Skip to main content

What does a good game consist of? (part 13)

Structure of a game

A game normally consists of some challenges to overcome. This can appear in the terms of a campaign, chapters or skirmish(battle-only) levels. Challenges can be single-player or multiplayer.

On the development aspect, this means the Game Design Document must include the core game mechanics.

Furthermore, games include a certain quality of graphics, while some have no emphasis on graphics whatsoever.

But have would one implement graphics in a GDD? Myself I find it an impossible task. While I'm not saying some games don't have remarkable graphics, I don't think they have a place in the Game Design Document.

Another example is game physics. They can be described even if they are set in normal ("real") physics environment.

Let's try to describe graphics in a GDD by an example:
All levels need great textures, lightening effects, weather system, beautiful models and landscapes.


Let's try to incorporate this into test-driven development:
All graphics must start with average textures, and make sure the graphics aren't good from the start.

Nothing too specific, in other words.

Does this mean if it doesn't belong in the GDD, it is not important in the game either?
What does also not belong in the GDD? In example, music does belong, even though it is not easy to define.

Let's return to the challenges example. How would we implement it in the Game Design Document?
Challenge must include a good difficulty curve/line, they must be various and interesting.

Also not anything too specific...

What would an above average game's structure look like then? I believe it would require something easily defined in the GDD! What is easily defined then?

Here's an exercise:
Why did you find a game hard or easy or better yet, why did you find it too hard or too easy?

I think every game belongs in both of these categories.

What I think can be specifically defined in the GDD is the very definition summary of a game:
-what does the game teach us then?
-what kind of skill would it require for it to be beaten? casual, advanced or hardcore?
-what would require from one to immerse him/her in the game?
-what kind of genre is the game? does it push towards the boundaries of the genre? is it too mainstream?

Comments

Popular posts from this blog

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0

Level design basics, part 7

Meta files Meta means in between. Wild hard ware and soft ware connection. A game design level document is just documentation; it is normal text. Actual level files however are en coded. Not normal text, in other words; which is why they are a lot harder to make. Forests for example are hard to put into a text file. Trees are real world eco systems that are the source of nature and life. It is one thing to put a real world object into a game, what is even a LOT harder is putting one, for example a tree into a text file. Source code is just sofware, it is nothing but encoded writing, which is why to put it into soft ware is not exactly easy, but has been done many times before. However, putting source code directly into hard ware is a completely different thing. That's where meta files come in handy. Meta files are clay ware. They work very similiar to a human brain. Like a connection between software and hardware. A meta file contains level game design documentation and level code....

Coding

I find it extremely hard to code a game. It gets worse than that. I also have to do the game design, UI design, level design and the story. Basically lots of bugs, lots to learn, lots to design. The good news is I have a teammate and she works on level design and story. Helps a lot regardless there is tons of work to be done before even first of the three Trix games gets published. I sometimes work even 12 hours a day. Yikes!