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By Pascal Luban
Gamasutra
[Author's Bio]
September 26, 2001

Introduction

3rd Stage - Filtering Ideas and Defining Preferences

4th Stage - Analyzing Hypothesis According to Priorities

Applications and Conclusions

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Features

The Right Decision at the Right Time:
Selecting the Right Features for a New Game Project

Applications and Conclusions

In the example used for this conference, I define the general mechanisms of a game project. Once the best hypotheses are selected, designers can take over and focus on concrete goals rather than just "grope in the dark". However, there is more than one application to this method. The following are a few examples.

Evaluating a Game Project According to the Publisher's Expectations
In this situation, the purpose is to seduce the publisher above all else. Suppose the studio is out pitching a game concept to a major publisher who owns a number of licenses. We can use the following parameters:

  • Licenses owned by the publisher
  • Target platform
  • Age group
  • "Action" dimension
  • "Adventure" dimension
  • "Thinking" dimension
  • Multiplayer dimension

Once we have isolated our game hypotheses by means of exclusions and preferences, we can pick the best ones by applying the selection criteria that matter most to the publisher and the development studio.

  • Development cost
  • Use of in-house know-how
  • Deadline
  • Originality

Designing an Original Game Mechanism
Another application for this method is in researching a particular aspect of a game. In the following example, we will investigate a new interface for a strategy or tactical game for the console market. One of the reasons why this game category never caught on with consoles was because consoles lack a mouse. Therefore, the challenge is finding an interface that relies exclusively on the use of a pad.

Parameters:

  • Control usage (planning, action, mixed)
  • Control object (units, goals, resources, construction)
  • Control condition (real time, suspended game)
  • Control method (game window, dedicated control window)
  • Interface representation (2D, 3D)
  • Control menus (contextual, permanent)

    Evaluation criteria:

  • Simplicity (of the interface)
  • Richness (of possible actions)
  • AI requirements (to assist the player)
  • Speed (of use)

Conclusion
This method is not a "black box" that takes in data and produces a number of original concepts. What is important is the process it generates. The latter is just as significant as results proper. The use of this method cultivates exchange and encourages dialog. It lets everyone speak their mind and channels everyone's reflections.
In conclusion, our method helps achieve the following goals: 1/ put a large workgroup into creative motion by focusing collective ideas around a few major points; 2/ identify those combinations of features that no-one has previously thought of; and 3/ establish consensus around a result.

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