|
Features

Game Design Methods: A 2003 Survey
At
the Game Developers Conference this week in San Jose, two roundtable
discussions [20]
will be dedicated to the topic of "game design methods"
- that is, methods for planning and defining gameplay. To set the
stage, this article presents a cursory overview of past and present
efforts to define structured, formal game design methods. Some of
the proposals referenced here were originally started several years
ago, others were conceived as recently as a few months ago. This
survey does not claim to be complete, and introductions to efforts
not presented here will be welcomed to the GDC roundtables.
The Aim Of
Game Design Methods
Compared
with the vast body of operational knowledge found in the world of
filmmaking, the game design community is just beginning to articulate
the concepts and techniques specific to our medium in order to establish
methods of game design. What should we expect of a game design method?
To borrow from Doug Church [4],
game design methods should:
-
Relate to game design. The method has to be applicable to the
actual interaction structure and mechanics of a game, not to concerns
related to marketing, production, or management. This restriction
is debatable (as it is easily violated), but it does define the
scope of this article as well as the roundtables. While methods
addressing the development process and its constraints are certainly
needed (whether or not their substance is specific to games),
they are not considered "design methods".
- Have
utility - it should be a "tool". A method has to be
more than just a list of concrete examples or a definition of
a building block. A method involves a procedure, a step-by-step
recipe, at least parts of which can be applied by simple, even
automatic repetition. In particular, it should address specific
and concrete issues occurring during the design stage of game
development.
- Be
abstract. A method has to apply to a large, presumably infinite
number of game situations or instances. The actual level of abstraction
can vary (e.g., genre-specific, or applicable to any interactive
medium, etc.) but it has to be at least one step removed from
the concrete instance (game or game element).
-
Be formalized. A method needs some degree of formal structure,
some amount of specific organization. Typically this consists
of a template structure used repeatedly to contain information.
Rollings' use of fictional dialog and anecdote [22]
and Rouse's reliance on interview [29]
are examples of forms found outside the context of game design.
This
article focuses on design - how to plan and define gameplay, and
how to make it work. As such, process and production methods are
beyond the scope of this discussion. According to Cerny [3],
design is properly part of the pre-production stage. In comparison,
most of the conceptual work of movie making is performed before
the actual shooting begins, relying on tools such as script and
storyboard that have also been applied to game production. To progress
beyond adoption, game designers have to ask:
- What
are the equivalents of script or storyboard for game pre-production?
- To
what extent are such movie-making methods applicable to making
games?
- How
can movie-making methods be adapted to fit the design of interactive
games?
Campbell's
"Hero's Journey" [7]
is the most prominent example of an abstract framework which, established
in the movie industry, has been discussed extensively with respect
to its applicability to games. Freeman [15]
proposes using his approach to scene and dialogue construction for
game scriptwriting, while others refer to Polti [16].
Possibly
the earliest attempt to define a game design method is the game
design document. Church's suggestion of "Formal Abstract Design
Tools" [4] in 1998 marks
an early explicit demand for a shared vocabulary. It was also the
introduction to conceptual tools specific to game design problems.
Hal Barwood's "400 Rules", introduced at GDC 2001 [1],
led to the "400 Project" spearheaded by Noah Falstein
(whose quest for "Fundamental Principles of Interactive Entertainment"
dates back at least to 1996 [9]).
Derivatives
of Alexandrian "patterns" have been proposed by several
authors (see [17,19] for recent
efforts). The latest addition to this line-up is the "Lexicon
Project", an effort hosted at the University of Texas in Austin
[26]. These examples of game
design methodologies will be summarized briefly, opening the door
for further discussion at the GDC Roundtable [20].
Game Design
Documents
The
design document (or "Design Bible Method") is a common
attempt to organize the development process. On the surface, it
is a standard method (there is consensus that some amount of documentation
is always needed), yet the details a design document should contain
are often debated. To be considered a method, the proposal has to
specify what type of information to include, how to organize that
information, and how to maintain it. Additionally, questions of
revision control and editing privileges must be addressed. The design
document approach has been rejected by some (e.g. [3]).
Taken to its extreme, it is often found unworkable. Detailed recommendations
(such as [8]) on game design
document structure might ultimately be self-defeating: by adding
more details to the prescription, the maintenance overhead is only
increased. In practice, it appears that primarily the smaller design
documents used in the early stages of the development process, i.e.
treatments and outlines, are the most helpful application of the
design document approach.
On
some level, most discussions about game design methods can be considered
part of a discourse on how to write a design document. Methods are
tools used to extract, identify, refine, and organize knowledge.
They should encourage introspection and observation, and turn reactive
choice into conscious, proactive planning decisions. Game design
is typically a process of iterative refinement [11],
and documenting intermediate results is an inherent part of any
such refinement process. Methods help us improve the process, and
propose ways to organize the results. In that sense, many methods
are specific recommendations on how to write parts of a design document.
If
we had a unified, ultimate design document template, it would likely
resemble some kind of spreadsheet or document template full of empty
fields, each field named and clearly labeled as to what type of
information was to be inserted, with pull-down menus enumerating
design choices and checkboxes to list options. A typical sample
of this treatment or outline template offers exactly that. The archetypical
design document can thus be seen as a form into which the designer
fills in the details of a given design-in-progress. The document's
hierarchical structure embodies a decision tree, which, once all
branches are traversed, places the designer in a leaf representing
his game. In other words, design document templates are a structured
way of asking the designer questions, thereby forcing decisions.
It
is certainly possible to implement structured queries as software
tools, even with off-the-shelf text editing software (DTDs and XML
schemas, i.e. structured editing through XML). It is even possible
to conceive documents that incorporate spreadsheet-like elements
to ensure consistency and help you visualize the consequences of
design (e.g., score/balancing) decisions. The problem with the structured
query approach is that it attempts a single top-down solution at
a time when game design as a craft is lacking both overarching concepts
and complete foundation.
Furthermore,
the structured query approach is sequential, which does not suit
well a game development process based on prototyping, iteration
and progressive refinement. Capturing document iterations by revision
control raises issues of depth of the revision history. For production
purposes, only the most recent change is relevant. There are also
issues of granularity: for most team members, the decision itself
and its immediate implications are more relevant than annotation
capturing objectives and concerns, or rejected alternatives. This
explains why structured query by design document templates seems
to work better for treatments than outlines, and better for outlines
than full reference documents. Issues of granularity might be resolved
to some degree using marked sections and other means to create partial
renderings of a unified document. However, given the complexity
of the document maintenance task, it is possible that design documents
approach cannot be taken much further. It is possible that design
document structures for production use simply do not exist outside
specific domains, such as certain well-understood game genres.
However,
the concept of structured query is important, even if one rejects
the attempt to create any kind of unified structure. To preserve
the concept of structured query in the absence of such a unified
top-level structure, methods are needed to conduct design analysis
piecemeal, discussing specific design concepts in isolation. Ideally,
such methods will enable the designer to make connections between
such isolated concepts for purposes of design by composition, as
well as to progress from building blocks to higher levels of abstraction.
______________________________________________________
|