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By
Marc Saltzman
Gamasutra
[Author's
Bio]
March 15, 2002
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Miyamoto,
Lanning, and Ishihara
Perry,
Broussard,
and Miller
Rubin,
Gard, and Naka
Suzuki,
Kojima, Ancel, Schaffer, and Newell
Garden,
Shelley, Steinmeyer, and Saunders
Tørnquist,
Gilbert, and Greenberg
Roper,
Householder, Taylor, Spector, and McGee
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This
feature is taken from chapter five of Marc Saltzman's Game Design:
Secrets of the Sages, Third Edition.
The
book is available inside Macmillan Software's Game
Programming Starter Kit 5.0.

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Features

Game
Design: Secrets of the Sages
Creating Characters, Storyboarding, and Design Documents
Mario. Pikachu.
Lara Croft. Sonic. Pac-Man. Crash Bandicoot. Duke Nukem. Earthworm Jim.
Pajama Sam.
What do
these words have in common? The answer is simpleall of them are
household names, but they're not famous actors from a Hollywood movie
or some hit TV show. They're not Saturday morning cartoon characters (okay,
some of them went on to that) and they're not the latest doll craze for
kids. These are the video game heroes, the stars of the interactive screen
whose marketing potential has kept them in the limelight for many years,
and lined the pockets of their creators with green.
Many developers
and publishers have tried desperately to create the next billion-dollar
game icon, but a catchy name or cute look often isn't enough. So what's
the secret? This chapter contains words of wisdom from many of those aforementioned
creators. But that's not all we're going to explore here.
If there
was a common theme running through this chapter, it would be "how
to get your ideas down on paper." Some game designers prefer to sketch
out rough characters or backgrounds on paper (or work with artists to
do so); others draw sequential storyboards to help shape the vision and
flow of the game or a cinematic cut-scene sequence; and in other cases,
designers write fiction or game screenplays (usually for adventure games
or RPGs where there's a lot of dialogue).
Design documents
are often lengthy paper reports used to communicate the entire blueprint
of the game, covering all its features, story elements, characters, locations,
dialogue, puzzles, artwork, sound effects, music, and much more. These
documents are usually designed in a modular fashion so they can be updated
and modified if the design of the game takes a new form.
This chapter
highlights how some of the more famous characters in the gaming industry
were born, plus we talk with game designers and artists about storyboarding,
script writing, design documents, and other ways to flesh out your hit
game before you type your first line of code.
As a special
addition to this lengthy chapter, veteran freelance game designer Daniel
Greenberg (http://www.danielgreenberg.com) has written an educational
and enlightening essay on interactive script writing. But waitthere's
moredesigner American McGee has provided us with the complete narrative
to the beginning of American McGee's Alice.
Shigeru Miyamoto,
Nintendo
A man who needs little introduction, the humble Mr. Miyamoto is a living
legend in the interactive entertainment industry. He has conceived some
of our most beloved electronic characters, such as Mario, Luigi, Donkey
Kong, and Link from the Legend of Zelda series.
When asked
how to create such internationally recognizable and deeply loved characters,
Miyamoto said it all boils down to the fun factor:
Making games "fun" is our only objective, and we're
always making an effort to accomplish this goal. I believe that the creation
of game characters is simply one of the processes to achieve this goal.
If Mario games hadn't been fun to play, the character wouldn't be popular
at all.
Exactly
what makes a character fun? Is it solely appearance? A cute voice? Ease
of control? Why do many game developers fail when trying to create the
next Mario?
I'm not sure why some fail to create a memorable character.
A player can emotionally relate to the video game character as his/her
other self, which is the decisive difference from the characters in other
media. Mario, for instance, can be a character with completely different
meaning when he's driving a car and when he's jumping. The other design
elements will affect the look and feel of the character.
Miyamoto
recognizes that his characters are quite cute and family friendly, and
therefore won't appeal to all kinds of gamers: "I think a number
of game players feel, 'If Miyamoto's characters had cooler appearances,
I could love them.' All I can say to them is, "I am sorry."
Where
does Miyamoto find inspiration for his beloved games and characters? How
exactly did Mario come to life?
The inspirations come from all over: my childhood adventures,
the stories I heard growing up, the legends in Japan. After all, we can
get inspiration from the ordinary things that everyone is experiencing
in our daily lives, by looking at them from a different angle. In the
case of Mario, back in or around 1980, when we couldn't reproduce sophisticated
designs on TV game machines due to the technological limitations, I had
to make his nose bigger and put on a mustache so that players could notice
he had the nose. I had to let him wear overalls so that his arm movements
became noticeable. Mario was the result of these rational ideas, plus
the Italian design touch that I loved.
One last
note: Miyamoto warns that designers may not be able to objectively comprehend
how players will feel when playing the game for the first time, because
the designer is so close to the project.
Lorne Lanning,
Oddworld Inhabitants
In Chapter 2, Lorne Lanning, responsible in part for the memorable characters
found in the various Oddworld games, talks about game design theory and
production. Here, he discusses the "secret" to creating protagonists
such as Abe or Munch.
First you have to know what you're after when designing lead
characters. Is it a heroic character? An outlaw? A spy? What are they
all about and what do they represent? You have to know exactly how you
want them to communicate to the viewer. You need to know as much about
them as you can conjure up. What they like and dislike, what their dilemmas
are, what makes them tick. These are the things that give characters depth.
The depth of the character is something that you should understand before
you even start to design how it looks visually.
What's the
first step, then? Lanning references Oddworld's lovable aliens:
Before we hit the drawing table, our focus was to create hero
characters who were true underdogs. They're unlikely heroes who couldn't
believe what had happened to them, their species, their cultures, etc.
These characters would be considered the garbage of society. They come
from the native aboriginal class, the working class, or from the wild.
They're looked upon as pure commodity in their world, but not as living,
sensitive beings. They're not the muscle-bound superheroes that you wish
you could be; they're the poor schmucks that we already are. We wanted
characters that embrace the notion of finding their inner strength and
purpose.
You then have to be willing to go through a ton of design iterations.
When Farzad Varahramyan [a production designer on the Oddworld games]
started to design Munch, we went through literally hundreds of designs.
We already knew that Munch was an amphibious creature who hopped on one
leg like a bird on land, yet swam like a dolphin in the water. We knew
he had only one leg, two little arms, a big mouth, and a big head. We
knew he had a remote zap port implanted in his skull. We knew that he
was young and the last of his kind. We knew that he was in denial regarding
the condition of his species. We knew that he was lonely and searching
out others of his kind. He was uneducated. He was really just a child
in the scheme of things. We knew all of these things when Farzad began
to create many, many cool designs...but still we weren't hitting the emotional
mark of our goal.
Next, Lanning
says they passed different iterations past Sherry McKenna, executive producer/CEO
of Oddworld Inhabitants.
Her read is predictably non-biasedas she puts it, "completely
pedestrian." She looks at things and just registers how it makes
her feel. She's a great litmus test for us in this respect. We wanted
to make sure that Munch held a place in the hearts of males and females.
It was a very difficult character to design and we spent a lot of time
finalizing him. Farzad stuck to it and didn't get discouraged. In the
end, he came through and we were able to create a new hero who hooked
those who saw him. He had to look like he came from Oddworld; he had to
look as though he could have evolved there, and he had to capture our
hearts.
Interestingly,
Lanning says their various publishers were skeptical at first that this
critter could win people's hearts.
However, we believed we had hit the mark on our final iteration,
and after much debate the final Munch design prevailed. Since then, it
has gone over extremely well with all the audiences who have seen him.
Had the publishing forces had their way, Munch could have been watered
down into something less strange-looking, and thus less edgy. You need
to believe when you have something that communicates to an audience, and
you need to be prepared to defend and substantiate what you believe works
and why it works. You also need to listen to feedback in case you're wrong.
It's one thing to believe you have a solid design; it's another to be
able to convince others.
When you're on the creative front, the people who are paying
for the product want assurances that the "creative" will work
for the target audience. Of course, to have assurances usually means that
it's proven historically. Unfortunately, history doesn't reveal what will
creatively work for today's and tomorrow's audience. So the dance of selling
something new and different is almost as important as the ability to create
it.
This chapter
also discusses the importances of design documents and storyboarding.
Lanning contributes his thoughts on these topics:
Design documents are critical. They are the equivalent of a
movie script or a business plan; without one, you don't have a roadmap
that will keep you on course throughout the storm that is productionlet
alone getting you financing in the first place.
In addition, today games take large teams of people and have
multimillion-dollar budgets. This means that everyone needs to have clear
communication or else a lot of money can be wasted very quickly. The team,
the publisher, the managementeveryone needs to know what you're
getting into if you're to pull it off and have production go smoothly.
It also becomes the basis of your schedule at the beginning of the project.
Storyboarding is critical to us in the video sequences. We used
to do storyboards for gameplay, but this became more of a burden than
an asset. Then we started doing actual visualizations, which helped to
communicate ideas much more clearly. For these we used 3D data to illustrate
the moves, lighting, effects, animations, etc. that the game engine would
eventually run. There's nothing like seeing something do exactly what
you want it to dobefore it has been codedto help communicate
new ideas to a team of people.
The third
game in the Oddworld series, dubbed Oddworld: Munch's Oddysee,
is a Microsoft Xbox launch title, slated for a November 2001 release.
It's the first 3D game in the popular series.
Be sure
to visit Chapter 8, which contains some stellar advice from Lorne Lanning
on how to create good puzzles in your games.
Tsunekazu Ishihara,
Pokémon Co.
It's hard to argue that Pokémon has become one of the world's biggest
phenomena over the past few years. It first started out as a Game Boy
title in Japan and then became a popular kid's TV show, collectible card
game, successful toy line, movie franchise, and more.
Here to
speak about creating successful video game characters is Tsunekazu Ishihara,
the producer on all Pokémon and Pokémon-related products
for Nintendo.
Naturally,
the first question is whether there's a formula, secret, or technique
to creating characters such as Pikachu and other mega-popular Pokémon
icons. Ishihara responds:
When talking about Pokémon games, its success is because
the characters are described in thorough detail, I believe. More specifically,
for each Pokémon, there's weight, height, effective offense/defense,
and other attributes. These details help make Pokémon video games
very well balanced; on the other hand, they help make such imaginary Pokémon
characters as Pikachu have more of a realistic existence. With this information,
children form their images of each Pokémon in their minds, empathizing
with each of the characters and feeling as if they were actually traveling
with Pokémon. Such well-detailed characteristics may be the secret
of why Pokémon characters such as Pikachu are well received by
children around the world.
On its international
success, Ishihara says "It was not something we had originally intended."
Instead, Pokémon was designed originally for the Japanese people,
says Ishihara. Honestly, he later admits, it was designed for his nephews
and nieces!
After the success in Japan, when we were to bring them to the
U.S., our U.S. people demanded a variety of modifications in order to
Americanize them. For example, they said that Pokémon are too cute
and that they wanted to add muscular nature and such themes as fighting
against evil. In the end, however, we haven't complied with their requests.
If we were to do so, Pokémon would not be Pokémon. As a
result, children around the world fell in love with Pokémon.
One final,
funny note. "It has turned out that my nephew and niece are happy
they sort of brought Pokémon to the rest of the children in the
world!" jokes Ishihara.
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