|
Mortal
Kombat could be considered an older example of this, as it was
notable for one major thing. No, not blood. It was notable because
it was instantly satisfying. Boon, Tobias, and team developed the
game to be enjoyable right from the start. At a time when a good
Street Fighter player would need to study for weeks to play solidly
in an arcade, a Mortal Kombat player could have a blast getting into
uppercut fights within a few minutes.
The default attacks were all
visceral, brutal, and fun. By stripping out the complexity that was
both the strength and the barrier to entry of Street Fighter, they
made things far more available to a large number of players.
Similarly,
re-solving old design problems in new ways helps foster creativity
within a limited framework. Let’s say that using the above example
we’ve got a competitive FPS, and we’ve decided to take out health
packs. Well, how does the player heal? Let’s say, then, that
healing is accomplished by getting close to some sort of
centrally-located healing sticks. That sounds like it will draw
competitors closer together, doesn’t it?
Now suddenly you’ve got
a device that serves an essential game function and raises the
intensity of competition. If it has shielding properties, two
opposing players may wind up staring at each other from within the
healing point in a form of Mexican standoff. If not, it may be a
tempting ambush point. From this one change to the basic formula a
major gameplay set piece has been introduced.
The
best of these changes should affect all player skill levels. If the
change is only evident after 10 hours of play, the audience might be
lost before they get to the goodness.
Conversely, if the change only
simplifies mouse commands for new players, more advanced players on
keyboard shortcuts will never notice. When Rise of Nations developer
Big Huge games decided to merge a real time strategy formula with a
turn-based one, they managed to hit that sweet spot of effecting
beginning, intermediate, and advanced play fundamentally. They made
one fundamental change that made the game feel fresh to all types of
players.
2. Add
a signature to the design of your game
Now
that your game is solidly on the road of change, how can you get
players to remember it? Most developers try to populate their 3D
worlds with fluffy normal content that’s regularly broken up by
amazing set pieces… high quality assets or events that make
everything feel more overwhelming and memorable, even if they don’t
come around all that often. But have you thought about what the set
piece for the design of the entire game (in your player’s minds)
should be?
The
equivalent of a set piece for an entire game is a signature element,
and more than anything else this establishes your creative beachhead.
This is the one memorable, intriguing element that both grips them
emotionally and sets you apart from the rest. Think of this as the
image for the early Spider Man movies of Spidey up alone on a pole
flying the American flag.
This succinctly encompassed the solidarity
and morality of the character, and set an indelible stamp in the
minds of the viewers. Early on in development, most teams already
have one or two ideas about what will grip their players.
|