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Can ANYONE here come up with a FRESH game design?

Started by March 23, 2004 05:59 PM
52 comments, last by Sandman 13 years, 5 months ago
quote:

Anybody on this board can come up with half a dozen wild game designs at the snap of a finger, all of which are seemingly new and innovative. But the devil is in the details.

....The real work isn't coming up with the idea, it's the execution and follow-through.



Very good comments!

I've been approached by a lot of people over the years who want to give me (or sometimes "sell" me) an idea for a game. And they always seem surprised that I don't see much value in an idea.

Almost anyone who's every played a game can come up with an idea for a game. The real challenge is to have the discipline to deal with the detailed planning that is required to "make" that idea a "real" game.

I'm probably over-obsessive with preperation and planning, but I believe that the key to success for a small developer is to not make mistakes. A development team for EA or Sony can survive a few mistakes. For us small guys, a single design mistake - or detail not planned out and thought through in advance - can put us out of business. And the only way to avoid design mistakes - which turn into development disasters - is to know ahead of time exactly where you are going and how you are going to get there.

Personally, I tend to spend about two years on the "early design" phase of a project before I ever write any code. When I roll Power Politics III out the door next month and start my "new" project, I will be "starting" a project that has been in the planning and design phase for over three years.

When I did my Doonesbury project for Mindscape, I _started_ the "design" phase with a working design document that was almost 300 pages.

My approach won't work for everyone. But I've survived quite a few years now as an independent developer, so I guess I must be doing something right. And one of my fundamental rules is that I never talk to anyone (potential publisher, corporate sponsor, team member) until I am confident that no one is ever going to ask me _any_ question about the design or development process for the game that I am not totally prepared to answer. I figure that one question I can't confidentally answer just shot down my whole presentation. That level of preperation and planning takes an enormous amount of time and effort. But in the end, I think its well worth it.

(One "learning experience" I'll share that really influenced my approach to project planning and design. I was brought in to write the docs for the first release of the Front Page Sports: Baseball game. I did the full manual about five months before the game went into beta. I never saw a working copy of the game while working on the documentation. The manual I wrote was based strictly on the design docs and a few screen captures. But the game that was eventually released matched my docs exactly. I've never forgotten how detailed those documents were - and how faithfully they completed the project based on what was planned. I keep a copy of that design document in my office as a reference - and guideline - for how detailed and specific a good design doc should be!)

Just my opinion.... and figure that it's worth what you paid for it.


[edited by - RandyChase on March 25, 2004 6:43:08 AM]
Randy ChaseKellogg Creek Software, Inc.
quote:
Original post by Anonymous Poster

Japanimation has a bit the same problem, for most people they''re just cartoons (thus for kids), when in reality a lot of it is made for the adult age group.


Or maybe it is the perception of what the genre deals with ie. sci-fi rocket ships, OTT ridiculous fights, stupid monsters with lots of flashing lights, pornographic stuff, tentacled monsters raping schoolgirls, lurid graphic violence. Not stuff that mainstream audiences go for if you look at popular films, they aren''t action oriented and are usually a lot more tasteful.

Likewise, people don''t care about swords +1 vs. orcs, killing lots of goblins, (saving princesses?), or the sci-fi stuff,



Or indeed much of the fictional groundings that we use.

And then there is a question of horrendous interfaces that require speed, agility, precision and the learning of not just what each button does, but how the in-game control works.. ie. to jump do you press it once, or hold it down for fractions of a second? Give people a mouse, and let them play at their own speed.
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---- QUOTE -----
Or maybe it is the perception of what the genre deals with ie. sci-fi rocket ships, OTT ridiculous fights, stupid monsters with lots of flashing lights, pornographic stuff, tentacled monsters raping schoolgirls, lurid graphic violence. Not stuff that mainstream audiences go for if you look at popular films, they aren''t action oriented and are usually a lot more tasteful.
--- END QUOTE -----


OFF TOPIC :

Ah you see, there we have it.

My parents think that playing Quake is like practicing to kill people in real life. Also that playing RPGs is plainly escaping from the real world into a fantasy world. Over all they think, like a lot of non-gamers, that computer games are all about killing people and make you dumb.

That''s just how they perceive it, it''s not a completely false point of view but nonetheless doesn''t correspond with reality.

Your vision of japanimation is also just a collection of cliches, far from being false (there''s a ton of bullcrap in that form of entertainment). The reality is, there''s more to it than tentacle porn and dragon ball z. Ever heard of Grave of the Fireflies, Wings of Honneamise, Jin-Roh : The Wolf Brigade, to mention just a very few well known titles ? I seriously doubt it.

The result is the same as with non-gamers towards games : one''s prejudices make it difficult to come in contact with a seemingly unattractive form of entertainment.
Lots of people like chocolate. But there are so many different kinds of chocolate in shops. So why do people buy different kinds and not the same type every single time? Its because they taste different. Just like games, sure, games like Call Of Duty are ''shoot ''em ups'' like Counter-Strike, but so many people dislike Call Of Duty and love Counter-Strike because of the extra bits the game has. It also works the same way. Some people hate Counter-Strike yet love Call Of Duty. Its what the game adds to the genre not what it shares.
SavX
quote:
Original post by Ketchaval
quote:
Original post by Kylotan
RPGs and action games are the mainstream among ''thinking gamers''. Deer Hunter and The Sims don''t really come into the equation. (No offense intended to anyone who enjoys those games.)



Pardon? (Not sure I understand what you mean by thinking gamers). Do you believe that RPGs require intelligence or that the only reason people who play The Sims or Myst don''t play Baldur''s Gate is because ''they require thought''? I think it is more to do with silly subject matter, a harsh set of punishments (ie. being killed by Kobolds) for not wanting to bother to invest lots of time in learning to play it.


It was a flippant remark and not one of my better labellings. The implication I was trying to make is that Deer Hunter and The Sims come closer to my definition of toy than of game, and that they have a very low barrier to entry but tend to have an accompanying low complexity to the game play.

No doubt the subject matter has an effect also, but I expect that''s lessened in these days of Lord Of The Rings and Harry Potter.

An analogy to illustrate my original point; real musicians don''t tend to write pop music. They are drawn to more complex and engaging forms of music, so that''s what they usually end up writing. I assume the same goes for game developers, when unconstrained by commercial requirements.

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How about a sports game where you play the ball.
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quote:
Original post by Kertap
How about a sports game where you play the ball.


You''re idea is somewhat vague. Could you please expand upon it?

What are the rules of the game?
How do you, the ball, control gameplay?
What is the goal the player is aiming towards?
Yes, I can.
"Don''t take me for an ordinary man. Although I am an ordinary man."
I love all the people just saying "yes" with no sample games, design documents, or even one sentence "ideas" to back up their claims. What you think is fresh and original may be old hat.
Luckily, I''ve been around long enough to see all the hats.
"Don''t take me for an ordinary man. Although I am an ordinary man."

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