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Designer's
Notebook

What Kind of Designer
Are You?
Not long ago, I got involved in a big debate
with a number of other game developers about the religious question
of saving games. As a former software engineer, I feel that the
ability to save is a fundamental software usability requirement
that trumps mere game design considerations. If the player can't
save his current state in a piece of computer software, it is a
badly-written program, whatever else it may be as a game. If saving
the game harms the gameplay, then you had better redesign the game.
However, I know there are other schools of thought
on this issue. In the course of discussing it and listening to other
people's opinions, I realized that our differences extended beyond
the issue of saving games to the actual role of the game designer
in the first place. Not the role of the designer within the development
team, but rather the designer's role with respect to the player,
particularly in single-player games. It seemed to me as if one of
the designers I was talking to had an adversarial, even slightly
hostile attitude towards his players; that he enjoyed frustrating
them and making them do the same thing over and over. To me this
sounds like arcade-machine game design circa 1975, whose function
is to force players to put in more money at frequent intervals.
But in further discussion it transpired that this was the kind of
game he liked to play, too. He bemoaned the fact that publishers
are now are now designing games in such a way that players can win
them even if all they do is bang the controller with their foreheads.
He spoke of the pleasure of spending hours trying to get a precise
sequence of button presses correct in order to go somewhere.
(If you want to know why more women don't play
video games, there you have it in a nutshell. But that's a different
column.)
It seemed to me that my interpretation of that
role was rather different from that of my colleagues, and I formed
the hypothesis that perhaps there were two kinds of designers: those
who treated the player as an adversary, and those who didn't. But
the more I thought about it, the more I realized that this was too
simplistic a model. Game designers fall into a quite a number of
categories, and you can identify them by the kinds of games they
create and the attitude they take towards the player.
What Kind Of Designer Are You?
The
Drill Sergeant. Listen up, you maggots! Forget whatever you
already think that you know about videogames. There's the right
way, the wrong way, and the Army way, and you're in the Army now.
I'm going to train you, through suffering, to survive in this world
my way. My methods will work with the least common denominator;
the dumbest, most ignorant grunt on the planet. Brains are of little
use here. Follow orders and do what I tell you when I want and where
I want, or else.
The
Zen Master. The inner nature of the game is inscrutable. Those
who strive to beat the game shall not succeed. Only by surrendering
to it do we gain mastery. Understanding is not achieved by logic
but by sensation. The game contains mysteries within mysteries.
Those who would seek to complete it shall never do so, for in concentrating
on achievement, they lose sight of the Buddha nature. Empty your
mind.
The
Competitor. You are my opponent and I intend to beat you. I
am the game designer, so I hold all the cards. I shall challenge
you. I shall humiliate you. I shall frustrate you. I shall play
tricks on you and even cheat you if I feel like it. For every obstacle
you overcome I will put up a harder one. When you fail I will display
text that mocks you. The only way to win my game is to explore it
exhaustively by brute force and memorize everything in it. If you
are incredibly, incredibly good I will condescend to allow you to
enter your initials into a data file and admire them from time to
time.
The
God. This is my world. I created it. I am its lord and master.
It is beautiful and perfect, because it is mine, mine I tell you!
You are a mere puny mortal, and I care nothing for you. You are
an interloper in my world, grudgingly tolerated at best. Beware
my wrath. I can kill you on a whim.
The
Used Car Salesman. Hey, Ernie - I can call you Ernie, right?
- let me tell you about this game. This game is great. It rocks.
I'm telling you, nobody has ever seen anything like it. It'll blow
you away. The graphics, the music - all totally the best! Everybody
who has been to our offices for a preview says so. It's going to
make a fortune. The kids'll love it. Check out this pre-rendered
video. Isn't that cool? What's that? Oh, you want to play it? Well,
tell you the truth, Ernie, we decided not to go with a demo on this
thing. It's so totally revolutionary, we don't want to show our
hand too early - you understand. No profit in giving away slices.
Did you see those awesome loading screens? Our development team
is brilliant, I'm tellin' ya.
The
Evangelist. This is a game for members of my religious faith,
and it embodies its principles. It is about the ordeals we, God's
chosen few, face in the temptations of sin and the opposition of
the unenlightened. There are no moral ambiguities here; all decisions
are obvious to any but a damned heretic. You have but to follow
the tenets of our faith and you shall win the game and enter the
kingdom of heaven.
The
Lazy Plagiarist. Well, let's see. We'll do some jumping, I guess.
People like jumping. And shooting. And driving. I played a game
last week with a sort of blue glowing shield thing that turned red
when it got weak. It looked cool, so let's do that. This level doesn't
take long enough to solve. Just put in a maze. How do we justify
it? Who cares, it's only a game.
The
Artiste. This game is an expression of my creative impulse,
my magnum opus. You must stand in awe and admire my handiwork, and
of course me as well. Be quiet! I did not make it in order to listen
to your opinions. You are my audience; it is for you to look and
learn. When I play, I have no need of "instructions" or
"tutorials" and I see no reason why you should either.
Why must you be so petty-minded, thinking only of yourself? Can
you not see my genius?
The
Gamer. I am a gamer and the only people I respect are other
gamers. If you're going to win this game, you had better understand
gaming conventions. Shoot at everything that moves. Blow up everything
that you possibly can blow up. Pick up everything portable. There
is spare armor that fits you, and ammunition that fits your weapons,
all over the place. You can't be hit by your own ricochets. No matter
how much noise you make, no more than four or five guys will ever
come to investigate at any one time. It is normal to store explosives
inside air conditioning ducts. Injuries don't slow you down and
can be healed instantly. It is morally acceptable and in fact imperative
to loot the bleeding bodies of the dead. You may be required to
jump off cliffs to win this game, but you can do so without any
harm. Do not under any circumstances stop to admire the scenery.
If you don't already know all this, you cannot possibly win.
The
Engineer. This game is a precisely-crafted, well-tuned machine.
Every part has a function. There are no extraneous features here.
Story, character, and emotion are nothing but window-dressing. The
weenies in the art department may create the images on the screen,
but I design the engine and that is all that matters. As the player,
it is your job to understand the game's functional elements and
learn to master its controls. You will do just fine as long as you
comprehend the essential mechanics and don't allow yourself to be
distracted by mere surface details.
The
Adolescent. Hey, dude, check out the tits on this babe! Do you
notice how they bounce when she runs? There's a cheat code where
you can get her to take her bra off, too! You know when you've got
the Plasma Destructor in the ballroom on level 6, if you fire at
the third guy just as he comes in the doorway, you can get his intestines
to hang off the chandeliers. Ha, ha! Was that awesome, or what?
I put a lot of stuff like that in there. This game has got music
in it from the coolest bands in the Universe, uh, at least they
will be for the next three weeks. Wow, that move sucked. Don't you
know you have to hit AABACCBCABB before you arm the Nuclear Cheese
Grater? You are so lame.
The
Dungeon Master. I created this world as a place for you to play
in. I designed its wonders and its terrors, and I am proud of the
place I have built. Yet my world is meaningless without your presence.
Like the gods of old, I built the world specifically as a place
for you to dwell. My interest is not an impersonal one; I am directly
concerned with your welfare. I challenge you to achieve, I encourage
you when you fail. I lay the traps
but I also provide the
clues that the traps are there. As my customer, your entertainment
is my responsibility. Sometimes I am your guide, sometimes your
opponent, sometimes your mentor. Above all else, it is my role to
see to it that you enjoy yourself. If my game does not give you
pleasure, then I have failed.
You can probably tell which kind I consider
myself to be! I'm all for skill, craftsmanship, even artistry; but
my approach to game design is thoroughly player-centric. There's
an important balance to be struck between indulging your own creative
desires and building purely for the player; but far too often I
think we err on the side of the former. I want the players, as many
of them as possible, to enjoy my game. I know that you can't please
everyone, and games that try to do so by throwing in everything
but the kitchen sink end up as a mess. Nevertheless, a harmonious,
attractive, well-crafted design usually has a broad appeal, and
that's what I strive for.
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