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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
Alex Garden, Relic
Entertainment
The young game designer responsible for Homeworld and Sigma:
The Adventures of Rex Chance talks about the importance of a design
document and how to best tackle one.
A design document is a road map for a team tasked with creating
your wacky idea. Members of your team should be able to reference your
design document when they have questions. Practically speaking, game design
is a somewhat organic process though, so the design document has to be
somewhat organic as well to keep people informed correctly. At Relic,
we have one mega, central design document that's used as the basis of
the game; then we supplement it with "Design Updates" that are
much shorter and easier to update.
How important
is storyboarding a game today?
Considering the cost and complexity of cinematic and animatic
sequences, it's critically important to do as much pre-production as you
can (which is relatively cheap) before you start working on full product
(which is very, very expensive). Planning may look like a waste of time,
but it is in fact the single easiest and cheapest way to make your game
good in the end.
Bruce C. Shelley,
Ensemble Studios
Ensemble Studios designer Bruce Shelleywhose Age of Empires
computer games have become one of the most successful real-time strategy
games on the planetoffers his advice on using design documents:
The design document (DD) is the blueprint of the game design.
It begins with a short paragraph or a long vision statement that sums
up what the game is about. This is followed by a longer two- or three-page
vision document, which provides more detail on the look and feel of the
game. This grows into a full-blown DD that may reach several hundred pages
for one of our games. All major systems have separate chapters that explain
in detail how each system will work. For example, in the Age of Empires
games, the DDs had a chapter on buildings. Here we listed all the buildings,
their functions, their costs, their prerequisites, when they could be
built, their attributes (hit points, armor), etc. Everyone on the project
could go to that part of the DD to see how a particular building was supposed
to work. From this document, the programming team would create their technical
design document, which would list all the programming tasks, who was assigned
to them, and estimates of creation time. The art team builds a list of
art components from the DD. The test team builds its list of systems to
be tested. The publisher compares the DD to the build they receive. The
DD is the backbone of the development process. It's a living document,
updated regularly. We keep it on our intranet so it's easily available
to all. We also create a "DD Lite" that someone can read more
easily for a quick overview of the product.
Phil Steinmeyer,
PopTop Software
The creator of Railroad Tycoon, Tropico, and others says there
are all kinds of design documents, so it's important to clarify the differences
between them:
[They can] range from publisher summaries, which can be 110
pages, to general game design documents, running 1550 pages, to
detailed technical architecture documents listing every bit of code and
art asset that will be needed by the game (sometimes running 1,000 pages
and more).
Steinmeyer
says he typically writes and follows two design documents. The first is
a short summary for his publisher, highlighting projected marketing, budget,
sales, and competing games. The second is a longer document for internal
use.
For Tropico, it was about 40 pages of text, plus lots of spreadsheets.
My team has complained that the Tropico design document wasn't
detailed enough, and it wasn't kept up to date, so I'm going to try for
more detail and keeping it up better on our next game.
Phil Saunders,
Presto Studios
Earlier in this chapter we heard from Tim Schafer, best known for his
games when employed by Lucas Arts, and now we have Phil Saunders from
Presto Studios to chat further about design docs and storyboarding in
adventure games.
"In
our process, storyboarding is really only used for cinematic sequences
where we're in complete control of the player's viewpoint," begins
Saunders. He continues:
In environments that are fully realized and navigable, the important
part of pre-production is prototyping. We create simple models early on
in the process to define the path and to show what will and won't be visible
to the player in any given location. At this stage, we're able to discover
what players will and won't learn, and when; what we can hide from them;
as well as what's revealed. As an additional benefit, prototyping allows
us to have a good grasp of the size and scope of our production. We can
tell what level of detail must be put into what part of the environment,
based on its distance and accessibility to the player.
Why this
amount of effort?
We've learned the hard way that preliminary planning pays off
in the end. It's sad to see someone's designs being cut from the game
because you've run out of time, or technically it just won't work. For
Myst III: Exile, we spent about a year developing the gameplay,
story, and early visual ideas. At the end of about 11 months, we had a
design document 160 pages long. The design document saves you from over
designing and eventually cutting out work that took someone months to
prepare. Months that could have been better spent fine-tuning other areas.
Is a design
document necessary? "In my opinion," concludes Saunders, "it's
the most important part of production."
For more
about the creation of Myst III: Exile and what could be learned
from it, hop back to Chapter 3.
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