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Design
Tips
(or, John’s theories on how to
make games suck less)
Home
Here you’ll
find a mixed bag of my game design rules and my opinions on design. I don’t
proclaim to have the final word on game design or that my way is the right
way. I’ve been making games
professionally since 1992 and am constantly learning new stuff. Which is
great, because I believe once you stop being challenged then it’s time to move
on.
Some of these rules and opinions will probably change, while others will be
expanded upon. Oh, and a lot of them are only relevant to the sort of games I
make… which are primarily adventure and platform style games.
The Rules
Most of these
rules are bloody obvious. But, I am constantly amazed at how often people
just don’t seem to understand a lot of this stuff. I put it down to being too
close to the trees in a forest of gaming goodness. Or something like that.
#1 Ramp Up The Game Play
Or, Don’t
overwhelm the player
Start the game off simply and introduce new game play elements,
enemies and skills/powers as the game progresses.
Train the player when a new skill is introduced.
If the new level of a platform game requires lots of long
perilous jumps to make it to the end, add some areas at the start of the level
that the player can practice those jumps safely. For example add a sand bank
below so if the player falls they don’t die, but can climb up to the jump and
try again. Later on you can have bottomless pits below the long jumps.
#2 Reward The Player
Or, Don’t show all your cards at once
This compliments the previous rule.
Players need a reason to keep coming back to the game.
Obviously the great game play will have them hooked, but giving them
something new to see and do is one sure way of keeping them coming back for
more.
Here are some things to reward the player with:
1.
New
levels. Unlock new levels of the game by first successfully completing the
easier levels. Make sure the new levels have new graphics.
2.
Introduce
newer enemies/obstacles.
3.
New
bonuses.
4.
New
challenges. If the player can double jump to get extra air – introduce
elements that use this in later levels.
5.
Introduce
new skills. For sports games this isn’t always possible, but you can
introduce new equipment that can enhance the existing player skill set (and
result in higher scores)
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GAME
DESIGNER TIP#1
Always cite design rules as fact even if you’re making them up. If
you sound like you know what you’re talking about then most people will
believe you.
If you suck as a designer you’ll eventually be
found out during game focus testing, but you can always blame the lack of
fun on badly implemented code!
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#3 The Solution Always Comes After The Obstacle
Or, Never leave
the front door key in the mailbox
This is pretty obvious, but there are commercially released
games that defy this law. If you come across an obstacle, be it a locked door
or chest, or a high tech piece of machinery that needs something to get it
going – make sure that the key is located somewhere beyond the obstacle in a
place where the player has not yet been. This stops the player from solving
the problem before they even realised that there was a problem.
If the obstacle requires more then one item to unlock it
then you can let the player find one before reaching the obstacle. If it’s a
story game then this can help foreshadow future events and can be a nice
touch – plus it can get the player thinking (in a fun way) about future
possibilities.
#4 A Game World is a Precious Thing to Waste
Or, Avoid dead
ends with no rewards
If you have areas in your world that serve no purpose
except to pad out the game then you need to redesign the level. Lose the dead
areas or create a reason why they are there: you could add some bad guys, a
bonus (even if it’s hidden) or an NPC with some back story or clues.
And remember, bigger is not always better.
A tightly packed Quake III Arena level is way more fun to
play when there’s always some action.
#5 Be Consistent
Or, Don’t mess
with the player’s mind!
This applies to all aspects of the game design from menu
layout to character design.
1.
Music.
Game selection menus should always play the same music. In game music can be
shuffled.
2.
Clues.
If a “Red Wall Tile with a Crack” can be smashed to reveal a secret cave,
then all “Red Wall Tiles with a Cracks” should do the same thing.
3.
Danger.
If the player can swim in blue water then NEVER have blue colored water in a
later level then can kill the player. For God’s sake change the color to
Slime Green or Lava Red!
4.
Obstacles.
When replaying a level for the umpteenth time a player shouldn’t find a bomb
in their path that wasn’t’ there on the last three attempts.
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GAME
DESIGNER TIP#2
Don’t waste time writing up detailed design documents. The team will
never read them. Ever. It’s a complete waste of time. If your publisher or
employer insists that you write huge design documents then simply paste
random blocks of text into a Word file. You can find chunks of random text
on most web sites. Try using text from this site!
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#6 Lead The Player Through The Level
Or, Getting
lost isn’t fun
All game levels have a start and an end. Players should be
led through the level in an intuitive yet unobtrusive way.
Banjo Kazooie uses musical notes to plot a path through the
levels. Crash Bandicoot uses crates and apples. Snow boarding games use
slaloms and flags. Racing car games use time gates.
Use these paths pointers to take advantage of the lazy
gamer! And yes, it’s okay to take advantage of lazy gamers as long as the
astute and hard playing gamer can appreciate the design.
For example:
1.
If
the Apples that your game character has to collect lead down a certain fork
in a path then place a special bonus item down the other path.
Place a time gate just after a sharp turn in a racing game
so the player will automatically race toward it as soon as they turn the
corner – but add a side road at the corner that can hold a special powerup
#7 Bad Guys Should Never Overwhelm The Player
Or, No one
likes to be picked on…
This is a pretty straightforward design rule but some
people tend to forget it. If the player has a gun, for example, don’t put
them up against a horde of bad guys armed with rocket launchers. Try and
balance the difficulty of the enemies with the experience and abilities of
the player.
And, unless it’s absolutely necessary, make sure the player starts the level
with a bit of breather – don’t drop them into a horde of enemies intent on
killing them. If you want to have a horde of enemies then give them a chance
to catch their breath first – then you can smash their false sense of
security and unleash the horde.
You can ignore this rule if you’re making a game that’s all about killing
loads of bloodthirsty aliens and/or goblins.
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