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Features

Game Design:
Theory & Practice Second Edition:
"Not All Game Design Documents Are Created Equal"
The Pie-in-the-Sky Document
These design documents often have noble intentions with grand ideas
for truly magnificent gameplay. Sadly, the writers of them typically
lack any technical grasp of what the computer is capable of or what
a team of twenty people is likely to accomplish in a year and a
half. As a result, these overly ambitious documents put forth fancy
ideas with no basis in reality or feasibility and end up frustrating
and infuriating the teams assigned to “make them happen.”
Pie-in-the-Sky Documents include ideas such as “a fully modeled
replica of Manhattan will be the players’ primary game-world,
complete with AI agents representing all of the city’s seven
million inhabitants in real-time.” The authors of Pie-in-the-Sky
Documents do not want to be bothered with messy details such as
the reality that no existing computer system can simulate seven
million humans in any sort of reasonable time frame (let alone real-time).
Another feature suggested might be “a natural language parser
will be included that allows users to type in full, complex English
sentences, which the characters will respond to with their own dynamically
generated dialog.” The guilty designer does not want to hear
that research institutions have been working for decades on natural
language processors that still have trouble with short, simple sentences.
When confronted with a Pie-in-the-Sky Document that you must work
with, the first thing to do is call a reality check meeting involving
key programmers and artists as well as the management who want this
document implemented. With them all in the same room, some simple
and quick calculations on a piece of paper or white board will often
reveal how fundamentally impractical the game proposed is, and if
the management still refuses to accept the reality of the situation,
it might be time to start looking for a new job. Pie-in-the-Sky
Documents are often combined with Ellipsis Specials to create truly
wretched design documents, where the guilty designer outlines a
completely impractical project without bothering to go into much
detail about it.
The Fossilized Document
Any of the above flawed design documents can also be a Fossilized
Document. Indeed, a design document that does not necessarily suffer
from any of the above problems and was once a fine reference tool
will become a Fossilized Document over the course of a project if
the designer is not diligent in her efforts to keep the document
up to date. I know of no original game project whose design has
not changed significantly during the course of its development,
and when the design changes but the design document does not, that
document starts to become fossilized.
Suppose a programmer on the development team looks something up
in the Fossilized Document and the information she finds is out
of date. She may start implementing the old, long-since-modified
functionality. At some point, a designer or producer who is aware
of the changes that have taken place in the design will notice that
the programmer is creating a system that is no longer appropriate,
and will chastise the programmer for doing so. This creates frustration
for both parties, not to mention wasting the programmer’s
time. Furthermore, whenever the programmer needs to know something
about the design in the future, she will not trust the design document,
and instead will go hunt down a designer or producer to find out
how a given system is supposed to function. Of course, this defeats
the purpose of the document, as the designer must stop whatever
she is working on to explain the system to the programmer. This
new system may be described correctly in the document, but the programmer
is not going to get burned again by using the Fossilized Document.
When the designer fails to update the document when design changes
occur, the entire document becomes useless. No one can trust it,
and as a result no one will bother to read it.
Wiki systems can be great for more easily keeping a document or
collection of documents up to date. With Wiki, any member of the
team can update a section of the document through their web browser,
and full version control and history is supported to prevent the
accidental loss of data. So, for example, the programmer who is
implementing a particular feature can slightly modify the text of
the design document to match how the feature actually ended up working,
to add more information, or to link to the newly created technical
design document for that particular feature. On a large enough project,
keeping the design document completely up to date can be a full-time
job.
A Matter of Weight
It is often joked that design documents are not read, they are weighed.
This is not surprising given the heft of many design documents and
the lack of desire among team members to read them. Shockingly,
this statement is often true. I once heard an ex-producer from a
major gaming publisher talk about her experience with design documents
and the project approval process. She said that the “decision-makers”
would bring a scale to their “green-light” meetings.
When it came down to two similar projects that were both relatively
worthy of funding, they would take the design document for each
project and place it on the scale. Whichever one weighed more would
get accepted, the other rejected. Much as it pains me to tell you,
if you are in the commercial gaming business and groveling for dollars
at publishers, you need to make your document hefty. You need it
to be impressive to pick up and flip through. Many will never read
it at all. Others will read only the Overview and Table of Contents
at the beginning. But everyone will pick it up and remark on its
weight.
Of course, many of these super-thick documents contain a lot of
information of negligible value toward the actual development of
the project. They may be stellar examples of one of the failed types
of documents I discussed earlier, such as a Back-Story Tome or an
Overkill Document. It is your challenge as the game designer to
make the document as practical as possible by providing only useful
information in the document, while making it hefty enough to impress
the suits. One might want to include a large number of flowcharts
or concept sketches or choose to use a bigger font, all while not
being too obvious. Indeed, a great game (though a simplistic one)
can have a perfect design document only ten pages long. One wonders
how many great, simple games have been cast aside by publishers
who were unimpressed with the mass of their design documents.
Thankfully, over the last few years many publishers and developers
seem to be wising up to the unwieldiness of massive design documents.
Design consultant Mark Cerny has been preaching the concept of starting
development with only a simple “macro” design document
of perhaps ten pages in length that can be expanded on as needed
over the course of development. As I have discussed, others are
starting to use Wiki as a means of organizing and interlinking a
lot of design information contained in many smaller documents. And
fewer and fewer publishers are funding development based on a phone
book-like design document alone, with prototypes and high-level,
graphical pitch documents becoming increasingly important. The days
of padding out the design document just for the sake of it seem
to be thankfully drawing to a close.
Getting It Read
Once your design document is written, one of your biggest challenges
may be getting anyone on the development team to read it. Often,
many programmers, artists, or even other designers will not want
to put the time into a careful reading of your document. Others
may have been burned by bad design documents in the past and will
jump to the conclusion that yours is of similarly poor quality.
Keeping your document up to date, including only useful information,
providing a detailed table of contents, and limiting yourself to
practical, accomplishable gameplay elements will help. Including
numerous short, high-level summaries before each section of the
document can also help team members get high-level information for
aspects of the game they don’t need to know so much about.
At the same time, such summaries can give readers a big-picture
vision before they dive into the gritty details of the document.
If your team members sample your document and find it to be of superior
quality, they are more likely to return to it for reference when
they are actually implementing a given system or working on a particular
piece of art. As with any written document, you need to earn the
trust of your readers if you hope to keep them reading.
Another key method of getting your design document read is to make
it easily available to anyone who wants to read it. Keep it in the
same source-control system that your team uses for asset management.
You want your team members to be able to get the latest version
of the design document as easily as they get the latest build of
the game. Since you will be constantly revising and updating your
document to keep it up to date with the project (and to prevent
it from becoming a Fossilized Document), source control will be
a valuable tool for keeping track of the previous revisions. Not
to beat a dead horse, but a Wiki system run over a company intranet
can also be great for distributing the document to the team, with
developers at any time being able to easily read the very latest
version of the document through their web browsers.
When you check in the latest version of the document, send your
team an e-mail telling them that it is available and explaining
what has changed. That way, people can easily skim over the changes.
If one of the changes is relevant to their work, then they can get
the latest version of the document off the network and read over
the relevant updates. Updating your document does not do any good
if no one knows you have updated it or if people are still reading
old revisions. It is probably a good idea to use a version number
with your document, such as 1.3 or 2.7. Include this version number,
along with the date, in a header on every page. Often people will
print out a design document and not realize how old or fossilized
it is. If they can quickly compare a date and a version number,
they will know which version of the document they have and whether
they need to get a new one.
Documentation Is Only the Beginning
Some designers or aspiring designers seem to think that a thorough
design document is, by itself, enough to build a game. Indeed, some
companies have had designers write design documents, only to then
have those designers move on to write other design documents while
a separate team actually executes their design. At its best, a design
document is a rough outline, more the suggestion of a game than
anything else, and without being involved in a game’s creation
until it goes gold master, one cannot truly be considered to have
designed the game. A designer who takes any pride in her work will
want to be there throughout the project, ready to change the design
as necessary to make it the most compelling game possible and updating
the document as the design is changed and revised (and rest assured
it will be continuously changed and revised). A committed game designer
will want to be there to balance the weapons, the AI, the controls,
and certainly the levels. She will want to make sure the game follows
the focus through and that the initial vision is realized.
If a designer writes a design document and then passes it on to
others to actually build, the people who do the actual creation
will change the design to match their own interests and artistic
drives. The design document will be a springboard for their own
acts of creation, not the original designer’s. The design
document is an integral part of the game’s creation, perhaps,
but a design document is not all that is required. To claim any
sort of meaningful authorship on the project, a designer needs to
be involved for the duration. In a way, writing the design document
is the easy part of computer game design. Actually taking the document
and creating a compelling gaming experience is much, much harder.
--
This
article is excerpted from Game Design: Theory & Practice
Second Edition (ISBN # 1-55622-912-7). For more information
about the book, please visit http://www.paranoidproductions.com/gamedesign.
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