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Maxis
Senior Development Director Eric Todd shifted foot to foot as Namco's
Keita Takahashi slowly gathered up his notes and folders, grin
plastered to his face, slowed by the occasional autograph hunter. It
seemed like every time Takahashi thought he was ready, he realized he
had failed to retrieve something else. Eventually he cleared off the
podium and exited stage left. Just as Eric Todd stepped forward, to
belatedly start his lecture, Takahashi swooped by again to collect one
last article before dashing to the hall doors, seeming suddenly
preoccupied. Todd blinked at the audience and introduced himself.
Heart of Virtue, Brain of Steel
"Prototyping",
Todd declared, "is the heart of a virtuous pre-production cycle". He
explained the premise of the lecture – that he would be discussing the
value of experimental models before dedicating one's self to any one
approach to a software problem. He then explained that the following
would be an "advanced" talk, that would assume you already knew what he
was talking about – so he wouldn't hold back in his explanations or
references. Todd rattled off a list of books that the audience might do
well reading, to better understand what he was about to say – none of
which, it turned out, were altogether necessary.
"What
is pre-production?" Todd's slide asked. It answered itself: "what you
are going to build" and "how you are going to do it". To put it most
simply, pre-production is a working sketch of the design concepts you
have buzzing in your head, that you can throw together to see if they
really work and to better illustrate the ideas to the rest of your
design team – much as with thumbnail sketches, storyboards, or the
"pre-viz" animatics used in Peter Jackson's Lord of the Rings trilogy. Pre-production is a form of planning before actually putting expensive pencil to paper, as it were.
The
audience for pre-production includes studio engineers, designers, and
other team members. Most objectively, a prototype is used to convince
others that your concept is "worth the risk of a full production".
Todd
explained that the benefit of having a working mechanical model at hand
is that, as far as communicating about design concepts is concerned,
"words are fundementally a terrible way of communicating
interactivity." Unless you are assiduously careful, and even if you
are, it is easy to get "trapped in rhetoric". As the old axiom goes:
show; don't tell.
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Todd showed a utility that allowed an amorphous worm creature to be prodded, deformed, and manipulated.
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Kinesthesia Thesis
Demonstrating
the concept, Todd showed a utility that allowed an amorphous worm
creature to be prodded, deformed, and manipulated – he demonstrated how
it felt to mess around with the utility, which seemed pretty tactile.
As Todd said, having a tool like this "short-circuits" an inane
conversation. Another benefit is that down the road, with a good deal
of refinement, that particular prototype became a real editing tool for
the final game.
It's
important to know from the outset, Todd said, what problem a prototype
is intended to solve. He showed a four-pronged chart: two lines in a
skewed cross shape, each of four ends labeled – "Kinesthetics",
"Aesthetics", "Technology", "Game Mechanics". For this particular
prototype, as it existed to allow team members to get a feel for
mooshing around an in-game object, there was a thin spike radiating out
from the center of the cross toward the "Kinesthetics" end, with a tiny
bump also protruding in the opposing "Technology" direction. Todd
defined Kinesthtics as the "feel" portion of the "look and feel" of a
game.
Look Polished
Todd
then went off on a little tangent about the importance of polish. He
showed a little utility for keeping track of the statistics of various
in-game entities, explaining how before so-and-so scrabbled up this
program, everyone just kept track of things on a spreadsheet and how
that had never worked very well. In contrast, the prototype – though
humble – had a degree of user design put into it. Objects were depicted
by clean, round-edged boxes that became highlighted when clicked. There
was some minimal work put into a color scheme and to get the whole
package to feel smooth and friendly to use. Though you don't want to
obsess, Todd said, "a little aesthetics goes a long way" toward making
your prototype something that people will actually use. He called this
minimal kind of design a kind of "coating on the aspirin"
The Model Ain't the Jet
Along
similar lines, prototypes should be as focused as possible upon just
the few things you need to demonstrate to someone; Todd warned strongly
to integrate different prototypes or different elements to be
prototyped only when absolutely necessary, as each time you start to
combine things the prototype takes on a new dimension of complexity. He
showed a sequence of prototypes where the Spore team
effectively built the game before they built the game, to see how it
would feel. They actually put some art design into the project. It was
huge, it took forever to build and to compile, it was expensive, and
ultimately was wasteful as none of the material that went into the
prototype could actually be used in the final game.
That
is, of course, part of the point of a prototype: "When you are in
pre-production, you're not making the game." If you forget that, and
try to save effort by making sure everything you create is to a level
that you can just dump it into the game later on, that creates a
high-friction development environment.
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One of the earlier prototypes for Spore.
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For
the sake of simplicity, the team later moved to an incredibly simple 2D
prototype that looked sort of like a colorized Vectrex game. This new
model took one person a month to build, and in some senses it gave a
better sense for how the game might work. Yet still, all is not rosy.
"It was great, you know – but it still gives bogus results." They put a
great deal of work into implementing and tweaking a fight system that
simply could not be refined at the level of prototype they had; that
energy would have been better used elsewhere.
Indeed,
when someone finally threw together a prototype to show off the battle
system and its animation style, he hot-wired the utility with
PlayStation controllers and unveiled it during a staff meeting so as to
delight the team and get them fired up about the project. Of course,
there was no practical need for the Dual Shocks; there are no plans to
place Spore on any console, and anyway users aren't really
meant to interact with the game that way. That didn't matter; turning
the battle system into a free-for-all brawl created energy. It led to
people feeling more ownership over the project and to have more fun
with it. The prototype also effectively educated the team what that
game component was like, giving them a further impression for the way
the game as a whole might come together.
Ideas in Traction
Going
back to the early model-prodding utility, Todd explained how it had
come about through an idea that a team member simply could not express
in public. Every time that a team member tried to explain the process
that the prototype demonstrates, each team member in turn looked at him
as if his head were on upside-down. So to prove his point, that team
member put together a rough 2D demonstration of his concept. Though
imperfect, when he brought that prototype to the next meeting, everyone
started to get a vague feel for what he was talking about. They
suggested he refine the model a little more, resulting in the 3D editor
which now a big portion of the game is built around.
As
long as team members are kept reasonably reined in, and aren't spending
all their time chasing windmills, Todd figures they should be
encouraged to illustrate their ideas however possible – artists and
development staff alike.
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