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Features

Structuring Key Design Elements
Some
Straight Questions to Ask Yourself
The
case studies I presented introduced use cases from the Unified Modeling
Language and illustrated what I mean by determining the key design elements
of your game.
I ask you to pause just a moment before you wield your scalpel and slice
off the most extraneous bits of your game design. I would like you to
first get a bit more material down on a second sheet of paper to consider
while you review your key design elements.
What
Genre or Genres Does Your Game Feature?
First, what is your game's genre, such as adventure, role-playing
game (RPG), real-time strategy (RTS), real-time tactical (RTT), action,
first-person shooter (FPS), puzzle, sports, or some other genre? Or is
it a blend of genres? Write
down your game's genre or genre blend, and why.
Will
the Game Be Single-Player, Multiplayer, or Both?
Does your game play well as a single-player game but perhaps not make
much sense as a multiplayer game? Or is it the other way around where
it takes real humans to play against to make it fun? Or is it reasonably
fun either way? Write down single-player, multiplayer, or both, and why.
What
Is the Platform?
Which platform are you targeting: PC, handheld, Xbox, PlayStation 2, or
GameCube? Write down the platform or platforms you are targeting, and
why.
What
Is Your Target Market?
Is this a game anyone could enjoy? Or is it targeted for the core
game market of males 18 to 45 years of age? Are you targeting women as
well as men? Children? What is the violence level in your game? The language?
Sexual content? Write down your target market, and why.
What
Major Technologies Are You Using?
Is your game to be 2D or 3D in its fundamental presentation? Will
it use a commercial engine? Is there something special about the physics?
Perhaps you envision cell-shaded rendering of characters or the scene.
Write down the major bits of technology you will employ in your game,
and why.
Now
What?
Notice
I did not give any opinions or suggestions on how to answer those questions
or which answers I thought you might choose. It is not my place to tell
you that a cell-shaded 3D RPG would be the next big thing on the Game
Boy Advance. No, the answer to the questions above need to come from your
heart, that place of inner vision where you can see and play your game
in your mind's eye. That gameplay in your mind-I want you to write that
down. This is your game. If you told me your game concept, I could offer
suggestions and opinions, but they would be just that-opinions and suggestions.
For this game of yours to be a success you must be able to have a strong
vision for how your game will play.
Now
find a table someplace comfortable and put in front of you the notes you
have taken on game concept, business context, and the feature questions
asked above. Then I want you to put this book aside and just keep visualizing
your game. Get up and take a walk, get something to eat, and come back
to your table of notes. Now, start slicing out the parts of your game
feature brainstorm that are not actually central to your game design.
Before you invest in creating a hundred-page game design document and
develop a total technical design, you should figure out what you are making.
The game design and technical design stages are a lot of work; be courageous
and kill the features that are superfluous before you spend any more effort
on them.
All
of the great games have a small feature set that is well polished. Make
your game great.
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