2000, Loop prototype and
Up the River © Ravensburger BLiX © Gamelab
Spider-Man 2 and True Crime 2 game design dia- Image of flOw © Sony Computer Entertainment of
grams courtesy of Activision Central Design © America
2007 Jeff Chen and Carl Schnurr *Copyright of all sidebar contributions remains with
Spore digital prototype images © 2007 Electronic Arts their original authors.
Introduction
One of the most difficult tasks people can perform, As sales of games have increased, interest in game
however much others may despise it, is the inven- design as a career path has also escalated. Similar to
tion of good games. the explosion of interest in screenwriting and direct-
— C.G. Jung ing that accompanied the growth of the film and televi-
sion industries, creative thinkers today are turning to
Games are an integral part of all known human games as a new form of expression. Degree programs
cultures. Digital games, in all their various formats in game design are now available in major universities
and genres, are just a new expression of this ancient all over the world in response to student demand.
method of social interaction. Creating a good game, The International Game Developers Association, in
as noted in the Jung quote above, is a challenging task, recognition of the overwhelming interest in learning
one that requires a playful approach but a systematic to create games, has established an Education SIG to
solution. Part engineer, part entertainer, part mathe- help educators create a curriculum that reflects the
matician, and part social director, the role of the real-world process of professional game designers. On
game designer is to cra a set of rules within which their website, the IGDA lists over 200 programs that
there are means and motivation to play. Whether we offer game design courses or degrees in North America
are talking about folk games, board games, arcade alone. Furthermore, Game Developer magazine puts
games, or massively multiplayer online games, the out an annual career guide bonus issue to connect the
art of game design has always been to create that study of game development to the practice of it.
elusive combination of challenge, competition, and In addition to our experience designing games for
interaction that players just call “fun.” companies such as Disney, Sony, Sega, and Microso,
The cultural impact of digital games has grown to the authors of this book have spent twelve years
rival television and films as the industry has matured teaching the art of game design to students from a
over the past three decades. Game industry rev- variety of different backgrounds and experience lev-
enues have been growing at a double-digit rate for els and have established a game design curriculum
years and have recently eclipsed the domestic box for the interactive media degrees at the USC School
office revenues of the film industry, reaching 12.5 of Cinematic Arts. In this time, we have found that
billion dollars in 2007. According to reports in Time there are paerns in the way that beginning design-
Magazine and The LA Times, 90% of U.S. households ers grasp the structural elements of games, common
with children have rented or owned a video or com- traps that they fall into, and certain types of exercises
puter game, and young people in the United States that can help them learn to make beer games. This
spend an average of 20 minutes per day playing book encapsulates the experience we have gained
video games. This makes digital games the second by working with our students to design, prototype,
most popular form of entertainment aer television. and playtest hundreds of original game concepts.
xix
xx Introduction

Our students have gone on to jobs in all areas Step 2


of the game industry, including game design, pro- Learn to conceptualize, prototype, and playtest your
ducing, programming, visual design, marketing, and original games. Create rough physical or digital pro-
quality assurance. Several of them have gone on to totypes of your designs that allow you to separate
become prominent independent game designers, the essential system elements from the complexities
such as the team at thatgamecompany, which devel- of full production. Put your playable prototype in the
oped the hit downloadable title flOw from a student hands of players and conduct playtests that generate
research project created at USC. The method we useful, actionable feedback. Use that feedback to
present here has proven to be successful over and revise and perfect your game’s design. Part II, starting
over again. Whatever your background, your techni- on page 147, covers these important design skills.
cal skills, your reasons for wanting to design games,
our goal with this book is to enable you to design Step 3
games that engage and delight your players. Understand the industry and the place of the game
Our approach is exercise driven and extremely designer in it. The first two steps give you the founda-
nontechnical. This may surprise you, but we do not tion of knowledge to be a literate and capable game
recommend implementing your designs digitally designer. From there you can pursue the specialized
right away. The complexities of soware develop- skills used in the game industry. For example, you can
ment oen hamper a designer’s ability to see the pursue producing, programming, art, or marketing.
structural elements of their system clearly. The You might become a lead game designer or perhaps
exercises contained in this book require no pro- one day run a whole company. Part III, starting on
gramming expertise or visual art skills and so release page 347 of this book, covers the place of the game
you from the intricacies of digital game production designer on a design team and in the industry.
while allowing you to learn what works and what The book is full of exercises intended to get you
does not work in your game system. Additionally, working on game design problems and creating your
these exercises will teach you the most important own designs. When you reach the end, you will have
skill in the game design: the process of prototyp- prototyped and playtested many games, and you will
ing, playtesting, and revising your system based on have at least one original playable project of your own.
player feedback. We emphasize the importance of doing these exer-
There are three basic steps to our approach: cises because the only way to really become a game
designer is to make games, not just play them or read
Step 1 about them. If you think of this book as a tool to lead
Start with an understanding of how games work. Learn you through the process of design, and not just a text to
about rules, procedures, objectives, etc. What is a read, you will find the experience much more valuable.
game? What makes a game compelling to play? Part I So if you are ready to get started, it’s your turn
of this book covers these game design fundamentals. now. Best of luck!
Part 1
Game Design Basics
Since there have been games, there have been game own answer, and the answers of other players, is the
designers. Their names might have been lost to his- first step to becoming a game designer.
tory, but at some point the first clay dice were thrown, We bring up this long history of games as a pre-
and the first smooth stones were placed in the pits lude to a book primarily about designing digital
of a newly carved mancala board. These early inven- games because we feel that it’s important for today’s
tors might not have thought of themselves as game designers to “reclaim” that history as inspiration
designers—perhaps they were just amusing them- and for examples of what makes great gameplay. It’s
selves and their friends by coming up with competi- important to remember that what has made games
tions using the everyday objects around them—but such a long-lasting form of human entertainment is
many of their games have been played for thou- not intrinsic to any technology or medium but to the
sands of years. And although this history stretches experience of the players.
back as far as the beginnings of human culture, when The focus of this book will be on understanding
we think of games today, we tend to speak of the and designing for that player experience, no maer
digital games that have so recently captured our what platform you are working with. It is what we
imaginations. call a “playcentric” approach to game design, and it
These digital games have the capacity to take is the key to designing innovative, emotionally engag-
us to amazing new worlds with fantastic characters ing game experiences. In the first chapter of this sec-
and fully realized interactive environments. Games tion, we’ll look at the special role played by the game
are designed by teams of professional game devel- designer throughout the process, the designer’s rela-
opers who work long hours at specialized tasks. The tionship to the production team, the skills and vision
technological and business aspects of these digital a designer must possess, and the method by which a
games are mind-boggling. And yet, the appeal of digi- designer brings players into the process. Then we will
tal games for players has its roots in the same basic look at the essential structure of games—the formal,
impulses and desires as the games that have come dramatic, and dynamic elements that a designer must
before them. We play games to learn new skills, to work with to create that all-important player experi-
feel a sense of achievement, to interact with friends ence. These are the fundamental building blocks of
and family, and sometimes just to pass the time. Ask game design, and they provide an understanding of
yourself, why do you play games? Understanding your what it takes to create great games.

1
Chapter 1
The Role of the Game Designer
The game designer envisions how a game will work But what does it take to be a game designer?
during play. She create the objectives, rules, and pro- What kinds of talents and skills do you need?
cedures, thinks up the dramatic premise and gives What will be expected of you during the process?
it life, and is responsible for planning everything And what is the best method of designing for a game?
necessary to create a compelling player experience. In this chapter, we’ll look at the answers to these
In the same way that an architect dras a blueprint questions and outline a method of iterative design
for a building or a screenwriter produces the script that designers can use to judge the success of game-
for a movie, the game designer plans the structural play against their goals for the player experience
elements of a system that, when set in motion by the throughout the design and development process.
players, creates the interactive experience. This iterative method, which we call the “playcen-
As the impact of digital games has increased, there tric” approach, relies on inviting feedback from
has been an explosion of interest in game design as players early on and is the key to designing games
a career. Now, instead of looking to Hollywood and that delight and engage the audience because the
dreaming of writing the next blockbuster, many game mechanics are developed from the ground
creative people are turning to games as a new form up with the player experience at the center of the
of expression. process.

AnAdvocateforthePlayer
The role of the game designer is, first and foremost, As a game designer, a large part of your role is
to be an advocate for the player. The game designer to keep your concentration focused on the player
must look at the world of games through the player’s experience and not allow yourself to be distracted by
eyes. This sounds simple, but you’d be surprised how the other concerns of production. Let the art direc-
oen this concept is ignored. It’s far too easy to get tor worry about the imagery, the producer stress over
caught up in a game’s graphics, story line, or new fea- the budget, and the technical director futz with the
tures and forget that what makes a game great is solid engine. Your main job is to make sure that when the
gameplay. That’s what excites players. Even if they tell game is delivered, it provides superior gameplay.
you that they love the special effects, art direction, When you first sit down to design a game, every-
or plot, they won’t play for long unless the gameplay thing is fresh, and, most likely, you have a vision for
hooks them. what it is that you want to create. At this point in

2
An Advocate for the Player 3

the process, your view of the game and that of the


eventual new player are similar. However, as the
process unfolds and the game develops, it becomes
increasingly difficult to see your creation objectively.
Aer months of testing and tweaking every conceiv-
able aspect, your once clear view can become mud-
dled. At times like this, it’s easy to get too close to
your own work and lose perspective.

Playtesters
Situations like these are when it becomes critical to
have playtesters. Playtesters are people who play
your game and provide feedback on the experience
so that you can move forward with a fresh perspec-
tive. By watching other people play the game, you can 1.1 Playtest group
learn a great deal.
Observe their experience and try to see the game communication. Being a superior game designer isn’t
through their eyes. Pay aention to what objects about controlling every aspect of the game design or
they are focused on, where they click or move the dictating exactly how the game should function. It’s
cursor when they get stuck or frustrated or bored, about building a potential experience, seing all the
and write down everything they tell you. They are pieces in place so that everything’s ready to unfold
your guide, and it’s your mission to have them lead when the players begin to participate.
you inside the game and illuminate any issues lurking In some ways, designing a game is like being
below the surface of the design. If you train your- the host of a party. As the host, it’s your job to get
self to do this, you will regain your objectivity and everything ready—food, drinks, decorations, music to
be able to see both the beauty and the flaws in what set the mood—and then you open the doors to your
you’ve created. guests and see what happens. The results are not
Many game designers don’t involve playtesters in always predictable or what you envisioned. A game,
their process, or, if they do bring in playtesters, it’s like a party, is an interactive experience that is only
at the end of production when it’s really too late to fully realized aer your guests arrive. What type of
change the essential elements of the design. Perhaps party will your game be like? Will your players sit like
they are on a tight schedule and feel they don’t have wallflowers in your living room? Will they stumble
time for feedback. Or perhaps they are afraid that around trying to find the coatroom closet? Or will
feedback will force them to change things they love they laugh and talk and meet new people, hoping the
about their design. Maybe they think that geing a night will never end?
playtest group together will cost too much money. Inviting players “over to play” and listening to
Or they might be under the impression that testing is what they say as they experience your game is the
something only done by marketing people. best way to understand how your game is work-
What these designers don’t realize is that by ing. Gauging reactions, interpreting silent moments,
divorcing their process from this essential feed- studying feedback, and matching those with specific
back opportunity, they probably cost themselves game elements are the keys to becoming a profes-
considerable time, money, and creative heartache. sional designer. When you learn to listen to your
This is because games are not a form of one-way players, you can help your game to grow.
4 Chapter 1: The Role of the Game Designer

1.2 More playtest groups

In Chapter 9 on page 248, when we examine the work creatively within this process is what this book
playtesting process in detail, you’ll learn methods and is all about.
procedures that will help you hold professional qual- Throughout this book, we’ve included exercises
ity playtests and make the most of these tests by ask- that challenge you to practice the skills that are
ing good questions and listening openly to criticism. essential to game design. We’ve tried to break them
For now though, it’s just important to know that play- down so that you can master them one by one, but by
testing is the heart of the design process explored the end of the book, you will have learned a tremen-
in this book and that the feedback you receive dur- dous amount about games, players, and the design
ing these sessions can help you transform your game process. And you will have designed, prototyped,
into a truly enjoyable experience for your players. and playtested at least one original idea of your own.
Like any living system, games transform through- We recommend creating a folder or notebook of your
out their development cycle. No rule is set in stone. completed exercises so that you can refer to them as
No technique is absolute. No scheme is the right one. you work your way through the book.
If you understand how fluid the structures are, you
can help mold them into shape through repeated Exercise 1.1: Become a Tester
testing and careful observation. As a game designer,
Take on the role of a tester. Go play a game and
it’s up to you to evolve your game into more than you
observe yourself as you play. Write down what you’re
originally envisioned. That’s the art of game design.
doing and feeling. Try to create one page of detailed
It’s not locking things in place; it’s giving birth and
notes on your behaviors and actions. Then repeat
parenting. No one, no maer how smart they are,
this experience while watching a friend play the same
can conceive and produce a sophisticated game
game. Compare the two sets of notes and analyze
from a blank sheet of paper and perfect it without
what you’ve learned from the process.
going through this process. And learning how to
Passions and Skills 5

PassionsandSkills
What does it take to become a game designer? the team to make sure that the great gameplay you
There is no one simple answer, no one path to success. envisioned in those early days of design is still there
There are some basic traits and skills we can mention, in the exhausting, pressure-filled final days before you
however. First, a great game designer is someone who lock production. To do that, you’ll need to develop
loves to create playful situations. A passion for games some other important skills in addition to your love
and play is the one thread all great designers have in of games and your understanding of the playcentric
common. If you don’t love what you’re doing, you’ll process.
never be able to put in the long hours necessary to
cra truly innovative games.
To someone on the outside, making games might Communication
seem like a trivial task—something that’s akin to playing The most important skill that you, as a game designer,
around. But it’s not. As any experienced designer can can develop is the ability to communicate clearly
tell you, testing their own game for the thousandth and effectively with all the other people who will be
time can become work, not play. As the designer, you working on your game. You’ll have to “sell” your game
have to remain dedicated to that ongoing process. many times over before it ever hits the store shelves: to
You can’t just go through the motions. You have to your teammates, management, investors, and perhaps
keep that passion alive in yourself and in the rest of even your friends and family. To accomplish this, you’ll

1.3 Communicating with


team members
6 Chapter 1: The Role of the Game Designer

need good language skills, a crystal-clear vision, and a


well-conceived presentation. This is the only way to
rally everyone involved to your cause and secure the
support that you’ll need to move forward.
But good communication doesn’t just mean writ-
ing and speaking—it also means becoming a good
listener and a great compromiser. Listening to your
playtesters and to the other people on your team
affords fresh ideas and new directions. Listening also
involves your teammates in the creative process,
giving them a sense of authorship in the final design
that will reinvest them in their own responsibilities
on the project. If you don’t agree with an idea, you 1.4 Team meeting
haven’t lost anything, and the idea you don’t use
might spark one that you do. game to its players, the range of personalities is
What happens when you hear something that incredible.
you don’t want to hear? Perhaps one of the hard- As the designer, you will interact with almost
est things to do in life is compromise. In fact, many all of them, and you will find that they all speak dif-
game designers think that compromise is a bad word. ferent languages and have different points of view.
But compromise is sometimes necessary, and if Computer-ese doesn’t oen communicate well to
done well, it can be an important source of creative artists or the producer, while the subtle shadings of
collaboration. a character sketch might not be instantly obvious to
For example, your vision of the game might include a programmer. A big part of your job, and one of the
a technical feature that is simply impossible with the reasons for your documents and specifications, is to
time and resources you have available. What if your serve as a sort of universal translator, making sure
programmers come up with an alternate implemen- that all of these different groups are, in fact, working
tation for the feature, but it doesn’t capture the on the same game.
essence of the original design? How can you adapt Throughout this book, we oen refer to the game
your idea to the practical necessities in such a way designer as a single team member, but in many cases
as to keep the gameplay intact? You’ll have to com- the task of game design is a team effort. Whether
promise. As the designer, it’s your job to find a way there is a team of designers on a single game or a col-
to do it elegantly and successfully so that the game laborative environment where the visual designers,
doesn’t suffer. programmers, or producer all have input to the design,
the game designer rarely works alone. In Chapter 12
on page 348 we will discuss team structures and how
Teamwork the game designer fits into the complicated puzzle
Game production can be one of the most intense, that is a development team.
collaborative processes you’ll ever experience. The
interesting and challenging thing about game devel-
opment teams is the sheer breadth of types of people Process
who work on them. From the hardcore computer sci- Being a game designer oen requires working under
entists, who might be designing the AI or graphic dis- great pressure. You’ll have to make critical changes to
plays, to the talented illustrators and animators who your game without causing new issues in the process.
bring the characters to life, to the money-minded All too oen, a game becomes unbalanced while try-
executives and business managers who deliver the ing to correct an issue because the designer gets
Passions and Skills 7

too close to the work, and in the hopes of solving


one problem, introduces a host of new problems. Exercise 1.2: D.O.A.
But, unable to see this mistake, the designer keeps Take one game that you’ve played that was D.O.A.
making changes, while the problems grow worse, until By D.O.A., we mean “dead on arrival” (i.e., a game
the game becomes such a mess that it loses whatever that’s no fun to play). Write down what you don’t
magic it once had. like about it. What did the designers miss out on?
Games are fragile systems, and each element is How could the game be improved?
inextricably linked to the others, so a change in one
variable can send disruptive ripples throughout.
This is particularly catastrophic in the final phases of Inspiration
development, where you run out of time, mistakes A game designer oen looks at the world differently
are le unfixed, and portions of the game are ampu- from most people. This is in part because of the pro-
tated in hopes of saving what’s le. It’s gruesome, but fession and in part because the art of game design
it might help you understand why some games with requires someone who is able to see and analyze
so much potential seem D.O.A. the underlying relationships and rules of complex
The one thing that can rescue a game from this systems and to find inspiration for play in common
terrible fate is instilling good processes in your team interactions.
from the beginning. Production is a messy business, When a game designer looks at the world, he
when ideas can get convoluted and objectives can oen sees things in terms of challenges, structures,
disappear in the chaos of daily crises. But good pro- and play. Games are everywhere, from how we
cess, using the playcentric approach of playtesting, manage our money to how we form relationships.
and controlled, iterative changes, which we’ll discuss Everyone has goals in life and must overcome obsta-
throughout this book, can help you stay focused on cles to achieve those goals. And of course, there are
your goals, prioritize what’s truly important, and avoid rules. If you want to win in the financial markets, you
the pitfalls of an unstructured approach. have to understand the rules of trading stocks and

1.5 Systems all


around us
8 Chapter 1: The Role of the Game Designer

bonds, profit forecasts, IPOs, etc. When you play the What inspires you? Examine things that you are
markets, the act of investing becomes very similar to passionate about as systems; break them down in
a game. The same holds true for winning someone’s terms of objects, behaviors, relationships, etc. Try to
heart. In courtship, there are social rules that you understand exactly how each element of the system
must follow, and it’s in understanding these rules and interacts. This can be the foundation for an inter-
how you fit into society that helps you to succeed. esting game. By practicing the art of extracting and
If you want to be a game designer, try looking at defining the games in all aspects of your life, you will
the world in terms of its underlying systems. Try to not only hone your skills as a designer, but you’ll open
analyze how things in your life function. What are up new vistas in what you imagine a game can be.
the underlying rules? How do the mechanics oper-
ate? Are there opportunities for challenge or playful-
ness? Write down your observations and analyze the
Exercise 1.3: Your Life as a Game
relationships. You’ll find there is potential for play all List five areas of your life that could be games. Then
around you that can form the inspiration for a game. briefly describe a possible underlying game structure
You can use these observations and inspirations as for each.
foundations for building new types of gameplay.
Why not look at other games for inspiration? Well,
of course, you can and you should. We’ll talk about Becoming a Beer Player
that in just a minute. But if you want to come up with One way to become an advocate for the player is by
truly original ideas, then don’t fall back on existing being a beer player yourself. By “beer” we don’t
games for all your ideas. Instead, look at the world just mean more skilled or someone who wins all the
around you. Some of the things that have inspired time—although by studying game systems in depth,
other game designers and could inspire you are obvi- you will undoubtedly become a more skilled player.
ous: personal relationships, buying and selling, com- What we mean is using yourself and your experiences
petition in the workplace, etc. Take ant colonies, for with games to develop an unerring sense for good
example. They’re organized around a sophisticated gameplay.
set of rules, and there’s competition both within The first step to practicing any art form is to
the colonies and between competing insect groups. develop a deep understanding of what makes that
Well-known game designer Will Wright made a game art form work. For example, if you’ve ever studied a
about ant colonies in 1991, SimAnt. “I was always fas- musical instrument, you’ve probably learned to hear
cinated by social insects,” he says. “Ants are one of the relationship between the various musical tones.
the few real examples of intelligence we have that we You’ve developed an ear for music. If you’ve studied
can study and deconstruct. We’re still struggling with drawing or painting, it’s likely that your instructor has
the way the human brain works. But if you look at ant urged you to practice looking carefully at light and
colonies, they sometimes exhibit a remarkable degree texture. You’ve developed an eye for visual composi-
of intelligence.”1 The game itself was something of a tion. If you are a writer, you’ve learned to read criti-
disappointment commercially, but the innate curios- cally. And if you want to be a game designer, you need
ity about how the world works that led Wright to ant to learn to play with the same conscious sensitivity
colonies has also led him to look at ecological systems to your own experience and critical analysis of the
such as the Gaia hypothesis as inspiration for SimEarth underlying system that these other arts demand.
or psychological theories such as Maslow’s hierarchy The following chapters in this section look at the
of needs as inspiration for artificial intelligence in The formal, dramatic, and dynamic aspects of games.
Sims. Having a strong sense of curiosity and a passion Together, the concepts in these chapters form a set
for learning about the world is clearly an important of tools that you can use to analyze your gameplay
part of Wright’s inspiration as a game designer. experiences and become a beer, or more articulate,
Passions and Skills 9

player and creative thinker. By practicing these skills, focus on one idea and explore all of its possible facets.
you will develop a game literacy that will make you Some sit quietly in their rooms thinking to themselves,
a beer designer. Literacy is the ability to read and while others like to bounce ideas around with a group
write a language, but the concept can also be applied and find the interaction to be stimulating. Some seek
to media or technology. Being game literate means out stimulation or new experiences to spark their
understanding how game systems work, analyzing imaginations. Great game designers like Will Wright
how they make meaning, and using your understand- tend to be people who can tap into their dreams
ing to create your own game systems. and fantasies and bring those to life as interactive
We recommend writing your analysis in a game experiences.
journal. Like a dream journal or a diary, a game journal Another great game designer, Nintendo’s Shigeru
can help you think through experiences you’ve had Miyamoto, says that he oen looks to his childhood and
and also to remember details of your gameplay long to hobbies that he enjoys for inspiration. “When I was
aerwards. As a game designer, these are valuable a child, I went hiking and found a lake,” he says. “It
insights that you might otherwise forget. It is impor- was quite a surprise for me to stumble upon it. When
tant when writing in your game journal to try and I traveled around the country without a map, trying
think deeply about your game experience—don’t just to find my way, stumbling on amazing things as I went,
review the game and talk about its features. Discuss a I realized how it felt to go on an adventure like this.”2
meaningful moment of gameplay. Try to remember it Many of Miyamoto’s games draw from this sense of
in detail—why did it strike you? What did you think, exploration and wonder that he remembers from
feel, do, etc.? What are the underlying mechanics childhood.
that made the moment work? The dramatic aspects? Think about your own life experiences. Do you
Perhaps your insights will form the basis for a future have memories that might spark the idea for a game?
design, perhaps not. But, like sketching or practicing One reason that childhood can be such a powerful
scales on a musical instrument, the act of writing and inspiration for game designers is that when we are
thinking about design will help you to develop your children, we are particularly engrossed in playing
own way of thinking about games, which is critical to games. If you watch how kids interact on a play-
becoming a game designer. ground, it’s usually through game playing. They make
games and learn social order and group dynamics
from their play. Games permeate all aspects of kids’
Exercise 1.4: Game Journal
lives and are a vital part of their developmental pro-
Start a game journal. Try to describe not just the fea- cess. So if you go back to your childhood and look at
tures of the game, but dig deeply into the choices you things that you enjoyed, you’ll find the raw material
made, what you thought and felt about those choices, for games right there.
and the underlying game mechanics that support
those choices. Go into detail; look for the reasons
why various mechanics of the game exist. Analyze why Exercise 1.5: Your Childhood
one moment of gameplay stands out and not another.
List ten games you played as a child; for example,
Commit to writing in your game journal every day.
hide and seek, four square, tag, etc. Briefly describe
what was compelling about each of those games.
Creativity Creativity might also mean puing two things
Creativity is hard to quantify, but you’ll definitely together that don’t seem to be related—like
need to access your creativity to design great games. Shakespeare and the Brady Bunch. What can you
Everyone is creative in different ways. Some people make of such a strange combination? Well, the design-
come up with lots of ideas without even trying. Others ers of You Don’t Know Jack used silly combinations of
10 Chapter 1: The Role of the Game Designer

1.6 You Don’t


Know Jack
1.7 Beautiful Katamari and tamakorogashi

high- and low-brow knowledge like this to create a trivia Takahashi has been influenced by Japanese children’s
game that challenged players to be equally proficient games and sports such as tamakorogashi (ballroller) as
in both. The result was a hit game with such creative a designer and is thinking beyond digital games for his
spark that it crossed the usual boundaries of gaming, future creations. “I would like to create a playground
appealing to players old and young, male and female. for children,” he said. “A normal playground is flat but
Sometimes creative ideas just come to you, and I want an undulating one, with bumps.”3
the trick is to know when to stand by a game idea that Our past experiences, our other interests, our
seems far-fetched. Keita Takahashi, designer of the relationships, and our identity all come into play when
quirky and innovative hit game Katamari Damacy, was trying to reach our creativity. Great game designers
given an assignment while working at Namco to come find a way to tap into their creative souls and bring
up with an idea for a racing game. The young artist and forth the best parts in their games. However you do
sculptor wanted to do something more original than it, whether you work alone or in a team, whether you
a racing game, however, and says he just “came up read books or climb mountains, whether you look to
with” the idea for the game mechanic of a sticky ball, other games for inspiration or to life experiences, the
or katamari, that players could roll around, picking up boom line is that there’s no single right way to go
objects that range from paper clips and sushi to palm about it. Everyone has a different style for coming up
trees and policemen. Takahashi has said inspiration for with ideas and being creative. What maers is not the
the game came from sources as wildly different as the spark of an idea but what you do with that idea once
paintings of Pablo Picasso, the novels of John Irving, it emerges, and this is where the playcentric process
and Playmobil brand toys, but it is also clear that becomes critical.

APlaycentricDesignProcess
Having a good solid process for developing an idea gameplay with target players through every phase of
from the initial concept into a playable and satisfy- development.
ing game experience is another key to thinking like
a game designer. The playcentric approach we will
illustrate in this book focuses on involving the player Seing Player Experience Goals
in your design process from conception through The sooner you can bring the player into the equation,
completion. By that we mean continually keep- the beer, and the first way to do this is to set “player
ing the player experience in mind and testing the experience goals.” Player experience goals are just
A Playcentric Design Process 11

what they sound like: goals that the game designer out. It is meant to be played by the designer and
sets for the type of experience that players will her friends. The goal is to play and perfect this sim-
have during the game. These are not features of plistic model before a single programmer, producer,
the game but rather descriptions of the interesting or graphic artist is ever brought onto the project.
and unique situations in which you hope players will This way, the game designer receives instant feed-
find themselves. For example, “players will have to back on what players think of the game and can see
cooperate to win, but the game will be structured so immediately if they are achieving their player expe-
they can never trust each other,” “players will feel rience goals.
a sense of happiness and playfulness rather than This might sound like common sense, but in the
competitiveness,” or “players will have the freedom industry today, much of the testing of the core game
to pursue the goals of the game in any order they mechanics comes later in the production cycle,
choose.” which can result in disappointment. Because many
Seing player experience goals up front, as a part games are not thoroughly prototyped or tested
of your brainstorming process, can also focus your early, flaws in the design aren’t found until late in
creative process. Notice that these descriptions do the process—in some cases, too late to fix. People
not talk about how these experience goals will be in the industry are realizing that this lack of player
implemented in the game. Features will be brain- feedback means that many games don’t reach their
stormed later to meet these goals, and then they full potential, and the process of developing games
will be playtested to see if the player experience needs to change if that problem is to be solved. The
goals are being met. At first, though, we advise think- work of professional usability experts like Nicole
ing at a very high level about what is interesting and Lazzaro of XEODesign and Bill Fulton and Kevin
engaging about your game to players while they are Keeker of Microsoft (see sidebars in Chapters 9
playing and what experiences they will describe to and 6) is becoming more and more important to
their friends later to communicate the high points of game designers and publishers in their attempts
the game. to improve game experiences, especially with the
Learning how to set interesting and engaging new, sometimes inexperienced, game players that
player experience goals means geing inside the are being attracted to platforms like the Nintendo
heads of the players, not focusing on the features of Wii and the DS. You don’t need to have access
the game as you intend to design it. When you’re just to a professional test lab to use the playcentric
beginning to design games, one of the hardest things approach. In Chapter 9 we describe a number of
to do is to see beyond features to the actual game methods you can use on your own to produce use-
experience the players are having. What are they ful improvements to your game design.
thinking as they make choices in your game? How are We suggest that you do not begin production
they feeling? Are the choices you’ve offered as rich without a deep understanding of your player expe-
and interesting as they can be? rience goals and your core mechanic—the central
activity of your game. This is critical because when
the production process commences, it becomes
Prototyping and Playtesting increasingly difficult to alter the software design.
Another key component to playcentric design is that Therefore, the further along the design and pro-
ideas should be prototyped and playtested early. totyping is before the production begins, the
Immediately aer brainstorming ideas, we encour- greater the likelihood of avoiding costly mistakes.
age designers to construct a playable version of You can assure that your core design concept is
their idea. By this we mean a physical prototype of sound before production begins by taking a play-
the core game mechanics. A physical prototype can centric approach to the design and development
use paper and pen, index cards, or even be acted process.
12 Chapter 1: The Role of the Game Designer

DesignersYouShouldKnow
The following is a list of designers who have had a monumental impact on digital games. The list was hard to
finalize because so many great individuals have contributed to the cra in so many important ways. The goal
was not to be comprehensive but rather to give a taste of some designers who have created foundational
works and who it would be good for you, as an aspiring designer yourself, to be familiar with. We’re pleased
that many designers on the list contributed interviews and sidebars to this book.

Shigeru Miyamoto
Miyamoto was hired out of industrial design school by Nintendo in 1977. He was the first staff artist at
the company. Early in his career he was assigned to a submarine game called Radarscope. This game
was like most of the games of the day—simple twitch-game play mechanic, no story, and no characters.
He wondered why digital games couldn’t be more like the epic stories and fairy tales that he knew and loved
from childhood. He wanted to make adventure stories, and he wanted to add emotion to games. Instead
of focusing on Radarscope, he made up his own beauty and the beast-like story where an ape steals his
keeper’s girlfriend and runs away. The result was Donkey Kong, and the character that you played was Mario
(originally named Jumpman). Mario is perhaps the most enduring character in games and one of the most
recognized characters in the world. Each time a new console is introduced by Nintendo—starting with the
original NES machine—Miyamoto designs a Mario game as its flagship title. He is famous for the wild creativ-
ity and imagination in his games. Aside from all the Mario and Luigi games, Miyamoto’s list of credits is long.
It includes the Zelda, Starfox, and Pikmin games.

Will Wright
Early in his career, in 1987, Wright created a game called Raid on Bungling Bay. It was a helicopter game
where you aacked islands. He had so much fun programming the lile cities on the islands that he decided
that making cities was the premise for a fun game. This was the inspiration for SimCity. When he first devel-
oped SimCity, publishers were not interested because they didn’t believe anyone would buy it. But Wright
persisted, and the game became an instant hit. SimCity was a breakout in terms of design in that it was
based on creating rather than destroying. Also it didn’t have set goals. These things added some new facets
to games. Wright was always interested in simulated reality and has done more than anyone in bringing
simulation to the masses. SimCity spawned a whole series of titles including SimEarth, SimAnt, SimCopter,
and many others. His game, The Sims, is currently the best-selling game of all time, and Spore, his most ambi-
tious project yet, explores new design territory in terms of user-created content. See “A Conversation with
Will Wright by Celia Pearce” on page 136.

Sid Meier
Legend has it that Sid Meier bet his buddy, Bill Stealey, that within two weeks he could program a beer
flying combat game than the one they were playing. Stealey took him up on the offer, and together they
founded the company Micro Prose. It took more than two weeks, but the company released the title
Designers You Should Know 13

Solo Flight in 1984. Considered by many to be the father of PC gaming, Meier went on to create
groundbreaking title aer groundbreaking title. His Civilization series has had fundamental influence on the
genre of PC strategy games. His game Sid Meier’s Pirates! was an innovative mix of genres—action, adven-
ture, and roleplaying—that also blended real time and turn-based gaming. His gameplay ideas have been
adopted in countless PC games. Meier’s other titles include Colonization, Sid Meier’s Geysburg!, Alpha
Centauri, and Silent Serv.

Warren Spector
Warren Spector started his career working for board game maker Steve Jackson Games in Austin, Texas.
He went from there to the paper-based role-playing game company TSR, where he developed board games
and wrote RPG supplements and several novels. In 1989 he was ready to add digital games to his portfolio
and moved to the developer Origin Systems. There he worked on the Ultima series with Richard Garrio.
Spector had an intense interest in integrating characters and stories into games. He pioneered “free-form”
gameplay with a series of innovative titles including Underworld, System Shock, and Thief. His title Deus Ex
took the concepts of flexible play and drama in games to new heights and is considered one of the finest PC
games of all time. See his “Designer Perspective” interview on page 23.

Richard Garfield
In 1990 Richard Garfield was an unknown mathematician and part-time game designer. He had been try-
ing unsuccessfully to sell a board game prototype called RoboRally to publishers for seven years. When
yet another publisher rejected his concept, he was not surprised. However, this time the publisher, a man
named Peter Adkison doing business as Wizards of the Coast, asked for a portable card game that was play-
able in under an hour. Garfield took the challenge and developed a dueling game system where each card in
the system could affect the rules in different ways. It was a breakthrough in game design because the system
was infinitely expandable. The game was Magic: The Gathering, and it single handedly spawned the industry
of collectible card games. Magic has been released in digital format in multiple titles. When Hasbro bought
Wizards of the Coast in 1995 for $325 million, Garfield owned a significant portion of the company. See his
article, “The Design Evolution of Magic: The Gathering,” on page 191.

Peter Molyneux
The story goes that it all started with an anthill. Peter Molyneux as a child toyed with one—tearing it down in
parts and watching the ants fight to rebuild, dropping food into the world and watching the ants appropri-
ate it, etc. He was fascinated by the power he had over the tiny, unpredictable creatures. Molyneux went
on to become a programmer and game designer and eventually the pioneer of digital “god games.” In his
breakout title Populous you act as a deity lording over tiny selers. The game was revolutionary in that it
was a strategy game that took place in real time, as opposed to in turns, and you had indirect control over
your units. The units had minds of their own. This game and other Molyneux hits had profound influence
on the real-time strategy (RTS) games to come. Other titles he has created include Syndicate, Theme Park,
Dungeon Keeper, and Black & White. See Molyneux’s “Designer Perspective” interview on page 22.
14 Chapter 1: The Role of the Game Designer

Gary Gygax
In the early 1970s Gary Gygax was an insurance underwriter in Lake Geneva, Wisconsin. He loved all kinds
of games, including tabletop war games. In these games players controlled large armies of miniatures, acting
like generals. Gygax and his friends had fun acting out the personas of different pieces on the balefield
such as commanders, heroes, etc. He followed his inclination of what was fun and created a system for
baling small parties of miniatures in a game he called Chainmail. From there players wanted even more
control of and more character information about the individual units. They wanted to play the role of single
characters. Gygax, in conjunction with game designer Dave Arneson, developed an elaborate system for
role-playing characters that was eventually named Dungeons & Dragons. The D&D game system is the direct
ancestor of every paper-based and digital role-playing game since then. The system is directly evident in all
of today’s RPGs including Diablo, Baldur’s Gate, and World of Warcra.

Richard Garrio
Richard Garrio—aka “Lord British”—programmed his first game right out of high school in 1979. It was an
RPG called Akalabeth. He sold it on his own through a local computer store in Austin, Texas. The packaging
for this first version was a Ziploc bag. Akalabeth later got picked up by a publisher and sold well. Garrio
used what he learned to create Ultima, and thus one of the most famous game series of all time began.
The Ultima titles evolved over the years—each successive one pushing the envelope in terms of both tech-
nology and gameplay—eventually bringing the world of the game online. Ultima Online, released in 1997, was
a pioneering title in massively multiplayer online worlds. Garrio continues to push the boundaries of online
gaming with work on the science fiction MMO Tabula Rasa.

Iteration · If results are negative and the idea or system


appears to be fundamentally flawed, go back to
By “iteration” we simply mean that you design, test,
the first step.
and evaluate the results over and over again through-
out the development of your game, each time improv- · If results point to improvements, modify and test
ing upon the gameplay or features, until the player again.
experience meets your criteria. Iteration is deeply · If results are positive and the idea or system
important to the playcentric process. Figure 1.8 shows appears to be successful, the iterative process
a detailed flow of the iterative process that you should has been completed.
go through when designing a game:
As you will see, we will apply this process during
· Player experience goals are set. almost every aspect of game design, from the initial
· An idea or system is conceived. conception through the final quality assurance testing.
· An idea or system is formalized (i.e., wrien down
or prototyped). Step 1: Brainstorming
· An idea or system is tested against player expe- · Set player experience goals.
rience goals (i.e., playtested or exhibited for · Come up with game concepts or mechanics that
feedback). you think might achieve your player experience
· Results are evaluated and prioritized. goals.
A Playcentric Design Process 15

or gain feedback from your funding sources and


work on modifying the game to fit their needs.
Because you have not yet invested in extensive
artwork or programming, your costs so far should
be prey reasonable, and you should have a great
deal of flexibility to make any changes.

Step 4: Soware Prototype(s)


· When you have your prototyping team in place,
you can begin creating rough computer models
of the core gameplay. Oen there are several
soware prototypes made, each focusing on dif-
1.8 Iterative process diagram
ferent aspects of the system. Digital prototyping
· Narrow down the list to the top three. is discussed in Chapter 8 beginning on page 213.
(If possible, try to do this entirely with temporary
· Write up a short, one-page description each of
graphics that cost very lile to make. This will
these ideas, sometimes called a treatment or con-
save time and money and make the process go
cept document.
faster.)
· Test your wrien concepts with potential players
· Playtest the soware prototype(s) using the pro-
(you might also want to create rough visual mock-
cess described in Chapter 9.
ups of your ideas at this stage to help communi-
cate the ideas). · When the soware prototype(s) demonstrate
working gameplay that achieves your player expe-
rience goals, move on to the documentation step.
Step 2: Physical Prototype
· Create a playable prototype using pen and paper Step 5: Design Documentation
or other cra materials.
· While you have been prototyping and working on
· Playtest the physical prototype using the process your gameplay, you have probably been compil-
described in Chapters 7 and 9. ing notes and ideas for the “real” game. Use the
· When the physical prototype demonstrates knowledge you’ve gained during this prototyping
working gameplay that achieves your player expe- stage to write the first dra of a document that
rience goals, write a three- to six-page gameplay outlines every aspect of the game and how it
treatment describing how the game functions. functions.
· This document is usually called the design docu-
Step 3: Presentation (Optional) ment, but recently, many designers have moved
· A presentation is oen made to secure funds away from static documents toward online design
to hire the prototyping team. Even if you do not wikis because of their flexible, collaborative
require funding, going through the exercise of nature. A design wiki is a great collaboration tool
creating a full presentation is a good way to think and living document that changes and grows with
through your game and introduce it to the team the production.
members and upper management for feedback.
· Your presentation should include demo artwork Step 6: Production
and a solid gameplay treatment. · Work with all of the team members to make
· If you do not secure funding, you can either return sure each aspect of the design is achievable and
to Step 1 and start over again on a new concept correctly described in the design document.
16 Chapter 1: The Role of the Game Designer

TheIterativeDesignProcess
by Eric Zimmerman, Cofounder and CEO, Gamelab
The following is adapted from a longer essay entitled “Play as Research,” which appears in the book Design
Research, edited by Brenda Laurel (MIT Press, 2004). It appears here with permission from the author.
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and
refining a work in progress. In iterative design, interaction with the designed system is the basis of the design
process, informing and evolving a project as successive versions, or iterations, of a design are implemented.
This sidebar outlines the iterative process as it occurred in one game with which Eric was involved—the online
multiplayer game SiSSYFiGHT 2000.

What is the process of iterative design? Test, analyze, refine. And repeat. Because the experience of a player
cannot ever be completely predicted, in an iterative process design decisions are based on the experience
of the prototype in progress. The prototype is tested, revisions are made, and the project is tested once
more. In this way, the project develops through an ongoing dialogue between the designers, the design, and
the testing audience.
In the case of games, iterative design means playtesting. Throughout the entire process of design and
development, your game is played. You play it. The rest of the development team plays it. Other people in
the office play it. People visiting your office play it. You organize groups of testers who match your target
audience. You have as many people as possible play the game. In each case, you observe them, ask them
questions, then adjust your design and playtest again.
This iterative process of design is radically different than typical retail game development. More oen
than not, at the start of the design process for a computer or console title, a game designer will think up a
finished concept and then write an exhaustive design document that outlines every possible aspect of the
game in minute detail. Invariably, the final game never resembles the carefully conceived original. A more
iterative design process, on the other hand, will not only streamline development resources, but it will also
result in a more robust and successful final product.

Case Study: SiSSYFiGHT 2000


SiSSYFiGHT 2000 is a multiplayer online game in which players create a schoolgirl avatar and then vie with
three to six players for dominance of the playground. Each turn a player selects one of six actions to take,
ranging from teasing and taling to cowering and licking a lolly. The outcome of an action is dependent
on other players’ decisions, making for highly social gameplay. SiSSYFiGHT 2000 is also a robust online
community. You can play the game at www.sissyfight.com. In the summer of 1999, I was hired by Word.com
to help them create their first game. We initially worked to identify the project’s play values: the abstract
principles that the game design would embody. The list of play values we created included designing for a
broad audience of nongamers, a low technology barrier, a game that was easy to learn and play but deep
and complex, gameplay that was intrinsically social, and finally, something that was in line with the smart
and ironic Word.com sensibility.
These play values were the parameters for a series of brainstorming sessions interspersed with group play
of computer and noncomputer games. Eventually, a game concept emerged: lile girls in social conflict on a
The Iterative Design Process 17

playground. While every game embodies some kind of conflict, we were drawn toward modeling a conflict
that we hadn’t seen depicted previously in a game. Technology and production limitations meant that the
game would be turn based, although it could involve real-time chat.
When these basic formal and conceptual questions had begun to be mapped out, the shape of the
initial prototype became clear. The very first version of SiSSYFiGHT was played with Post-it Notes around
a conference table. I designed a handful of basic actions each player could take, and acting as the program,
I “processed” the actions each turn and reported the results back to the players, keeping score on a piece
of paper.
Designing a first prototype requires strategic thinking about how to most quickly implement a playable
version that can begin to address the project’s chief uncertainties in a meaningful way. Can you create a paper
version of your digital game? Can you design a short version of a game that will last much longer in its final
form? Can you test the interaction paern of a massively multiplayer game with just a handful of players?
In the iterative design process, the most detailed thinking you need at any moment is that which will get
you to your next prototype. It is, of course, important to understand the big picture as well: the larger con-
ceptual, technical, and design questions that drive the project as a whole. Just be sure not to let your design
get ahead of your iterative research. Keep your eye on the prize, but leave room for play in your design, for
the potential to change as you learn from your playtesting, accepting the fact that some of your assumptions
will undoubtedly be wrong.
The project team continued to develop the paper prototype, seeking the balance between cooperation
and competition that would become the heart of the final gameplay. We refined the base rule set—the actions
a player can take each turn and the outcomes that result. These rules were turned into a specification for
the first digital prototype: a text only version on IRC, which we played hot-seat style, taking turns siing at
the same computer. Constructing that early, text-only prototype allowed us to focus on the complexities of the
game logic without worrying about implementing interactivity, visual and audio aesthetics, and other aspects
of the game.
While we tested gameplay via the text-only iteration, programming for the final version began in Director,
and the core game logic we had developed for the IRC prototype was recycled into the Director code
with lile alteration. Parallel to the game design, the project’s visual designers had begun to develop the
graphic language of the game and chart out possible screen layouts. These early dras of the visuals (revised
many times over the course of the entire development) were dropped into the Director version of the
game, and the first rough-hewn iteration of
SiSSYFiGHT as a multiplayer online game
took shape, inspired by Henry Darger’s out-
sider art and retro game graphics.
As soon as the Web version was play-
able, the development team played it.
And as our ugly duckling grew more
refined, the rest of the Word.com staff was
roped into testing as well. As the game
grew more stable, we descended on our
friends’ dot-com companies aer the work-
day had ended, siing them down cold in
front of the game and leing them play. SiSSYFiGHT 2000 Interface

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