Quote:Original post by N8dunn it might be an ass-backwards way to go about it, but why don't you imagine a session in the game? think about how you envision it being played, and then pick out the key elements that you need. once you have that, you can break it down into subelements. |
I second this. A vital part of any design document is the 'five minutes of play,' preferably with concept screenshots and the like, to give the reader an idea of what it would be like to actually play the game. And there's nothing that says you can only have one - you could have an entire section of your doc with six gameplay extracts spelled out, totalling a full half-hour section of the game. Provided you don't chose extracts that are too similar, you can demonstrate all the core aspects of the game.
As far as formal theory goes, I recommend
Game Design Workshop - it's written by the people who run the workshops at GDC. They break a game down into two groups of elements - formal and dramatic - and then break each of those sets down into individual elements. I can't remember it all offhand but their formal elements were something like: Players, Procedures, Rules, Objectives, Boundaries, Confict, Resources, and Goals.
To be honest, though, it doesn't really matter. How about an 'Agile Development' approach to your design doc - just get all the material written down, and then 'refactor' the way the information is grouped and laid out later on?