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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
Jason Rubin, Naughty
Dog
As a wholly owned subsidiary of Sony Computer Entertainment, Inc., Naughty
Dog has won worldwide acclaim for its Crash Bandicoot games (1996
to 1999). Jason Rubin, co-founder and lead designer, is hard at work on
Jak & Daxter: The Precursor Legacy, a 3D platformer for the
Playstation 2.
Is there
a formula for creating a successful game character?
Ah, the impossible question to answer. Certainly, there are
many things that contribute. Good design, which means making sure that
the right people are involved, and the right opinions are sought. Good
integration, which involves making sure that the character fits the game,
and the game is worth playing. Good marketing, to make sure that the character
is positioned correctly, and the public wants to know more about it. And
good follow-through, including derivative products like toys and shirts
to reinforce the connection, as well as properly timed sequels, and continued
placement of the character in the public eye. Certainly, no successful
character that I can think of has failed in any of these categories. The
best, like Pokémon and Mario, have not only done well in each,
but have always excelled.
So, how
important is a cute/cool character in a video game today, such as Crash
Bandicoot or Jak & Daxter?
The farther into the broader marketplace gaming goes, the more
important "characters" become. That might mean a lead character,
or a license like Tony Hawk, or the official NBA teams and logos. The
reason that video games are interesting to more people today than they
were in the '80s is that people who couldn't identify with a Pong paddle
or Pac-Man are interested in playing Lara Croft. As the gap between reality
or fantasy and the visuals in games narrows, more people are drawn to
the medium. And as story and plot become more involving in games, even
the non-competitive have a reason to play. A look across recent bestsellers
yields (besides the venerable I) a list of games that focus on characters
broadly defined, and the trend should continue.
Without
a doubt, many readers of this chapter would be interested in how Rubin
and company came up with the Crash Bandicoot character. He answers with
the following anecdote:
Crash was designed by multiple Naughty Dogs and two Hollywood
cartoon designers named Charles Zembillas and Joe Pearson. We did dozens
of paper sketches, and then we bred them together, picking the best features
from each, and adding new mutations along the way. After dozens of generations,
we had a 2D Crash. Then we modeled him in a 3D package, and further refined
his attributes to work with the added dimension. Finally, we put him on
the PlayStation, and refined him yet again to make sure that features
stood out, and that he worked at the resolution and with the number of
polygons that we were using. The whole process took about four months.
Speaking
of Crash, if Rubin had to summarize it into a paragraph, what would he
say is the key to Crash's success? He ponders the question, then answers:
Crash Bandicoot, the character, appeals to the broadest variety
of people: young and old, male and female, Japanese, North American, or
European. Most first-time Crash purchasers, regardless of nationality,
are buying from advertising, promotional material, or the box cover. If
the character fails, then the game fails. Crash excelled in this department
thanks to both a good original design and Sony Computer Entertainment's
amazing worldwide marketing campaign.
With this
in mind, was Jak & Daxter any easier, more difficult, or about
the same?
Jak and Daxter's design process was similar to Crash's but it
took twice as long. We asked more opinions and had more experience as
a group. We also designed Jak and Daxter in conjunction with our producers
and marketing teams from Sony America, Sony Europe, and Sony Japan. We
set out from the beginning to make a character that appealed to the whole
world. Crash was designed in a less global manner, and I think that only
luck and a great marketing effort by Sony facilitated his international
appeal. Overall, I'm more excited about Jak and Daxter than I was with
Crash. I love the way they look, and I think that they have more possibilities
for growth as characters.
Want to
catch Rubin's advice on game design? Fling yourself back to Chapter 2.
Toby Gard, Confounding
Factor
You may not be too familiar with this designer's name, but chances are
you're aware of his most beloved creationLara Croft. Toby Gard left
Core Design as lead graphic artist and game designer on the revolutionary
title Tomb Raider, to launch his own development studio alongside
fellow Core Design lead programmer Paul Douglas. Their first game, Galleon,
is an epic action/adventure scheduled for a 2001 release.
In a minute,
we'll get into creating successful characters. (And Tomb Raider's
Lara Croft is as successful as it getscomplete with her own live
action movie starring Angelina Jolie!) First, a few words from Gard on
general game design.
Your objectives should be contingent upon your resources. If
you're forced into using a type of technology, such as a certain engine,
or are limited in any other way by your platform or programming, then
you have to come at your design from that direction first. For instance,
at its most severe, if you're making a Game Boy game, then you already
know you're limited to it being 2D and having pretty serious speed and
memory restrictions. No Quake 12 for you.
Assuming that you'll be making a game for the PC or one of the
newer 3D consoles, however, as is more often the case these days, your
restrictions are pretty loose. I prefer working from this direction, because
you can take a pure idea and you know that in some form you'll be able
to make it happenhowever hard that route is. So then you need an
idea, right? Well, I think we all have about a million of them eachit's
whatever gets you excited, like wanting to be in Star Wars or showing
people how much fun snowboarding is. Then all you need to do is go down
to the pub and talk endlessly with your mates about what would be cool
about it (or preferably with whoever you're going to make the game with).
During that time, you need to be constantly solving the "How
the hell can we do that?" technical questions. Even if you're just
saying stuff like, "Well, we need shadows. Quake does shadows,
so how are they doing that, and can we use a similar technique?"
During this period you should be thinking an awful lot about how your
control system will work. I'm a believer in compressing your control system
down to the minimum number of buttons to achieve your aims; that way you
tend to get an elegant rather than a cumbersome control system. You're
basically aiming to be in the position where you have such a clear idea
of what the game will be like that you can actually play it in your head.
When you can do that, if you're visualizing it hard enough, you'll be
able to see and address loads of the flaws in the idea before you've implemented
a damn thing!
Therefore, the three most important things for me are a) visualize
the control system, including game mechanics; b) have technology ideas
for how to implement all of the above; and c) write it all down!
When creating
a lead character for a video game, Gard says to be sure you really like
what you've designed; then other people have a good chance of liking it
too. He expands on this notion:
If you aren't sure about your character, dump it. If you experiment
all the time, drawing without any particular purpose, and explore avenues
that look good in a fairly freeform sort of way, at some point you'll
get something that you just instinctively know works. Then, you see, you'll
start to love the character, and that will shine through in your work
because the character starts to take on its own personality through your
drawings. I think that's probably ityou need to design and redesign
again and again, until you can't anymore. Then just draw that character
about a hundred times (having fun with it), and you'll be there. Well,
that's the method I use.
Can Gard
offer are specific do's or don'ts for creating a hit character like Lara
Croft?
- Make
a character simple and clear; look at comics to see why. Your art should
be an iconic piece of graphic art, as well as a nicely rendered piece
of art. Example: gray, black, and yellow = Batman. Bold sections of
color and a simple overall design. Whatever style you draw him in, Batman
is always Batman because he's so iconic he's almost a logo in his own
right.
- Do something
radical. Almost everything can work equally well turned on its head.
Most people are sick of seeing the same sorts of characters, so break
the rules.
- If you
want people to take to your character, then you should have respect
for it. It should have admirable qualities; it should be something you
kind of wouldn't mind spending a few hours stepping into the shoes of.
After all, that's the whole point, right?
Yuji Naka, Sega
As president of Sonic Team Corporation, Yuji Naka has worked on a number
of beloved Sega games, including Nights, Samba de Amigo, Phantasy Star
Online, Sonic Adventure, and others.
Through
an interpreter, we chatted with Mr. Naka about game design and creating
successful lead characters.
Asked to
give some advice for those interested in making games for a living, Naka's
answer was to try and create a game with its own unique identity (regardless
of what others are doing) and to add as much feeling and character into
the game as possible.
Speaking
of characters, Sonic the Hedgehog is one of the world's most recognizable
video game mascots. How can someone create the next Sonic?
Characters produced from the games are naturally born of the
fun elements of the games. Because it's much different in that respect
from animated cartoons and movies, think about the game itself and then
create characters.
The game's movement and flow are the necessary reason why Sonic
was born. There originally was Super Mario, and although much different
from Nintendo's character, we designednot as his rivalbut
as a game that we can be proud of on the same level...and Sonic was born.
On finding
inspiration for games, Naka says he tries to direct his attention to various
kinds of things in his everyday lifelike everyday entertainment,
for example.
What's the
best advice Naka can give for creating massively-multiplayer console games
such as Phantasy Star Online? "Carefully create the means of communication."
That is, one of the most important points is the communication among the
game players. So when you create a game such as Phantasy Star Online,
you should think about what communication means to the gameplay.
Does Naka
believe multiplayer games are the future for consoles? He responds, "I
guess it is in a way, but I don't think it's the only way. I would say
that 30 percent of players will become multiplayers and the rest won't."
Naka emphasizes
that the user interface (see Chapter 14) is one of the most important
considerations for the game designer: "Games that don't take the
interface and controls into account have not been successful in the pastthey're
the most important points in the game itself."
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