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February
2001
THE
STEALTH DESIGNER’S HANDBOOK PART 1: FIVE WAYS TO SNEAK
ORIGINALITY INTO YOUR GAME WHILE MANAGEMENT ISN’T
LOOKING
By François
Dominic Laramée
Huddle up and hear me
out, brothers and sisters, because today’s topic is a
painful one.
How many of you have ever
thrown your hands up in the air and screamed in agony at
the unfairness of a system that forced you to bury your
most precious mental jewels, in favor of the fourth
sequel to yet another gothicpunk shooter? How many gave
up hope of ever being able to shove a truly original
design through the distribution channel and into players’
hands, and drowned their sorrows night after night in an
ever-growing pool of Red Bull? I feel your pain, my
brothers and sisters. I do, I do. Which is why I must
say this:
It’s all our fault.
No, don’t frag me yet.
Listen.
There are loopholes in
the wording of that particular law of nature. Loopholes
which would allow our games to stand out from the crowd
like Ozzy Osbourne at a state funeral, if only we
exploited them properly, without straying too far
away from what the market is ready to accept. And after
years of slaving in dusty alcoves and poring over
long-forgotten grimoires, I have identified no less than
ten of them. Enough to keep us entertained until a real
wizard finds the magic formula for infinite shelf space,
or until a ludo-terrorist drops industrial quantities of
Risk-Loving Potion into the Los Angeles water supply
just before E3.
Here are the first half
of the lot; I will discuss the rest next month.
1. Exploit Setting Consistencies
Sometimes, all that is
needed to make a game unique is to set it in a fully
self-consistent background. Operative word: Fully.
This seems obvious, but it is surprisingly difficult to
do well.
In Hollywood, there are
people whose full-time jobs consist of looking at films
and TV shows after they get out of the cutting room (but
before release) to make sure that there are no
continuity glitches anywhere. And even then, glaring
blunders sometimes sneak onto the silver screen. Like
the famous Norse invader in an old historical movie, who
sounded the charge by lifting his sword high up in the
air, thereby revealing that he was wearing a wrist
watch. Or the Roman generals who discussed strategy
while a plane flew in the background.
In games, something as
innocuous as a misaligned texture can ruin immersion,
and I don’t think I need to point out what a bad
voice-over artist (i.e., the entire cast of Diablo)
can do to an otherwise remarkable product. But far more
important than continuity glitches are the internal
logic mistakes which crop up all the time.
For example, consider the
case of the teleportation device. Any society
sufficiently advanced to develop cost-effective
teleportation (if such a thing were possible) would have
no need of such things as cities, cars, airplanes, the
postal service, department stores, convenience stores,
or immigration laws. Another case: a collective
consciousness (i.e., a hive mind, like the Borg without
the culture-absorption feature) will most likely won’t
understand the telephone, the radio, the internet, or
even the concept of speech, which would make
communicating with them a terrible chore.
If your sci-fi game
involves a revolutionary idea like this, think of what
it should do to the social fabric of your world, and
design it accordingly. You’ll have a highly unusual,
truer setting, and your game will benefit immensely.
2. Maintain Focus
A common mistake among
beginning designers is to try to create the uber-game,
and have it be everything to everyone. Beware of the
completely open-ended RPG with different Pulitzer-prize
winning storylines generated on the fly every time you
play, high action, incredibly deep strategy and a cast
of millions. If a game like that were even possible to
make, it would be unplayable.
Remember that
entertainment more complicated than real life is no fun,
except for the weirdest of the weird. How weird? Well,
most of us are probably more than a little off-center
ourselves, and honestly, I don’t think that many of
you would go out with someone who kept track of food,
copper pieces and encumbrance in his or her Dungeons
and Dragons campaign. (Would you?)
Sometimes, the best way
to stand out is to go for less, not more. After all, the
age of the big-budget blockbuster was already well
established when Tetris took over the world.
Going for Zen-like simplicity may sometimes (ok, nearly
always) make for a harder sale, but if it works…
3. Make The Interface Your Friend
I was recently involved
in several very interesting email conversation about the
virtues of certain types of user interfaces. One of my
correspondents claimed that, in some genres, mastering
the interface was the gameplay and the actual
source of enjoyment for the player; therefore, making it
as obfuscated as possible (but still marginally usable)
would be a good thing. This went against everything that
I believed in, but his arguments got me thinking, and by
now I’m more than halfway convinced.
Consider the fighting
game, the perfect example of "immediate
response" experience where you control one and only
one entity and where what you do with the controller is
reflected on screen without delay. If powerful moves
require complicated button-press combinations and
perfect timing, great; once you become nimble enough to
enter a six-button sequence in 1.2 seconds, you are
rewarded with a spectacular corkscrew moonsault legdrop,
and your opponent, with a great death scene. The rush is
incredible. Same thing, more or less, with first-person
shooters.
Now, on the other hand,
in games where you must take care of a variety of tasks
in parallel, the correlation between what you do with
the controller and what happens in the universe is not
so immediate, and a simple interface is a must. If you
have 50 units to control on the battlefield, wrestling
with the joystick for even 0.5 seconds to give orders to
an archer is too much, because by the time he has
reached the location where he is to perform, you will be
involved with 2-3 other theaters of operation.
Therefore, interface mastery isn’t reinforced with
immediate success, and doesn’t cause the same type of
adrenal release; instead, having to repeat command
sequences or search menus three layers deep quickly
becomes a chore. In a "breadth-first game"
like this, the interface must disappear and leave as
many of your brain’s CPU cycles for strategic
thinking.
The most difficult thing
in the world to do is to design a proper control scheme
for a squad-level game; either you ask the player to
micro-manage each character, as in Baldur’s Gate,
and the pace slows to a crawl during fights (i.e.,
exactly when it should pick up), or you rely on AI as in
Daikatana and the player’s allies run into
walls or make asinine decisions at every juncture.
The lesson: pick an
interface style suitable to your game genre. Grim
Fandango’s was just about perfect. Age of
Empires’ achieved a nice balance. And there’s a
lot to be said for Deer Hunter’s, too. Really.
4. Ditch The Unworkable Clichés
Star Trek gave us
alien races made up of trillions of individuals who all
think exactly alike, all of which look suspiciously like
human actors in bad costumes no matter what their home
worlds’ gravity fields and atmospheres. We have Star
Wars to blame for the jungle world covered with the
same vegetation from poles to equator, where it rains
everywhere at the same time, and for the ice planet with
native animals who probably feed on snow because there
isn’t a single green leaf growing anywhere. Tolkien
wrote about entire races of beings doing evil for evil’s
sake, without any sensible motivation; not one of them
ever stopped to wonder why they hacked every elf in
sight to pieces or why they should want to live in a
world bent under the Dark Lord’s dominion.
Someday, I would like to
be able to praise games for getting rid of these tired
metaphors.
Why is the Other always
so much simpler in structure and context than even a
five-year old’s make-believe stories? Why should Earth
and humanity be the only things in the whole universe
not built from solid blocks? We need more depth!
Of course, this
particular "problem" will never hurt a design
per se, because players have come to expect it and
because an entire race of outer-space information
vendors is conceptually easy to understand and
manipulate as a gameplay device. But we are missing an
opportunity for so much more.
4. Design Modularly
Inspiration is a strange
beast. It comes in unexpected bursts, when it wants to,
usually when you least expect it. Unfortunately, that
doesn’t sit too well with the game development
process. If a brilliant idea comes to you during
pre-production, great: you feverishly write it into the
game design document before it goes away, and your
product gains that extra spark which can make the
difference between an also-ran and a classic.
But what if you get the
same brilliant idea 6 months into development? Or 12?
Well, if your design is
one monolithic behemoth, you’re stuck. The brilliant
idea will have to wait for the sequel. However, if it is
modular enough to accommodate changes in mid-stream in a
relatively painless fashion, you may have a shot.
This is only one of many
reasons why you should design defensively, in clearly
separated and connectable modules, as if you were making
plans for an object-oriented software system. Design
with extensibility in mind, and make sure that the
programmers build that flexibility into the code base.
This way, if you come up with something great at an
inopportune time (or if DirectInput 12.4 suddenly ships
with an amazing mind-link interface which you would just
kill to implement first), you’ll be able to add it to
the project in a few days instead of six weeks, and the
added sales will leave you smiling all the way to the
bank.

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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