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Features

The
Right Decision at the Right Time:
Selecting the Right Features for a New Game Project
Many
of us can certainly relate to the situation when the studio is almost
done with a new game and it's time to think about the next project.
The company management assembles a small team of contributors including
programmers, artists, designers, a project manager, and of course
the studio executives. A brainstorming session is called together
to outline the key features of the upcoming project. Everyone, eager
to share ideas at once, eventually turns the meeting into anarchy.
This scenario usually happens because everyone has their own agenda
and individual priorities. A game designer will fancy an innovative
game mechanism, a programmer will push for some technological breakthrough,
while managers will look for concepts that can sell to publishers
or fit the studio's budget.
Then, everyone
has their own pet projects, that one game which is close to their heart
that they would just love to develop. Amidst all the enthusiasm, management
soon finds it very difficult to take a number of contrasting suggestions
and turn them into valid and ideas. An alternative way to work out a project
is to limit the number of contributors. A group of two to three people
from among company management will focus on a small number of personal
ideas, or will concentrate on key imperatives for the studio.
Indeed,
this approach will make it easier to define a project, but will the result
be any better? Decision makers, whether in a brainstorming session or
in a limited committee, face the same problem: too many parameters that
must be merged into a single concept. Furthermore, this kind of decision-making
process is not truly motivating to the rank-and-file employees, who are
forced to go with a project without being consulted.
The method
presented in this article is designed to foster creativity and build a
consensus. It is by no means a magical formula or turn-key concept, but
rather a decision making aid, used to identify better choices. It helps
select the best project ideas regardless of the number of parameters involved.
This method also makes it easy to establish a consensus around a project,
and more importantly, produce equally good results for large as well as
small teams.
1st stage: Defining
goals and getting organized
Set the
boundaries
The method discussed in this article could be used by a workgroup that
looking to develop a new project from scratch. However, in most cases
studio managers often have a few imperatives already in mind. For the
sake of our example, we will assume the management has determined to build
a racing game for the new generation of consoles (XBox, PS2 or Game Cube).
The Workgroup
Before going ahead with this article, a few words should be said about
the people who make up the team. They must be members of the studio. They
should come from a different setting such as computer graphics, programming,
etc. The main criterion is that they have a good knowledge of the gaming
world. It is equally important to have several people with a manager's
vision such as a development director or studio manager.
The group
must include a person knowledgeable in this method, who will guide the
team's musings into constructive hypotheses. The size of the group is
of little importance. The method discussed is designed to consider everyone's
ideas, therefore making it applicable even
to even large groups.
2nd stage - Identifying
parameters and their values
What
is a Parameter?
Parameters are the characteristics of a game. For instance, the parameter
called "background" can have the following values: contemporary,
heroic-fantasy, science fiction, middle ages, etc.
A game project
can therefore be defined as a set of parameters, and the values selected
for each of them. Choosing parameters and their values is therefore an
important step. In the method presented in this article, the first stage
is defining such parameters and their associated values. For instance,
here are some of the possible parameters that could have been used when
creating Alone in the Dark The New Nightmare:
The Choice
of Parameters
In our racing game example, after some decision-making, the group determines
to focus on the following parameters:
- Marketing
segment
- Type
of gameplay
- "Action"
dimension
- "Thinking"
dimension
- "Adventure"
dimension
- Game
area
- Vehicles
A few comments
are in order, such as:
- How do
we select the parameters? It is a delicate task. It is best to prepare
a preliminary list and then submit it not to the workgroup but to the
studio management. The latter will usually come up with new ones including
parameters specific to the studio. I must remind you that one of the
goals of this tool is to build consensus around a single project and
that falls in the area of responsibility of upper-level management.
- You can
have as many parameters as you want, but for practical purposes, I recommend
to limit it to about 10. If you need to use more, it is always possible
to split the work into several sub-systems.
- The parameters
all have to be independent from each other.
The Choice
of Values
Once the parameters are selected, proper values must be identified. Let's
look at our list of parameters and some of the values.
A few questions
will certainly come up:
- How do
we go about a composite value, that is, a value that combines more than
one sub-value? For instance, the "vehicles" parameter can
assume combined values such as ground-air, ground-air-water, etc. There
are two possible hypotheses: with a small number of combinations, a
simple enumeration will suffice, and when combinations are numerous,
make a preliminary analysis of the parameter in question. The best ideas
found here will then serve in the final analysis.
- What
if there are too many values? Again, start with a focused analysis of
this specific parameter.
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