
11 October 2005
THE GAME DESIGNER'S TOOL KIT
by François
Dominic Laramée
At
least once a month, I meet someone who, upon learning that I design
games for a (marginal) living, immediately pelts me with questions about
the craft. (Far more often, they simply shake their heads in disgust and
walk away. So much for the glamorous game industry.) Inevitably, the
conversation soon turns to The Question that has been plaguing writers
and artists for centuries: "Where do you get your ideas?"
I have read dozens of
answers to The Question over the years, and they all amount to one word:
"Everywhere".
While possessed of a certain
Zen charm and wisdom, this answer isn't terribly helpful. So, here are a
handful of my favorite idea-generating techniques, many of which apply
equally well to writing and to game design.
One caveat: the type of game
I like to work on is, shall we say, a little left of the mainstream, so
not all of the work (yes, work) I describe here may apply to your
project. Feel free to ignore me when appropriate.
The Secret Virtues
of Anal-Retentiveness
One of the keys to any
successful storytelling endeavor is to be intensely curious about
everything. Another is to never forget anything, because you never know
whether a certain tidbit of trivia is going to come in handy two years
down the road. Therefore, you should read, see and experience as much as
humanly possible, write down the relevant (and not-so-relevant) bits on
note cards, and store those in a folder. This folder will become your
most precious possession; it should be a physical one, and not a
computer file, for reasons which I will explain later.
Carry a miniature tape
recorder or a notepad with you day and night. Use them to store
impressions, bits of dialogue, ideas that come up at 4:00 AM. Your
brother's new girlfriend tells a funny story at a party? Write it down,
along with a description of that quirky little smile she flashed while
speaking. You lose an argument and think of the perfect put-down six
minutes later, in the subway? Your character may need it someday. You
drive by a dynamite factory, and it's the only building standing in a
sea of rubble? There may be a story there.
Read the little
two-paragraph items at the bottom of page B12 of your newspaper. They
may hide treasures. For example, my folder contains an article about the
life and death of the last Chinese eunuch; another one tells of a
controversy concerning whether Spaniards beat the Brits to Antarctica in
1819. Will these events ever make it into a game or a story of mine? Who
knows? But some of the hundreds of odd bits I have gathered in
there certainly will.
Enough Is Never
Enough
A good designer should also
read extensively, and about as many topics as he can stomach:
-
Go to the local college
or city library at least once a month, and skim a dozen different
magazines; check out The Economist, Scientific American, Atlantic
Monthly, and (if you can find them) some alternative news magazines
like Utne Reader or the New Internationalist. One issue of the
latter contained the most in-depth, personal account of daily life
and oppression in Tibet I have ever seen; believe me, Tibet is a lot
richer as a setting and a lot more "alien" than the
Romulan Star Empire.
-
While you're at the
library, scan the shelves and grab a dozen books at random. Then,
spend five minutes (and only five) reading odd passages of each.
Chances are you'll discover at least one intriguing tidbit of
information; even if you don't, you will only have lost one hour of
your life, which compares quite favorably to the ungodly amounts of
time most of us have desecrated on Gilligan's Island reruns.
-
Roam the used and
discount bookstores, and buy as many obscure reference books as you
can afford; these days, libraries barely manage to maintain their
magazine subscriptions, so book purchases are a rarity. Grab an
almanac as well; it is often a great source of basic knowledge about
whatever topic interests you, and may help orient further research.
For example, my bookcase contains texts on Native American
mythology, cosmic string theory, astrology, daily life in ancient
Rome, how to mine an asteroid, the Gaia hypothesis, how to colonize
the galaxy in 1,000 years or less, etc. All of them have inspired at
least one game or story so far, and will likely fuel several more in
the future.
If you have the inclination,
register for a few scattered courses at the local university or
community college. Virtually any knowledge is an asset for a game
designer, but some of the topics I would choose include:
-
Statistics, probability
theory and stochastic simulation. There is at least a minor element
of randomness in the overwhelming majority of game concepts.
Damage/hitting tables and event scheduling are just a couple of
examples; you must ground them in solid theory to make the game as
believable as possible.
-
History and social
science, because individuals and populations should act for sensible
reasons, even in games.
-
Artificial intelligence
and theoretical computer science, to know what is feasible now and
what will become so in five years.
-
Creative writing,
literature and cinema, because a great game has to let the player
create a great story, which is only possible if you, the designer,
plant the appropriate building blocks at the right places.
Learn from the
masters
Of course, one of the most
useful things you can do is play other games.
Study board games and paper
role-playing systems. Unlike entertainment software, they must describe
their gameplay mechanics explicitly, and will therefore teach you quite
effectively. For example, one of my all-time favorites is Avalon Hill's
Napoleonic wargame Empires in Arms; among dozens of neat
features, it implements the idea that a "free state" (really a
puppet regime, but nominally independent) is a lot more productive
economically and militarily than a conquered country, but that this
added production comes at the price of (sometimes) lower-quality troops
and easier loss of control over the territory if your own regime is in
trouble. That kind of trade-off is invaluable in balancing gameplay.
(On another note, paper
games are often play-tested for months before they are published, and
therefore somewhat more polished gameplay-wise than most software.)
Of course, play as many
computer and console games as you can, even in genres you don't
particularly enjoy; rent a console game for a few dollars, and you may
learn an interesting user interface trick or two from playing it for as
little as 30 minutes.
Surprising
combinations
Sometimes, one idea will be
enough to drive your project. I personally prefer to build my projects
on weird combinations of unrelated ideas, but that's a matter of taste.
Remember those note cards I
talked about? This is where they are worth their weight in gold. Shuffle
the cards you have acquired over the years, pick a few at random, and
see if you can't come up with a concept encompassing them all. You can
generate highly surprising schemes that way.
Here are a few examples of
what I mean by "surprising schemes":
-
A couple of years ago, a
scandal shook the Canadian Red Cross when several hemophiliacs were
infected with hepatitis or HIV after transfusions involving tainted
blood. I remembered the myth of Faust, and I wondered: what if you
received a blood transfusion and then signed away your soul to the
Devil; would the donor owe part of his soul as well, since the
contract would have been signed in part with his blood? That's the
basic idea behind Mephistophoria, one of my current projects.
-
If we ever meet an alien
race, how do we communicate with them? It is a fairly safe bet to
assume that computers will do the brunt of the work in
"breaking the code" of an alien language. But what if the
computer was so "smart" it exhibited signs of mental
illness (specifically, manic depression)? Can we rely on its
interpretation?
-
You want to conquer the
world, but there is only one problem: you are an amoeba. So, you
must start by taking over the Petri dish, evolve new genes that
allow you to get out into the world, etc.
Software (and
Wetware) Tools
I have never seen any piece
of "interactive writing" software worth its price, so the only
advice I can give you here is to build a set of treatment and design
document templates you feel comfortable with, and use them over and over
again. Make them as detailed as possible, with sections for everything
from back-story to simulation model to characters to level walkthroughs
to special units; this way, you will never forget anything important.
And finally, make sure that
you get as many smart people as possible to read and comment your
design... And that you are willing to listen and make changes
accordingly. However, remember that not everyone is qualified to design
a game, and that responsibility for the project is ultimately yours;
knowing which suggestions to reject is just as important as knowing how
to incorporate those which deserve it.
Prototype
Once you have a workable
design, make a prototype. It doesn't have to be interactive, or even on
a computer: some games can be simulated quite accurately with cards, a
table-top map and a few tokens, or even clay figures. What matters is
that you get to test and refine your gameplay before that elusive point,
24 months down the road, when the engine will finally deliver more than
2 frames per second. You wouldn't believe the number of good ideas you
can generate in a single play-testing session; it is a lot easier to
implement them when the whole concept is mere paper than once 90% of the
code has been written.
Conclusion
All right, I didn't tell you
the whole truth when I said that you can get ideas everywhere. Oh, it's
true enough, don't worry. However, for "data" to become
"ideas", the associative circuits in your brain must discover
surprising connections between various elements; to be able to do that
requires quite a bit of time, effort and raw knowledge. You've got your
work cut out for you.
(So, next time the lead
programmer complains that you sit in your office all day and don't do
anything constructive, grab that almanac I made you buy and whack him
upside the head with it. That'll show him.)
Bio
François-Dominic
Laramée is a freelance interactive game designer, developer and
producer. He has been involved in one form or another of the game
industry, whether PC, console, online, set-top box or even play-by-mail,
for the past decade, including more than 8 years of experience as Head
of Studio, Game Designer, Software Engineer, Producer and Quality
Assurance Manager in the interactive entertainment and spoken dialogue
interfaces industries. Learn more on his website at: http://pages.infinit.net/idjy/
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