Method
Don’t write games on paper until they are perfect, build prototypes early.
Test and iterate on your design, the game will be better for it.
From Ideas to Prototypes
- Establish a problem you’re trying to solve.
What does your game aim to do? - Find a solution.
- Prototype it.
- Rince.
- Evaluate.
What are the results, risks, and values? - Repeat or stop.
Example
- Problem: make a console RPG but with a smaller, attainable, scope.
- Solution: reduce the length, make it replayable.
- Risks: lose too much of what constitutes a console RPG.
- Values: to the point, offer new views on the genre.
From Prototypes to Projects
Some questions you should be able to answer if you have a direction.
- What is your project?
- What are some inspirations?
- What are some similar projects?
- What will your game do very well or different from them?
- Who are you working with? What is your budget?
Example
- Project: an arcade version of a console RPG.
- Inspirations: Dissidia Opera Omnia, Battle Chasers: Nightwar, Indivisible, Mega Man X.
- Similar: For the King, Dungeon Rushers.
- Comparison: not a roguelite or roguelike.
- Means: me (programmer, game designer), earnings of my company.
Find the Pillars
Start with Concepts: genres, philosophies, intents, … Select a handful, describe them with a sentence explaining how the project is influenced by them.
Find the Aesthetics you’re aiming at:
- Sensation, sense-pleasure.
- Fantasy, make-believe.
- Narrative, drama.
- Challenge, obstacle course.
- Fellowship, social framework.
- Discovery, uncharted territory.
- Expression, self-discovery.
- Submission, pastime.
Finally, establish your Pillars. They should be drives or over-arching parts linking Concepts and Aesthetics.
Example
Concepts:
- Arcade: discrete game playthroughs, easy to pick-up, hard to finish.
- Non-linear structure: different paths must generate different situations.
- Turn-based battle system: must be deep enough to be enjoyable multiple runs.
- Platforming: exploration must be pleasant enough on its own.
Aesthetics:
- Sensation
- Fantasy
- Challenge
- Discovery
Pillars:
- Traversal - platforming - sensation, fantasy
- Tactical - battle system - challenge, discovery
- Replayability - arcade, open structure - discovery, sensation
From Ideas to Tasks
When you try to add a mechanic or feature:
- Why do you want to implement it?
- Who is gonna benefit from it the most?
- In which situations will it be active?
- How the project would be improved by it?
- How simple is it to explain?
Filter them out if the answers to these questions are not satisfying.
Then try to evaluate it (each component is noted from 1 to 10):
- Effort = Time + Risk + Cost.
- Value = Rayonnance + Usability + Depth.
Use Effort and Value to establish priorities.
Example
One button fast invincible reversal.
- Why: panic button.
- Who: beginner players.
- Situation: anytime, but there would be a cooldown or a cost.
- Improve: add a low execution option.
- Explanation: trivial.