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For you creative, multi-talented, big
picture types, we bring you designer inspiration and direction...
Pedersen's
Principles on Game Design and Production
by Roger E Pedersen
Recently, I interviewed
for a number of positions (specifically executive
producer, producer and game designer) at various game
companies. Throughout each interview, many principles
learned from my 16+ years of industry experience were
recalled. In keeping with my philosophy that game
developers should share and exchange information
relevant to our industry, I present ten principles of
game design and production that everyone in the industry
should be acquainted with.
Principle 1: Understand
The Role of the Designer and Producer
It’s vital to know what
lines of responsibility are drawn within game
development organizations. This knowledge gives you an
understanding of which people are responsible for which
game components, who makes design and production
decisions, and so on.
The game designer.
The game designer is the visionary, somewhat like a book’s
author. This person has outlined the scope and
description of the product with sufficient detail so
that others can understand and develop the product. Just
as a book author sees his creation develop differently
when made into a film, the game designer needs to accept
and solicit modifications from the team members, the
publisher and the public during the development process.
Often , one of the game designer’s tasks is to create
the project Bible – the game’s lengthy technical
specification. This document details the gameplay,
describes characters and settings (possibly including
diagrams or drawings), includes level descriptions and
possibly maps of areas to explore, positions and actions
for each character or class of character, and so on.
The producer.
The producer is the project’s manager, its champion.
The producer must keep the entire team productive and
the lines of communication open. This person is a
diplomat, a politician, a trouble-shooter, a force
needed to produce the product. The producer must keep
marketing, advertising and public relations teams up to
date with the progress of the game, and honest about its
features, performance, and other claims that will be
made to consumers. These teams must understand the
gameplay, its features and story line to generate great
ads, media hype, magazine previews, and so on. In
return, these non-technical team members, by virtue of
their continuous contact with the public, provide the
game developers with feedback from the public, magazines
and retail channel about what features are currently hot
in games.
The producer needs to
facilitate communicate between the whole team, and
provide timely support for each developer, which
includes ensuring that:
- Artists and animators
provide artwork, animations, temporary placeholders
to the programmers on time, until the final artwork
is available.
- Programmers provide
the artists with current versions as to see their
artwork in a real time gameplay mode. The producer
must also make sure that the programmers provide a
current version of the game to the sales, public
relations and marketing teams, along with various
reports about the latest version of the game. These
reports describe gameplay, special features,
hardware requirements and supported hardware and
peripherals, screen shots that best portray the
product for ads, promotional sheets, previews and
reviews for magazines. The producer also needs to
make sure that programmers work with the quality
assurance (QA) testers and provide them with the
play instructions, special key combinations, hints,
undocumented features and actions.
- Audio and sound
engineers provide voice, background and atmosphere
sounds and music. These engineers also need to view
and play the current version to check and validate
the timing, usage and clarity of their work.
- The designer (if not a
member of the day-to-day team) sees the current
version to confirm that the product is in line with
the technical specifications and design originally
set forth.
- The QA testers report
problems to the producer. The problems must be
categorized as major (crash, function or action not
working), minor (text misspelling, character
movement to fast or slow, response time feels
wrong), glitches (sound or graphic problem),
improvements (add a new feature, improve the
character’s interaction or behavior, clarify a
confusing aspect of the design or gameplay), a
videogame standards issue (the triangle button does
not perform as the standard function definition),
and multi-platform inconsistency (PC version vs.
videogame version).
Whether one person
assumes the role of both producer and designer, or
several people handle these tasks, there must only be
one producer whose word is final, whose decisions are
followed and whose leadership is trusted and motivating.
Principle 2: No Designer
or Producer is an island.
Gathering information
throughout the product development cycle and knowing
what to do with it is the trait of a great designer and
producer.
Designers should research
their subject matter and evaluate outside suggestions
and opinions. The audience demands and expects films and
books to seem realistic and accurate. The computer and
videogame audience should accept nothing less.
When undertaking the
development of a sports game (e.g., Baseball), a
designer may feel that he knows the sport from playing
it as a child and viewing it on TV. However, much more
research must be undertaken to create an immersive
experience for consumers. Whether the game genre is
sports, RPG, adventure or simulation, the first step is
to research similar titles in that game genre. You can
do this by surfing the Internet, visiting the local
store and purchasing competitive games, reading reviews
of similar genre titles, collecting marketing materials
and advertisements from other publishers’ websites,
and so on. This information is invaluable when you are
designing a new product.
If you are the producer
of an upcoming baseball game, you ought to know the
common elements found in other Baseball titles, as well
as special features that differentiate each product from
its competitors. You should read reviews of similar
titles and the competing titles’ list of features.
From this freely collected information, a designer can
understand which features and game play customers
expect, special features that the competition offers,
and the criteria upon which the reviewers will base
their critiques.
As the designer and/or
producer, you must ask yourself:
- Does your game suffer
the same poor or awkward design flaw as a previously
released title or similar genre titles? The design
of the game needs to address how to be better than
its competitors. The design must be able to handle
flaws, difficulties and problems that reviewers and
customers have complained about in previous versions
of this product or in other similar genre titles. As
the decision maker, you must listen to your
development team, your marketing and sales team,
retailers, and your game playing audience.
- Do the ideas of the
game designer and the team outweigh those of the
reviewer(s)? The ideas that are made must have a
good foundation. All reviewers try to accurately
explain and criticize the product to the public.
There’s a real difference between discarding a
reviewer’s opinion and listing the problems and
how your design addresses each one.
- Does the design
consideration include comments from previous or
potential customers? Customers enjoy great products.
My experience (in producing sports, gambling and
trivia/puzzle titles) indicates that customers
(fans) will buy any product in the genre they enjoy.
Their expectations are that your product will teach
them something new about the activity, they will gain
experience and be able to brag to their friends and
associates, and/or that they’ll be able to someday
beat the game. I’ve received a great deal of fan
mail in which consumers have cited the aspects of my
games that they enjoyed. These letters also tell me
what additions to the game that they would like to
see in future releases. Magazines publish reader’s
letters that praise and criticize the products.
Market research and beta test groups consisting of
potential and previous customers can be worthwhile
in the final design stages to tweak the product
before its release.
- Are the team’s ideas
and opinions seriously evaluated in the design of
the product? See Principle #3 for more information
about this.
- Can the addition of a
feature expand the customer base and get more
publicity?
In Villa Crespo Software’s
Flicks, a product that reviewed 30,000 films, a field
for "close-caption" was added during the
development, instantly adding four million
hearing-impaired and non-English speaking audiences to
the product’s customer base. Newsletters reaching that
consumer sector gave the product free, positive reviews
because the product included information vital to their
readership.
The producer should
collect information from team members
about improvements that can be made to the product, and
relay this information to the designer. The producer
must be able to recognize a good idea when he hears it,
and implement that idea in the game to make it a better
product.
Designers should be
adaptable and open minded to ideas that can make their
games better. Producers need to be managers, leaders,
and diplomats who can take information and in getting
good suggestions understood by all involved with the
final decisions.
Principle 3: Let
Professionals do their jobs.
Most projects have a team
of talented professionals working on them, made up of
designers, programmers, graphic artists, audio
technicians, testers, marketing coordinators, and so on.
Each of these team members brings their own unique,
important talents to bear on the project. A producer and
designer must rely on these professionals and their
particular points of view to improve and facilitate the
development process. Regardless of the product’s
genre, each member can make a product better.
For instance, the quality
assurance (QA) and testing people can suggest gameplay
improvements before the product is shipped. No member of
the team plays the game for hours at a time like a QA
person does, therefore his/her suggestions are similar
to that of the potential customer. In fact, members of
the QA team have probably played more games in a
particular genre than the rest of the team combined.
The producer must not
only trust his team members, but also rely on them for
input to create the best product.
Principle 4: KISS (Keep
It Simple Stupid)
Every aspect of a product
should be obvious and easy to understand.
For instance, allowing
players to access every option within two button clicks
may be simpler than having thirty-seven unique keys to
press. Forcing a player to press Alt-Ctrl-Shift A to get
his character to kick an opponent would be ridiculous.
Likewise, having to press "A," "B,"
"C" and "D" to control the movements
of a plane in a flight simulator would drive the average
player crazy. If a player has to repeatedly press four
keys to perform a task, the game design should include a
super key or a one-key macro to simplify the operation.
Keep design interfaces
simple. I once designed games for an arcade
manufacturer, and the president of this company taught
me a valuable lesson about design. He said if a player
doesn’t grasp the interface of a computer game or
videogame, that player will read the manual since $50
(or so) was invested in the game. With arcade games
however, the player has only invested a quarter or two,
so if the game isn’t understandable, addictive and
compelling, the player moves on to the next machine. Who
cares about wasting pocket change? While this is
especially critical for arcade games, I think it’s
important to remember when designing games for any
platform
Principle 5: Schedules
are like laws.
Schedules are like laws;
they are created by legislative bodies and meant to be
obeyed, but they are also designed to allow exceptions
if evidence warrants special circumstances.
Likewise, milestones are
created at the beginning of the project may need to be
changed based on problems that occur during development.
For instance, the decision to change the original game
specification (e.g., to support a new computer, a new 3D
card, alter pre-planned artwork or audio clips) in order
to make a better product is a situation which may
warrant "breaking the law" that schedule
spells out.
If another month of
development time would greatly improve the gameplay,
remove non-show-stopping bugs or allow for better
visuals or audio effects, then circumstances justify
deviating the schedule. To ship a game on a target day,
month, or year regardless of the state of the product at
that time can spell disaster for that product (not too
mention the harm it does to the publisher’s
reputation). Missing seasonal dates like Christmas is
bad, but shipping buggy or a poorly made product is
worse.
You should only modify a
project schedule if there are valid reasons. The team
and publisher must agree that the additional time will
substantially benefit the product.
Principle 6: The
Yardstick: One Day’s Pay for a Week’s Worth of Fun.
If a customer pays $50
(plus tax) for a game that I’ve worked on, that
amounts to the average person’s one day net pay. (A
person earning $21K a year brings home $14K which is $54
a day.) If the player reports enjoying the game that I
worked on for at least one week, then I am happy. If the
player feels ripped off due to poor game design,
numerous bugs, obstacles in playing the game (e.g.,
multi-CD swaps, memorizing numerous keystrokes, and so
on), poor audio, or some other problem, then the game
designer and any team members who knew of these problems
beforehand are to blame.
Every member of the team
should be proud of their product. They should consider
the praise from consumers, reviewers and the industry as
their reward for they time and work they spent on the
game.
Principle 7: I Never met
a Genre that I didn’t like.
A student who doesn’t
enjoy math can study hard and still earn an
"A" in class. Similarly, a designer or
producer does not have to have experience working on a
particular genre to create a good game within that
genre. In fact, a designer or producer doesn’t have to
even be an enthusiast of that genre in order to get good
results. Putting together a team in which at least one
member enjoys the genre (or studying competing products
of the genre) is what is critical.
Often just one
enthusiastic team member can show similar games that
he/she has enjoyed, and thereby turn every team member
into a knowledgeable player of the genre. Combining
fanatical genre loyalists along with non-genre players
on the development team can result in benefits you may
not have considered. For instance, a non-genre player
can suggest modifications to a game’s design by
pointing out aspects of the genre he finds unappealing,
whereas a fanatic of the genre can lend his expertise
and advice to keep a game faithful to the genre.
A knowledgeable developer
or producer may ask the entire team to play similar
games in that genre and ask each team member to critique
the products. This technique can help the development of
your product, and it’s time well spent.
Principle 8: Be true to
your license
Games based on licensed
products often cause players to make certain assumptions
about those titles. There are preconceptions about the
gameplay, content, and target audience. In stores, it’s
the licensed titles that get noticed first, regardless
of their marketing and advertising. Game designers must
understand this customer mentality. The designer must
understand everything about that license in order to
provide the kind of entertainment that the target
consumers have anticipated.
For instance, a baseball
game that uses a particular baseball team’s manager in
its title suggests a strategy sports game. Players would
probably assume that they would be responsible for
making decisions about the players and batting order. On
the other hand, a licensed product linked to a
professional baseball player would suggest an emphasis
on sports action, such as pitching and batting.
There’s a reason why
licenses cost big bucks. Designers and producers must
use the license, its characters, and leverage consumer
preconceptions to title’s benefit.
Principle 9: Share your
Toys!
Throughout the years,
many game developers have bounced ideas off me, asked me
questions, and so on. I have, and will always, welcome
these inquiries because I believe it’s for the greater
good of the industry. Since I have always been
interested in creating and exploring ideas, I feel that
when someone wants information, I’ll gladly help.
Three occasions in particular are worth relating:
- In 1985, an auto
mechanic who owned an Atari 520ST called me and to
pick my brain about game design and various game
projects he was working on. For several months we
talked, and often he sent me samples of his artwork
as well as demos of the concepts we’d discuss.
Sometime around 1987, he had an interview with a
major publisher and discussed taking the demos and
artwork with him. I encouraged him and wish him
success. A few weeks later, he announced that he was
hired as "platform level" designer. Within
months, he became the top "platform level"
game designer for this company, and he worked on the
most well-known titles in the industry. He
eventually left this publisher to join another
equally large publisher as the head of game design.
He appeared in several magazines displaying his
platform level designs. To this day, I’ve never
met him and have only seen him in the magazine
articles that he sent me, but I feel very happy that
I was a small influence in his life and in the
industry.
- When I was working on All
Dogs Go To Heaven, a game for the PC and Amiga
based on the Don Bluth film, I met a young man who
worked at an arcade. On several occasions, I gave
him $10 in tokens to show me the latest video games.
As he played, I observed him and asked questions
like, "How did you know to do that?".
After we got to know each other better, he showed me
several comic book sketches that he had drawn, which
were great. When I was contracted to produce and
develop All Dogs Go To Heaven, I asked him to
do all the artwork. Since he was new to computer
graphics and animation, I taught him the mechanics
of using a Summagraphics Tablet and the functions
and features of various graphics packages. He
learned quickly and produced some of the finest
artwork that CGA and EGA would allow. After the
release of this title, he went to work for a Florida
publisher as a computer and videogame graphic
artist. When the company moved to California, he
moved with them. The last I heard, he was moving on
into one of the big publishers as a senior graphics
person.
- A high school student
sent me a concept for a game show. The description
read well, but the demo he sent me was terrible.
Over several months on the phone, we fixed many of
the game’s rules and aspects of the gameplay which
greatly improve the game show. I programmed the
game, and hired an artist to provide the graphics.
When I went to Villa Crespo Software outside of
Chicago, we published this game show, which we
called Combination Lock. The game was fun to
play and it was the first product to feature
on-screen players of all races. The high school
student and I shared in the profits for several
years.
The reason that I relate
these stories is that I want to emphasize the benefit to
those who help budding game developers. When the
opportunity to help someone comes knocking on the door,
offer that person hospitality and kindness. The results
will benefit the "seeker of knowledge," will
honor you "the master", and will benefit the
industry as more creative thinkers join in.
Principle 10: There’s
no magic formula for success
Keep in mind that no one
individual or company of any size has discovered the
formula for "what makes a successful product."
Like film, art and music, games appeal to a variety of
consumer tastes, and of course taste is subjective.
Some developers of past
hits have credited their success to the underlying
technology that their game used. Other developers claim
that their game transported the player into a surreal
and immersive universe. Yet others feel that their game’s
success was due to the way it engrossed the player in a
realistic simulation, challenged them with its
compelling design , or simply made a great game
accidentally. Behind each successful title is a unique
list of traits that made it popular with consumers.
The bottom line is
simple. A well-designed product based on a team effort
with an user-friendly interface developed within a
reasonable time frame will be successful.
Roger E. Pedersen --
GameProducer@AOL.Com --
has been designing, producing and programming games
since the industry’s infancy (1983) for such companies
as CBS Software, Gametek, Hi-Tech Expressions, Merit
Software, Arcade Giant Merit Industries, Villa Crespo
Software, Acclaim Entertainment, Hypnotix and American
Alpha. His cumulative title sales have surpassed 10
million copies. He is currently seeking work. Please
contact him regarding all opportunities for Project
Manager, Producer or Game Designer
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