In yesterday’s blog post I explained how a good game
designer is always looking for interesting questions to ask the player. When a
game designer stays focused on the players, the game usually turns out better.
I shared examples of games I made when I was younger to illustrate how games
that don’t challenge players with interesting decisions get boring quickly. And
finally I hastily hammered out some examples of the challenging questions that great
games of various genres ask their players. But as I stated in part one of this
Design Deep Dive, a designer is not only responsible for asking consumers
interesting questions but also needs
to have all the answers during
development.
Game designer Liz England provides a helpful depiction of
game design in her article called “The Door Problem.” I highly encourage you to
read through it when you have some time—it’s not a long read. The super-condensed
takeaway from this “Door Problem” is that even the most mundane element of a
game—such as doors—actually requires a ton of answers and explanation during
development. A game designer is there to solve these issues and move
development forward.
Image found here on Wikipedia |
In addition to keeping development running smoothly and
quickly, a competent designer also keeps the game cohesive and coherent. Some
of the “door problems” that Liz England mentions could likely be solved by the
artists, programmers, or level designers as they encounter them. However, when
one door problem is closed in such a way, a new door problem will very likely
be opened up. Then you have revolving door problems—not good. With one person
(or a design team in larger companies) answering all the design questions, the
answers that make it into the game will all fit together better.
I’m not sure we’ll have many doors in Alkanaur, actually.
But I thought I’d give you some examples of the kinds of answers I’d need to
provide during our game’s development. For an equally mundane example, let’s
talk about rocks.
- Are there going to be rocks in this game?
- How big can rocks be?
- If we want big rocks, how will players see characters behind the rocks?
- Can players interact with the rocks or are they simply visual details?
- If the answer is both, how would we distinguish between rocks that can roll and rocks that can’t?
- Can computer-controlled enemies “see” players behind rocks?
- Can they fire ranged weapons or spells at players behind rocks?
- How many rocks should be in any given level?
- What happens if a player tries to target a rock with an attack?
- If a character can tunnel underground, can they pop up in a space occupied by a rock?
- If a character can fly, can they go over a space occupied by a rock?
- What happens to a rock if a character uses an ability that alters terrain on that space, such as creating impassable walls or rivers?
- Should our rocks blend in with the spaces they rest on, or should they “pop out” like our characters do?
- Should characters get any type of bonus for being in a space adjacent to a rock?
As a tactics RPG, Alkanaur is a fairly complex game. But
even the simplest games will still need a designer to step in and answer those
questions. I think that’s part of the reason why I’ve always been drawn to game
design in the first place. Design blends artistry and problem solving. I love
posing fun challenges for players, and I also love the challenge of solving
complex design issues in an elegant way. Hopefully these two blog posts cleared
up any questions you might have about game design, but if you’re still puzzled
or just want more info about game design feel free to reach out to me through
our Facebook page or Twitter.
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