How To Play Like a Game Designer 62
jillduffy writes "The GameCareerGuide site has up an article on playing to learn. Folks who make games play them differently than you or I; they're looking at the mechanics from a first-hand perspective. James Portnow's article attempts to relay some of the essence of that experience, to allow us to play with a more critical eye: 'Playing games in order to study them is not what most people would consider "fun." This doesn't mean it isn't fun at all; it just means you have to think a different way. You have to find joy in discovering mechanics and watching their emergent properties unfold. You have to be willing to endure a certain amount of tedium in order to glean clues about the inner workings of a game. Most of all, you have to be able to enjoy playing bad games as well as good.'"
Play like a designer (Score:5, Funny)
2. Copy game design
3. ???
4. PROFIT!
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Play like a game reverse engineer (Score:4, Insightful)
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Actually, it's what Bartle called "explorers" (Score:5, Informative)
- socializers: their primary goal is to interact with people, make friends, chat, etc
- achievers: the folks who play it for the high score and bragging rights, basically. They work dilligently at achieving the highest level, having the top tier equipment set, having the biggest castle if the game allows that, etc.
- explorers: the folks who like to discover where everything is, and how everything works. These folks, yes, get their jollies by reverse-engineering your game.
- killers: the folks who like to harass, annoy, and hopefully drive someone completely off your game. (I.e., perma-kill them off the game, hence the name.)
That's, of course, just one way to split players into categories. You also have crafters vs adventurers, twitch gamers vs strategists, roleplayers vs munchkins, etc, etc, etc. The fun part is that most are orthogonal too, so it's really a very multi-dimensional universe.
I guess, I can see how someone could end up a game designer if they're in the explorer category.
But personally, I'd have an even bigger... well, not "advice", but "request" really, to game designers: don't assume that everyone else is a clone of yourself. E.g., if you play to reverse-engineer a game, don't assume that every single player out there is wired _exactly_ the same as you are. It may seem obvious, but smarter people have built whole theories -- or rather, hypotheses -- on the assumption that everyone else is ticking exactly the same. (Plus, it's the stuff fanboy flamewars are made of.)
Aiming to not have your game suck is a noble goal, and you have my thanks and respect for that already. But, really, "sucking" is a very subjective thing. It just means that in that multidimensional space of player goals, aspirations, personalities, play-styles, etc, your personality falls far enough from the volume covered by the game. E.g., if the game caters mostly to achievers with twitch-reflexes, and you're an explorer/strategist type, you'll think it sucks.
So one way to make it suck less -- or rather, suck for less people -- is to make sure that more than one type of players can pursue their own path and goals through it. It'll never be possible, nor often desirable, to make _everyone_ happy, but it's often possible to enlarge the space covered quite a bit.
Also, please try to avoid intersections where you should be doing unions. A game where it's possible to play as, say, a diplomat _or_ a gunner, tends to cover the tastes of more people than a game where you have to be a diplomat _and_ a gunner. The first is a union of people sets, the latter is an intersection, and much smaller than either set at that. A lot of games ended up sucking for more people because they failed to understand that: when trying to cater to more than one audience, they ended up catering to the intersection instead of the union.
No, that's a different notion (Score:4, Insightful)
As for making a game suck less, well the problem has always been that developers started out because they really like games. Most of them end up doing stuff they may enjoy, but it's not making the games they really wanted to make. And those who end up making the games they really wanted to make, well, they get developer conceit, where their idea is so sacred, and so cool, that they will fight for it, even when evidence mounts to show that it doesn't work.
The most eye-opening experience can be watching how someone else uses your software. 20 years ago, we would send videotapes of testing back to the development house, and they'd be shocked by the kinds of things we did. Now, playtesting is standard practice in most places, and some houses (Valve, for one) have turned it into an art.
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My Bartle score is something like explorer/socializer, and let me tell you, discovering where
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Still, on the other hand, way I see it, both stem from the same fundamental desire to _know_ stuff. We explorers are the nerds of MMOs/MUDs. We're the guys who find it _fascinating_ how a transistor works, or how to get the +5 Sword Of Ganking, just because it's, you know, _knowing_ stuff. We're the guys that imagine that being able to spew the exact spawn poin
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True. And to follow up: A union is an INCLUSIVE OR or not an EXCLUSIVE OR. Nothing is more annoying than games where its possible to play as X or Y, but utterly confound anyone who wants to play as X and Y.
very much so (Score:2)
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I would be a strategist explorer for one. Example: Crysis - I'm one of those crazy people that walked up to a building, opened a door, and started walking backwards. I found it hilarious when I was looking through the door at a wall, took one more step, and suddenly I was looking at sky/trees/hills through the open doorway. Take one step forward and I was seeing the rendered interior again. I love digging into every last corner of a game, figuri
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Yes, it's important to look at a game and say "why does this game suck and how can I make games that don't suck in the ways that this game sucks?". But it's equally important to say "What about this game rocks so much? Why is this so compelling/fun/engrossing? What can I learn about how to be awesome from this game?"
This is true in any medium, not just game design. It's important to be paying attention to advances people are making, even if they're ti
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How to play like a dev? Simple. (Score:1)
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Hmm (Score:2, Interesting)
It is the same with games. Most of myself engages fully in playing and enjoying the game, but there is this parallel track in my brain that is examining the mechanics and the decisions made by the designer. After 20
Tighten up those graphics! (Score:2, Funny)
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I've listened to some commentary and that's pretty much how valve works too. You have kids playing games in their mom's basement and she comes in for a status check every hour or so.
How about "designing like a player"? (Score:5, Interesting)
Why is it that in every damn RTS game you have this stupid mission where you have to take a bunch of your critters through a lenghty, winding corridor? Is there anyone who really enjoys those missions? Nobody I talked to does. Everyone wanted to play RTS games to harvest resources, spend them on an army and drown the enemy in a mass battle. Does anyone really like those "I have only 10 infantery men and need to bring them home safe" missions?
Why is it that in every damn FPS game you have this mission where you need to find something hidden inside a twisted maze with corridors, all looking alike? No enemies to speak of, just running for an hour or two. Anyone here really liking that?
It's like it was in MUD times. Every MUD I know contained at the very least one maze. Wizards just loved to make them. Players just hated to play them. Every "new wizard guide" I read contained at the very least the "do not create mazes, for people loathe them" clause. And yet, we still get them. With graphics. And blackjack and hookers. Ok, no blackjack or hookers, that would maybe make them interesting.
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Mazes have to be done well. In HL2 EP2, the mazes generally suck where you are just running and running. That's boring. But in HL1, there were a few maze-like structures that would fun to run through. It all depends.
What I hate are boss levels where you have to expend all y
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Why is it that in every damn RTS game you have this stupid mission where you have to take a bunch of your critters through a lenghty, winding corridor? Is there anyone who really enjoys those missions? Nobody I talked to does. Everyone wanted to play RTS games to harvest resources, spend them on an army and drown the enemy in a mass battle. Does anyone really like those "I have only 10 infantery men and need to bring them home safe" missions?
sorry to contradict you, but I actually liked those mission, they add a lot to the rpg element of the game. Have you ever considered that usually variety is a _good_ thing in a game, since it makes it more likely to attract different players?
:)
Besides, it's just a freaking mission! If you can't be bothered to go through it just use the cheats!
That said I have to agree with your subject. A lot of games would profit from being "designing like a player"
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Why is it that in every damn RTS game you have this stupid mission where you have to take a bunch of your critters through a lenghty, winding corridor? Is there anyone who really enjoys those missions? Nobody I talked to does. Everyone wanted to play RTS games to harvest resources, spend them on an army and drown the enemy in a mass battle. Does anyone really like those "I have only 10 infantery men and need to bring them home safe" missions?
sorry to contradict you, but I actually liked those mission, they add a lot to the rpg element of the game. Have you ever considered that usually variety is a _good_ thing in a game, since it makes it more likely to attract different players?
Besides, it's just a freaking mission! If you can't be bothered to go through it just use the cheats!
"It's just a freaking mission" that nobody would miss if it was gone (meaning, I don't think there's anyone who wouldn't buy an RTS game because it lacked that type of mission). Yes they enhance the "rpg element" but when I want to play an RTS I want to play an RTS, if I wanted to role play I'd play an rpg. When you're playing poker with your buddies, after five hands do you stop and say, okay now we need to play a game of connect four and then we can go back to playing poker. No! They're different typ
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Oh, please. This is like the people who argue that Madden is an RPG because you "role-play" being a football team. It's a fallacious argument because the fact that RTS stands for "real-time strategy" does not change the fact that RTS is a well-defined genre, not just a generic term for any real-time game that involves some form of strategy.
It's
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The missions where you're given a set unit selection and must use only them while going from point a to b is fun because
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I personally don't enjoy HUGE skirmishes where the largest side wins, I'd rather play a small scale tactical game where I have to pick my targets carefully to win.
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Cannon Fodder (and a few games similar to it) was actually a really good game. However, Cannon fodder actually had good levels, those levels in the C&C series are painful to play, as a previous poster pointed out there are almost always booby traps and if you make a single wrong turn you'll have your forces decimated (think: ten riflemen and a commando facing off with two enemy tanks, a gatling gun and a few riflemen). Also, often those maps are designed in such a way that you pretty much need to keep m
Re:How about "designing like a player"? (Score:4, Insightful)
First, if you want a game created that you want to play, you'll have to try creating it. Emphasis on try. Lots of people, including professional designers, have awesome ideas that have hundreds of tiny - and a few large - "gotchas" inherent in their designs, or due to the limitations of technology/funding. Most of these don't surface until you're already well into making the game. There's a HUGE difference between describing the game you want to play and making the game you want to play.
Second, if there's a millionth sequel, then people (not you of course) did actually want to play it in the first place, because they've bought every iteration up until this point. People whine vocally about original gameplay, but when it comes down to getting paid, highly polished versions of the-same-old-stuff are where the money usually is.
Don't get me wrong, I look for original concepts all the time, and some of them can be highly successful as well, but to say that no-one wants to play COD4, Halo 3, or even the next Pokemon title is essentially trying to assert that you are the only target market game designers should have, instead of one of many.
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Why is it that in every damn RTS game you have this stupid mission where you have to take a bunch of your critters through a lenghty, winding corridor? Is there anyone who really enjoys those missions? Nobody I talked to does. Everyone wanted to play RTS games to harvest resources, spend them on an army and drown the enemy in a mass battle. Does anyone really like those "I have only 10 infantery men and need to bring them home safe" missions?
I actually enjoy those more than the resource gathering ones, categorically. But I'm more of a "real-time tactical" player anyway. I'm still hoping and waiting for a successor to Myth.
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It may not be the developer's fault. Not only is there very rarely just *one developer* on a commercial game, there are also hordes of others involved, not all of which actually know what makes a good game. I give you: the marketing department who wants to write (or has written!) that it one-ups everything the other guy did; the senior production manager who insists on pink turtles because his 8-year old kid said i
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Actually.. (Score:2)
I hate to break this to the submitter, but if you don't consider what you're doing to be fun then that does mean it isn't fun. That's pretty much the definition of "isn't fun".
You fail at reading! (Score:1, Insightful)
This is fucking stupid. (Score:1, Flamebait)
It's not just about mechanics (Score:2)
In addition to the mechanics of the game, TFA advises paying attention to:
--Start Screen and Options. Do they help you get a feel for the game before you even start playing? Are they creatively and consistently done?
--The opening scene. How does it establish the world of the game? How does it segue into the gameplay?
--Basic movement.
--Camera control.
--Pacing and
Re:It's not just about mechanics (Score:4, Interesting)
Some players don't care about this stuff too much. They get a feel for the actions and just go with it. Others spend quite a bit of time reverse engineering these mechanics and working out the best way to manipulate these. I'm often one of the later.
I spent a couple of hours building spreadsheets that let me compare various bits of WoW gear and graphing the optimal moment to switch from +Int to mana/5 seconds to +Spirit gear. Why? Because a) I'm a massive fucking nerd, and b) because learning and using the math behind it was fun. A large part of the fun of WoW for me was working out the best systems to exploit the mathematics behind the game. Once I'd hit endgame and I'd unraveled the game systems, it held a lot less appeal, and I quit while my guild was still making good progress through MC.
I think this is part of the reason that Nethack remains so much fun for so many people. The math and systems behind the game are phenomenally complex and, while obfuscated, there is little else in the game to distract from them. Each game plays out in a slightly different way depending on how the various systems interact. (Although, for me that slightly different way seems to be Nethack finding a new way to have me kill myself.)
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This does not compute.
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I always thought it would be neat to take the typical fantasy MMO idea, and completely mask the numbers from the player. Make all the progression notifiers indirect via roleplay elements. I think it would be cool, but I'm sure most MMO players would hate it, and prefer using a spreadsheet and DB to min/max their characters.
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Nethack is not challenging because of phenomenally complex mathematical systems. For me it's challenging because it's 2000 fucking in-jokes and puns cobbled together on top of rogue.
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More realism doesn't only mean localized/gore wounds.
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So you can discover the mechanics... Well congrats to you. Likely you'll find that from game to game in the same genre, like from MMO to MMO or FPS to FPS, the mechanics are generally THE SAME ACROSS THE GENRE. In FPS games you get armor, you get damage, you get running, jumping, crouching, rolling, you get modifiers to the damage or mitigation you have. You get modifiers to your aim through calming down your natural sway from breathing. Great, now you know the 'inner workings'. Congratufuckinglations.
If you really think every game in a genre is the same, you aren't paying close enough attention. That's what the article is about.
Not every FPS or RTS is going to be completely different from the others, but that doesn't mean there aren't at least a couple of good ideas you could gleam from each one. It might even be simple, like "wow, a good UI with a clashing color scheme really kills it." It's guaranteed, you can at least find a few things NOT to do in every game you play.
There are even many things o
Open the floodgates (Score:3, Insightful)
Just because I've played computer games since they were words on a green CRT doesn't mean any game designer or company wants my opinion of how a game should be designed or executed. I voice my opinion by purchasing and playing what they do well, and beta-testing and ignoring what they do poorly.
Besides I'm not an all-around gamer, so I have a limited scope. I'm sure many fit into this category as well. I only have a limited amount of time for gaming, so I pick and choose carefully how I spend that time playing. No time/money/interest in consoles, no interest in FPS and no desire for any game that involves head-to-head against a person (PvP).
If they want my opinion on the evolution (and saturation) of the fantasy RPG since 1980, I'll gladly share it.
Learning by playing... (Score:2)
When you study film, you're constantly being asked not, "why did this character do this," but, "why did the director, cinematographer, and editor choose to construct this scene in this way?" Approaching gaming in much the same way can be very revealing. And in terms of learning to think that waylll once again, Portal pr
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I for one used to be a CCU operator and off-line editor, and it's been detrimental to my telly-watching-experience. Even before that, I never 'got' horror films because I was amazed (or appalled, as the case may be) at the effects used to make them horrible, as it were.
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It goes both ways. *shrug* My boyfriend works in television and can barely stand to watch more than two hours a week of visual media. My father used to work in (music) radio and still doesn't listen to much but sports in his own car, over a decade later. But I studied music seriously for a number of years and don't find my enjoyment either of listening or of performing lessened at all by having a deeper understanding of the way
To play a game like a game designer would mean (Score:1)
And yets games still suck.. (Score:2)
I play FPS myself. After years of playing them I still marvel at the idiocy that is clipping. I mean in real life I'm pretty sure if I hit my foot on a 1/4 inch raised piece of tile I won't stop dead in my tracks. If I brush against a frame I don't become immobil
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Interesting Concept (Score:1)