Design by Playing
Once a playable
prototype has been created, play it every day and make adjustments based
on testing, thereby creating new versions quickly, evolving the game in
the process. Rely on your instincts as a gamer for guidance on what is
working and not working. Larger test groups provide valuable testing feedback
and create games of wider appeal. Test for both hardcore and casual gamers.
Everyone at Ensemble Studios is asked to test our current projects at
least once per week and provide feedback.
The downside
to designing by playing is that it is difficult and often costly to predict
the product. It does, however, lead ultimately to creating a fun game.
Interesting Decisions
= Fun
Presenting
the player with interesting and well-paced decisions is the rocket science
of game design. Players have fun when they are interested in the decisions
they are making, when they are kept absorbed by the pacing of the required
decisions, and when they feel a sense of reward and accomplishment when
good decisions are made. When the required decisions are too trivial or
random, the element of fun lags. You risk boring the player and driving
them out of the game. The Age of Empires series demonstrated that
our customers consider automating trivial activities (queues, waypoints)
a positive improvement.
Good pacing
can heighten interest in decision-making. Real time games have an inherent
advantage versus turn-based games because the continual ticking of the
game clock adds a sense of desperation. If the player has a number decisions
to make with a limited amount time, every aspect of the game becomes much
more interesting.
When considering
a new feature for a game, apply the interesting decisions test. Is this
new element or twist going to add an interesting decision to what the
player is doing? If the answer is not a strong yes, leave it out.
Provide a Great
First 15 Minutes of Easily Accessible Play
A player
must be actively engaged by a new game within 15 minutes of starting or
we risk losing the player forever. There are three keys to getting a new
player into a game: (1) an interesting starting situation; (2) minimal
barriers to entry (interface, back-story); and (3) giving the player a
few decisions to make initially, and increasing that number as the game
progresses (this is the inverted pyramid of decision making). Get the
player into the game quickly and easily so that they are absorbed and
having fun without any frustration. When done properly, the player gets
into the game successfully and significant time may pass before they are
aware of it.
Games that
require a lot of pre-play work from the player because of special controls,
character introductions, or background story, must create tutorials or
other clever ways to educate the player while providing entertainment.
In-game tutorials are the best. Games that require uninteresting pre-play
work or retard entry with frustrating interfaces are likely to fail.
The Player Should
Have the Fun, Not the Designer, Programmer, or Computer
Although
this principle seems obvious, many games fail because the wrong entity
is having most of the fun. It is often the designer who allows feature
creep to overrun the product or a designer performs a brilliant analysis
and installs an amazing single path to victory that no one else could
find. The producer can direct great graphics and cinematics to suck up
the budget, making all the artists happy, but leaving little time for
inserting actual gameplay. If a player finds himself waiting all the time
while the computer grinds through some brilliant calculations, maybe the
computer is having more fun than the player is.
Game development
should focus on creating entertainment for players by engaging their minds.
Everything the team does in development, and what the machine does in
operation, is directed toward that goal. All code, game features, art
pieces, sound effects, music scores, and computer operations should enhance
entertainment. An exception to this rule may be elements included for
marketing considerations, such as opening cinematics. There are two additional
points to keep in mind when designing a successful game. First, the player
should be the hero or heroine. Second, in single play, the player should
sweat a little, but always win in the end.
Create Epic Games
that can Launch a Franchise
The newer
a game is (i.e. genre, topic, artistic style, technology, developer, publisher)
the more difficult it is to get shelf space, media coverage, web following,
and customer awareness; all of which relate directly to commercial success.
Creating a great franchise makes those tasks much easier and makes it
possible to increase the customer base for each succeeding product. Choose
genres and topics that capture the imagination of the market and the media,
thereby establishing a new epic series of forthcoming related games. Publishers
want franchises and are more willing to invest in them.
Set Production
Values High
While excellent
gameplay is the key to creating great games, graphics, sound effects,
and music have important supporting roles. Graphics and sound effects
are key elements in the game interface. Graphics must be attractive, enticing,
and inspire inquisitiveness. Graphics and sound effects should convey
information quickly with minimum player effort. Acting together, these
three elements set the mood of the game and help the player forget that
they are playing a game. Graphics and sound have important ancillary roles
in helping to market the game.
High production
values for graphics, sound effects, and music enhance the player's experience
and contribute to the game's overall cachet of quality. Low quality elements
that are placed among higher quality elements stand out like off-key notes,
greatly diminishing the overall impact of the product. A high standard
of quality in production values enhances the reputation of the game, the
developer, and the publisher.