Greetings, Funsters!
It’s that time of year again – my favorite time of the year. New Idea season! This is the time of year where we start coming up with new ideas for next year’s games. It’s a time when all we little producers and game designers put our heads together to brainstorm and argue, to pitch our ideas and shoot down each others’. And we’ve got a great crop of new ideas – which, of course, I’m not allowed to talk about just yet.
I know…I’m such a tease!
But I thought I’d share with you how we try to think about new ideas. Every game designer has a different way of coming up with their ideas, and I’m certainly not going to try and tell you how to be creative. But these are some of the things that I try to go through when I’m trying to think up a new game.
WHAT: First off, I try to think of what the action of the game will be – WHAT the player will be doing in the game. It needs to be an activity that either people actually do in their day to day lives (serve food, cook, dress) or something they would like to do (shoot at things, travel, solve crimes, decorate houses). The first type can provide familiarity, and the fun of doing something you are accustomed to doing in a fun or funny new way. These tend to be more zen, relaxing games that people tend to like to play to unwind and not think too much or strategize about. The other type provides more escapism, but also tend to require more attention and immersion. This accounts for about 10% of the fun of the game play, but a very vital 10%: people are unlikely to try a game where the game world doesn’t seem interesting to them.
EXAMPLE: We narrow down all our ideas and decide to make a game about apple picking.
HOW: Once you know what you’ll be doing in the game, then you need to think about HOW you’ll do it. This aspect of design is what we tend to think of as “gameplay.” Are you going to have a character on screen that will run to pick up whatever you click on? Will you see through the eyes of a character that you’re playing and “steer” them by using the game controls? Do you shoot things, carry things, spin things, jump off trampolines, or sing seductively to lure sailors off their ships? This can be the hardest and most time consuming step as, in my mind, I’d estimate this accounts for about 30% of the fun of playing a game.
EXAMPLE: We decide that in our apple picking game, players will control a giant worm that moves between trees picking apples as we click on them and deposits the apples in baskets when he’s carrying as many as he can.
WHY: Rarely will the basic elements of the WHAT and the HOW make your game all that interesting. This is where the question “WHY is this interesting” must be asked. Now that you have your concept and an understanding of how the game will be played, you add new elements to it to increase the challenge and the amusement level. This usually involves variations that you can throw into game play that slightly modify the normal way you play the game. So for a game where you run around and shoot at things, you add new types of guns the player can use, items they can ricochet shots off of, or new types of enemies that need to be dealt with in new ways. These twists on game play, though they may seem minor, actually define your game play – What would Diner Dash be without the baby-chairs, the spills and those bozos talking on cell phones all the time? Would all these brick breaking games be as fun without bombs, bigger balls and super-breaker-balls? Almost every match 3 game is defined by their twists on the “Bejeweled” game. These twists on game play represent at least 30% of the fun of playing a game.
EXAMPLE: Our apple picking game will now have short trees that the worm can climb to gather apples and tall trees that he will need to push a trampoline under to jump up and grab the apples. Some apples will be infested with tiny humans that the worm will need to pick before they spread to the other apples on the tree.
WHO: Around this point in the game design process, I stop and wonder about WHO this game will appeal to. Are there enough apple pickers out there who’ll be interested in trying out my game? Will a giant worm bouncing off trampolines and picking apples infested with tiny humans be cute and funny enough to attract enough people to sample it? This is the point to stop and assess if your game play design matches who you think will download your game, to see if your WHAT, HOW and WHY all work together well enough. If not, time to revise.
If your game idea seems to pass all the tests, now’s a good time to consider what sort of art style would best fit the game. You tend not to get too deep into it during this point of design, but what the “look” of the game will be (bright, cartoony, dark, gothic, scary, 50s, pastel, or any other fun adjectives you want to throw at it) needs to have some definition. The art and sound design of the game represent at least 30% of the fun of playing a game.
EXAMPLE: The worm may be a little weird, but we feel strongly that the image of the worm gathering apples and tiny little people being the pests will actually be charming and help to bring in people to try out the game. With that in mind, we decide to move forward. We decide to use the charming art of our amazing in-house artist, Lindsay, as inspiration: bright, cartoon-like, and cute.
WHEN: Last, but not least, you need to take a look at the time frame you have available. Can you complete this game idea in time within the allocated budget? If not, you have to trim and simplify some of your ideas. This is always painful, but is almost always necessary, in my mind. Usually the first elements to go come from the “WHY” section as these twists on game play are usually the hardest part of the game to implement.
That’s my approach to coming up with a game concept. This is only the start of the work, though, as you then need to move on to the Game Design Document, basically a much more detailed description of the WHAT and WHY steps that all of the members of the development team would use as the game bible. The length of a game design document varies depending on the length of the game, and can range from 15 or 20 pages to well over 200.
Disclaimer: If you make my apple picking game, you owe me 10% of all profits. Losses you cover on your own.
Anyway, that’s it for this week inside gaming from the frenzied elves at Legacy. Until next time, Funsters!
Donald Marshall
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