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Evolutionary Design:
Page
3 of 6
Step
1: Focus on a fundamental activity
Giants and
Castles is a game about stacking items. Some of the actions in
the game include:
- Pick up a room:
Remove token from a castle stack and add to your giant stack
- Drop an item:
Remove a token from your giant stack and place it on an adjacent
stack
- Jump on top of
another giant: stacking one giant stack on top of another
giant stack.
There
is spell casting, inventory management, exploration, and a half
dozen other meta-game activities that occur. Everything revolves
around stacking.
Think
of other games that have simple easy to understand rules that describe
what you do 90% of the time you play. Super Mario Brothers is primarily
a game about jumping. Quake is about moving and shooting. Populous
is about flattening land. The Diablo II post mortem has this comment;
“First, we make the game playable as soon as possible in the development
process. Our initial priority was to get a guy moving around on
the screen and hacking monsters. This is what players would be doing
most of the time, and it had to be fun.”
There
are some impressive benefits to this design strategy
- Ease of learning:
Most fundamental activities are so simple they can be taught in
under a minute. This means the player is able to jump into the
game immediately.
- Focuses game balancing:
If the designer can make the core activity enjoyable, then 90%
of the game is enjoyable.
- Provides a solid
foundation for additional rules: Every spell in Giants and
Castles is based of variations on stacking. By subtle expansions
of a fundamental activity a rich and complex set of rules can
emerge. Look at your activity and map out the various permutations
of player actions. In Super Mario Brothers, the player could
jump on top of something. The designer extended the rule set
so that this natural permutation of the core activity became “Attack
enemy”.
Step
2: Play the Game
After every
set of rule changes, play the game. The most common error I hear
designers make is that they do heavy design at the beginning of
the project and fail to test until the last month or two. The result
is a confused tangle of rules that confuse the player. Those designers
who attempt to correctly balance the game end up spending massive
amounts of development resources fixing the system’s underlying
flaws. Perhaps if they had started testing when the game was young,
the problems would be much easier to fix.
After
each iteration on the game’s rules, I would get together a group
of people and play Giants and Castles. Before I began playing,
I was convinced that my shiny new set of rules would work perfectly.
The sin of Grand Vision struck. The first time I played and the
next 20 iterations after that proved me wrong.
There
are a couple styles to playing the game and both have their benefits.
- Let other people
play the game and then observe them.
- Play the game yourself
Letting
other people play the game results in an objective overview of how
people are reacting. However the outside observer tends to miss
many of the social details. Games involve a player acting and
reacting emotionally to the environment created by the game rules.
Many of the trends and undercurrents are completely invisible
unless you are in the game interacting with the rules and feeling
your psychological responses to the situations that emerge.
Step
3: Observe the Game
Observing is
the act of collecting data about player reactions to game play.
I used
a crude yet remarkably effective method of observing the game.
While playing the game, I watched my fellow players. Whenever there
was frustration or boredom, I asked why. I also asked people to
make suggestions if they noticed something that felt odd or could
be improved.
Every
single time someone mentioned something no matter how trivial, I
wrote it down. I never argued and told them ‘the way it was supposed
to work.’ Such ‘expert’ behavior merely confused the issue and
damaged their trust in me as an impartial observer. The more I
wrote things down and publicly showed I was listening, the more
intelligent responses I received.
I also
would ask clarifying questions. “Could you give me an example?”
“What do you mean by that comment?” Often a vague feeling of discomfort
would rapidly crystallize into a specific issue with one of the
game rules.
I wrote
down my own thoughts and feelings as well. Given the temporal nature
of any psychological response, it was important to capture observations
immediately. When I waited to record my observation later, they
were not as useful in determining issues because I had already let
my expectations bias the data.
Admittedly,
Giants and Castles is a 60-minute long multiplayer game where personal
testing is logistically trivial. However, I have great faith that
a variation on this technique is possible with in-house testing
of game sections. The use of web forums, open and closed betas
can glean valuable knowledge from outside testers.
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