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?
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?
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