|
Features

Structuring Key Design Elements
Case
Studies
It
is now time to apply these tools to modern games that are of greater complexity
than Pac-Man. Each of the following two games, Diablo and
Gran Turismo 3, has enjoyed legendary marketplace success, and
each has spawned a lucrative franchise of sequels, expansions, and licensed
products. Is there a common thread between these games? Did the developers
in each case just get lucky, or were the developers just extraordinarily
brilliant? I honestly do not know how much luck was involved, but someone
with a lot of intelligence, skill, and time honed these two game concepts
into production plans that have succeeded far beyond the industry standard.
I can show you the elegance in the design of these games, illustrating
how, looking back, these were mega-hits from their conception.
Case
Study I-Diablo
Diablo
is a computer role-playing game for the PC developed by Blizzard North,
originally an independent developer of another name bought by Blizzard
during the development of Diablo. Diablo featured the killing
of hordes of monsters like skeletons, wandering around in a dungeon, gathering
gold, and collecting magic items all in the quest to vanquish ultimate
evil-all straightforward fun stuff. The key concept behind Diablo
was to make the user interface priority #1, not the story, not the size
of the game, not the number of different character types, not customized
character appearance, not a rich role-playing game mechanics set; no,
the focus was the user interface. Indeed, the mouse controls were a stunning
left-click on monsters to attack, left-click on chests to open, and right-click
to cast a spell. The interface itself was appealing to look at with large
glass spheres that held blue and red liquids representing remaining life
and mana (energy to cast spells).
Shortly
I will more carefully break down the use cases of Diablo; but there
is a tremendous amount of courage and insight behind the user interface
design of Diablo. In the summer of 1995 I was up late one night
with a bunch of other game developers talking about games we could make.
I remember we suggested just a simple variant of Gauntlet, the
arcade classic where you just went around bashing monsters, collecting
gold, and powering up. I remember how we all laughed at the time and said
there was no way it could be viable. No publisher would see the game as
feature-rich enough to fund. Perhaps as a bit of forgotten shareware,
but no way it could be a commercial game. At that time RPGs such as Bethesda's
Elder Scrolls series were vast worlds with hundreds of NPCs, dozen
of cities, hundreds of locations, actual weather, and time of day. Imagine
making a game that left out all of these features and just concentrated
on a tight interface and high production values-that was Diablo.
Use
Cases of Diablo
Diablo
is a simple game, a polished game with strong production values such as
superb voice-overs and movies, but we will see that Diablo is a
simple game behind the features. I will cover the major features and elements
of the game; I do not propose to create an exhausive reverse design document.
|
|
| Character
Management |
| Name
Character: Small feature for user customization to allow the
player to bond with their character. |
| View
Character Stats: View attributes, health, experience points. |
| Allocate
Character Attribute Growth Points: When the character achieves
the next experience allow the player to choose where they
want the growth points to be allocated, choosing from strength,
dexterity, intelligence, and constitution. |
| Inventory:
Display the character's inventory in a "paper-doll"
fashion with sockets for the backpack, belt, helmet, hands,
pants, boots, and tunic locations. |
| Inventory:
Allow the player to shuffle objects about in their backpack
to "make room" for new treasure and to abandon lesser
treasure in favor of higher prized treasure. Validate the
placement of inventory items based on their type. For example,
healing potions can be carried in the backpack or in the belt
pouch but not in the helmet slot. |

(Click
to enlarge.)
|
 |
 |
 |
The
character transaction use cases of Diablo.
|
Quick
Analysis of the Use Cases of Diablo
Looking
over the use cases of Diablo you will notice that I have partitioned
Diablo into three subsystems: Display System, Game Objects, and
Character Management. Below is a short discussion of these systems.
The
display system is just a 2D isometric engine that is capable of rendering
animating 2D sprites (quite probably used for both the characters and
the spell effects). This graphics technology was hardly groundbreaking
in 1997; isometric engines have been around since Q-bert in the
arcade. The game also uses a 256-color palette incidentally. There is
no question that the graphics in Diablo look strong; the art direction
was strong and led to a consistent look that was foreboding and well supported
the theme of the game.
Touching
on character management for a moment, the display system is called upon
to also render menus such as the menus of the town shopkeepers who have
stayed behind after the arrival of demonic forces to make a profit selling
adventuring gear to the player's character and the inventory, spell, and
character management menus. These again are just menus, displaying customized
fonts, buttons, icons, and cool negative space textures.
The
characters in the game animate well due to the aggressive use of 3D rendering
to produce the 2D frames from which to composite the 2D sprites. This
technology is not new either; our example Pac-Man uses just a few
frames from open mouth to closed mouth to animate our hero, and the Wing
Commander series used an array of images (about eight to sixteen individual
images) from all angles around the starfighter to produce its "3D"
starfighter game. The plan for Diablo was to again use established
technology but take it to a quality level never before seen in games by
using over 5,000 frames of animation for just the three main protagonist
characters. This dedication to visual fidelity represents a lot of confidence
in staying with established technology but taking it to a very high level
of quality. I know of another game I will not mention by name that became
severely distracted with the pursuit of volumetrically projected pixels,
known as voxels, for the rendering and animation of their characters.
This distraction helped to cripple this title.
The
game object interaction system runs the heart of the game. This is a game
of hack and slash and loot gathering. The context of this hack-and-slash
has something to do with a crystal in somebody's head, demons from hell,
a butcher, and dead townsfolk-plenty of motivation to keep our player
character hacking away at the monsters in the game. The game object interaction
handles the combat, spell casting, opening doors and chests, triggering
traps, and level changes. Notice that my use cases above do not have any
detail on how combat, spell casting, or the opening of doors and chests
works. Those are detailed use cases that would be covered in the design
document; this article is focusing on the key design elements of the game
in the effort to be sure we have the correct scope for our game.
My
use of UML's use case notation has been purposely slim with the use of
just the simple table format of major user interactions and a few diagrams
to show the relationship of these interactions with each other.
Case
Study II-Gran Turismo
The
Gran Turismo series for the PlayStation and PlayStation 2 platforms
published by Sony is all about racing cars. Every conceivable subgenre
of racing has been explored over the years as well as many sequels offering
the latest technical wizardry for themes already visited. Racing cars
have been a staple of video games since the days of the Atari 2600 with
Night Driver, where the road and terrain are a solid field of black
demarked thoughtfully with some magenta lane markers. Nighttime racing
has continued to evolve to Tokyo Street Racer on the PS2 and Project
Gotham on the Xbox. Racing games deliver an experience that almost
everyone wants to do-race cars. Some want to race at night, some off road,
some want to race taxis, some want to run over pedestrians, but hey, there
is a racing game for everyone.
What
is it about Gran Turismo that makes it a mega-hit? Was it luck?
Was it a large budget? Or was there some sort of planning and direction
behind Gran Turismo? I am presenting a case for thoughtful planning.
Gran
Turismo's (GT) vision statement was most likely something like
"The best racing simulator on any platform." To back up that
vision statement we need to look into what it would mean to be the "best
racing simulator." The best is so encompassing in its superlative
that Sony set out to dominate all other racing games. Hmm, that is a tall
order. The first step is to pick the type of racing Sony would model.
In the end, Sony chose to model a variety of racing from raw amateur racing
of minivans to world-class events featuring million-dollar racing machines
achieving the highest form of automotive engineering.
So,
at first glance it would appear that Sony violated the design guideline
of focusing on one game and a tight set of features and doing them well.
However, if we take a look at how they presented these various classes
of racing to the player, we will see that it was a seamless presentation
of gameplay from the lowliest of minivans to the Suzuki Escudo.
When
you load up the simulation mode of Gran Turismo for the first time
(it doesn't matter which version), you are given a small amount of credits
to purchase your first racecar. Taking a look at the various car manufacturers,
the player has only a couple of choices in the beginning of the game.
After spending all his cash, the player then sets out to race some beginner
races to build up a supply of cash so he can modify his car. The car modification
gameplay is the hidden weapon of Gran Turismo. Here players can
ogle new tires, polished ports, oversized turbos, and a host of other
modifications to their car. The exhaust improvement conveniently enough
has the highest bang for the buck and will most likely be the first purchase
for any player. Here the player bonds with his car, and all the cool parts
available drive the player to go back to the track and keep racing. This
context for the racing is compelling. It is the same inventory/party growth
dynamic from a role -- playing game like Diablo -- a most compelling
feature.
This
racing around a track and modifying the car goes on and on throughout
the whole game. What changes are the events, the tracks, the competition,
and most importantly, the car the player is racing. Gran Turismo
features hundreds of cars, dozens of tracks, and scores of events. The
events are classified into licenses from Beginner to International A.
Players can always find a race and almost always can earn some cash to
make forward progress on acquiring new goodies for their car. This car
modification meta-game is what ties all of Gran Turismo together
and presents to the player a world where they can start with a modest
real-world car, and through racing, modifications, and licensing they
too can be an international racecar driver. This is the brilliant vision
behind Gran Turismo-it slowly builds up to the super cars, and
all along the way the player is hooked and believes in the world and knows
why he is playing this game.
Later
in the series Gran Turismo added rally racing. This additional
mode of racing was also seamlessly integrated into the core game. Indeed,
the player's rally racing cars just needed to change the tires to racing
slicks and they would often do well in the pavement events. In classic
arcade fashion, new tracks would only be revealed to the player after
completing a racing series or a licensing program. The rally events in
the later GT series upheld that tradition with their own set of
rally tracks to unveil. the Gran Turismo series is the greatest
of the racing games because it fully delivered on the gameplay that is
central to racing and takes players from knowing nothing about racing
cars to being able to carry on an extended conversation about gear ratios
and coil-overs.
I
justified Gran Turismo's success without ever mentioning that the
game has always boasted the most realistic physics model for its racing,
the most gorgeous graphics, and a complete aural experience second to
none. All of these technical features are of course critically important
to an electronic game; however, it is the key features of a game that
will lead to success and enable the project to fully realize the efforts
of the whole game development team.
Use
Cases of Gran Turismo
Quick Analysis of the Use Cases of Gran
Turismo
Again,
this article is not discussing how to complete a detailed design document,
so I have only covered the higher-level functions of Gran Turismo.
But in two areas, driving the car and modifying the car, I drilled down
to the individual interactive activities the player has to play with.
Driving the car and modifying the car is the game; everything else is
in context of these two activities.
Gran
Turismo is successful largely due to a clear vision and plan for the
game. It was perfectly designed to capture the largest segment of the
market who would enjoy racing games. In fact my father and his best friend
went out and purchased PlayStations after playing Gran Turismo
1 at my house and went on to compete with actual cash prizes for
virtual driving seasons. These two men in the over-50 demographic were
not hard-core gamers; they were mass-market consumers who bought the PlayStation
just to play Gran Turismo. That is a true hit.
______________________________________________________
|