The general advice for upstarting developers seem to be to focus on mechanics, building fast a prototype, getting the core game fun and and so. For instance CliffyB did so at GDC 2012. This is not bad per se, but it is really not the only way to make games and usually, and this is the issue, result in the same kind of experiences. So to create a counterweight to this, I decided to make my own list of design advice. Here goes:
Build top-down
Find some core mechanic of controlling and interacting with the game, be that sidescrolling shooter, point and click or whatnot and then focus on the big picture. What feelings should game create, what is the theme, what kind of message should the game get across? This means creating an overarching structure for the game first, and then when you start designing the mechanics, levels, etc you make sure that it goes along with this. By doing so you can design games that try and convey things not possible over shorter time spans. It lets you control build-up and emotional journey to a much greater degree.
Design and create chronologically
Try and see the development process as a very extended playthrough of the game. By designing and producing the initial level/area/etc first you get a better feel for the player's journey through the game. This make it easier to understand the how the holistic experience will play out, and it allows you to always base later levels/areas/etc upon what the player's frame of find (as it is formed by the previous experiences) is at that point.
Of course you can still go back and change things as needed, and this is often required later. But you want to stick with the chronological structure until as much as possible of the game is completed.
Do not care about fun
First of, despite what some might say, fun is a very specific word and leaves out many type of experiences. For instance very few people would call "Schindler's List" fun. Hence you should not use fun, unless you are specifically after creating a "fun time". A better word to use is "engaging" which can be used to describe the quality of anything depressing dramas and lighthearted comedies.
Second, what you want to care about are your high-level goals. The most vital part is that anything you add to the videogame serve these. If making them fun help this purpose, then by all means make them fun. But if you want the player to be part of a dark and disturbing journey, then fun is most likely not what you want to aim for.
Proper assets early
Art assets such as a graphics, music and sound effects are far more important than what some might argue. Not all videogame ideas can be properly evaluated by using simple blocks and beeps. What the player sees and hears has a great impact on how they can relate to the game. Sometimes mechanics that at first seem really crappy, can start to shine once higher quality assets are used. If you want the player to experience a story by moving through an environment, then you need to have the audio-visual feedback that immerse them in that.
This does not have to mean that full production quality assets are needed and it is not always easy to know when your prototype looks and sounds good enough. But if make sure to keep in mind that the underlying system is not everything, then that is one step in the right direction.
Diversity in the world, not game core
Do not think that everything you want to represent in the game needs to be inside the core mechanics. Instead, keep the mechanics simple and then let the world do the work in delivering a wider experience. For instance in Limbo, there are only a few core actions available for the player, yet the game keeps the activities varied and unique through out the game.
This is the hard way of designing games as you cannot simply extrapolate from a prototype, but the end result is a deep experience that is easy to get into.
Do it as short as possible
Do not make a game that is the best value possible. Let the videogames say what you want it to and then STOP. Do not try and drag sections out for no real reason. In the end what you want to create is a product that delivers your high level purposes in the best way possible.
This is also a legit business choice as you do not compete with other time consuming videogames. If your game does not take up huge amounts of time and yet gives the player a coherent and fulfilling experience, there is a bigger chance they will have time and motivation to give it a go. I would also rather see a world with many smaller interesting experiences than long ones whose only motive is to eat as much time as they possibly can.
There you go! Now of course these tips are not some ancient wisdom that lead you to the path of glory. One must always try and figure out the best process for the type of game you want to make. But what I hope this does is to show any aspiring developer that there is more ways to create videogames than the conventional ones. At Frictional Games we pretty much follow the above and have managed stay in business for over five years and are currently financially stable. So what I just said are tips that have been tried in practice.
If you know any other tips that goes against the "fun mechanics are everything" line of thinking, do share!
Unconventional Design Tips
We are hiring: Script Programmer wanted!
Yet again we find ourselves in the need for adding a new member to our company. We are looking for a script programer with C++ syntax styled script language experience. We specifically use Angel Script, but experience with for example C#, UnrealScript, Javascript or other similar high level languages will do fine. The initial employment will be for a 6-8 months project, but can possibly be extended to an ongoing employment.
Your work with us will consist of writing the base implementation of the designed gameplay for each "level" in a game. This includes going over the design documentation, plan the basic needs and implement it, while keeping in mind that the script must be able to be easily improved, tweaked and added to. In addition you need to be creative and realize things missing/improvements that can be made to the script implementation. This can include going as far as having a completely new idea. It is also crucial to be able to imagine how the player might tackle each situation and add in the support needed to let the player continue the game in any manner that makes sense.
Experience with level editing, sound, music and effects implementation is a bonus attribute as you realize and understand the importance of timing and multi-step events needed to make the player interaction interesting and engaging.
Either you live in Sweden or you live in a time-zone nearby. Swedes are welcome as employees or contractors, if you are living abroad you need to be a contractor capable of invoicing. You'll be working from home, at a distance to the rest of the team (whom also works from home).
If interested in the position, please take the time to consider the following situation and respond to it by discussing problems and how to design it for an Amnesia styled type of game.
"To open a door, the player must tie a rope between it and a heavy create, and then push the crate into a hole."
Send CV, response to the situation and any additional links to previous work (as in videos, games or demos that clearly demonstrate your part in it): jobs [at] frictionalgames [dot] com.
We are mainly interested in script programing that deals with the player's interaction in the game world, the events that are triggered and the overall game experience that the script conveys to the player. This position is as much, or even more, creative as it is a need to be logical and structured. Please do not send any large attachments to our email address, instead upload and give links for downloading.
We are hiring: Environment artist wanted!
Once again, Frictional Games is hiring and this time we are looking for an environment artist. The employment will first only be a on project basis lasting about 6 - 8 months, but if all goes well it can go be turned into a proper employment.
Narrative not a game mechanic?
Introduction
I just stumbled upon Raph Koster's "Narrative is not a game mechanic" and found that it contains some stuff that I do not really agree with. Now, thinking somebody on the internet is wrong happens all the time, but I think this article brings up some stuff that warrants a reply. While it has up a few good points, it also contains views on a few concept that I think can be quite damaging when trying to expand upon the medium of videogames.
"Game"
The word game is a very broad and fuzzy one. I can refer to boardgames, gambling, politics, drug dealing, sports and whatnot. For more part of the the article, Raph seems to be talking about videogames (given the black box analogy and that he specifically says "racing videogame"), but then later on slot machines and choose-your-own-stories are used as examples. Now one can see this as just using simply making a point, but I think the unclarity leads to an important issue: Videogames are very different from other games like chess, football, etc even though they are often lumped together.
The main reason why videogames are different is because they strictly impose rules upon the player. It is not really possible to play a videogame wrong, whereas playing football or chess (the physical versions) the wrong way are very easy. A videogame is more than a few game-rules, it is every single rule that you can possibly experience. Even basic laws of nature like friction and gravity play an essential role in a videogame. Videogames are not about following a specific rule-set, they are about being present inside a virtual world. The only way to really play a videogame incorrectly is to change the very fabric of its virtual reality, or to find some kind of exploitable flaw. (This is not strictly true, as one could say playing Mario and only running back and forth the first few pixels is not the correct way to play it, but I think I make my point).
In case you want more discussion on this, Chris Deleon goes into the issue a bit deeper here. My main point here is just that when discussing videogames, it is very common that all other kinds of games get thrown into the mix, and that is exactly what happens here. This does not mean that we should try and learn from other kind of games, but when we want to talk about the strength and weaknesses of our medium, we need to be clear what it is we are really talking about.
(I know I do say "game" when I really mean "videogame" from time to time. I hope I have become more clear on what I mean in later posts though. Also note that I sometimes simply use "game", after having just said "videogame" to make the text less repetitive. With that said, I hope I do not get too hammered because of improper usage :) )
A series of problems
This is something that have annoyed me for some time. It is the idea that videogames must pose some kind of challenge to the player. It leads to all kind issues, most importantly the idea that one needs to have trial-and-error in videogames. In my mind it is this kind of thinking what has been holding back videogames for quite some time.
In Raph's article, this thinking is best exemplified by:
"Cut the problem inside the black box, and you have a slideshow."
Once you get into this kind of mindset, I feel that there is so much you are missing out on. For instance, Amnesia would not have been possible to create if we had not let go of the belief that every meaningful interaction must have some kind of problem and challenge at heart. It is also a statement that makes videogames like Dear Esther impossible to create. It even dismisses a lot of what makes Silent Hill so great as bad videogame design. Needless to say, I think this is a very silly statement to make.
My view on the core of videogames is not that should to provide us with problems, but to immerse us in engaging virtual worlds. Sometimes problems are useful for doing this and sometimes not. But they are never what lies at the core of the experience.
Feedback is for fun
The way the article talks about feedback (graphics, sound effects, etc) is in a very simplistic manner: They are simply there to enhance the underlying mechanics. I believe that feedback, in any sensory form, can be a lot more than that. I think that visuals, etc can lie at the front and the mechanics can be a way of exploring them, hence you tweak the gameplay according to your visuals instead of the other way around.
Instead of seeing feedback as rewards for problem-solving, I think we should see them as a way to increase the feeling of presence in our virtual worlds. It is the ability to "kick back" that makes the virtual worlds of videogames so compelling and so different from other media like novels and film. If we see feedback as a tool of immersion, we can also stop seeing all interaction as problems. I think this brings forward a more inclusive view of what a videogame can be and is also much better at forming a platform for evolving the medium than the old narrow view.
"Narrative"
I think there is a quite a confusion with words in the article. Narrative, in film theory, is how the story is told (how characters and plot are put together). When Raph talks about narrative in the sense of choose-your-own-adventure games, he is really referring to the plot. It is not narrative, but plot (ie some very specific events), that act has the reward for the player whenever they provide input.
It is much better to say that narrative is the subjective entirety of the session. This also goes along with Chris Bateman's view that all games tell a story and more interestingly that all art are games of some form. One could also take the view (which I do not) that narrative is, like in film, the way in which the story (plot and characters) are told, in which case narrative would be an umbrella term for game mechanics. In any case I do not think Raph's usage of the word is correct and a better title for his post would be "Plot is not a game mechanic". By saying it this way, I think the main point gets no stranger than "animations/sound/etc are not gameplay mechanics".
This might seem like a useless discussion in semantics, but I honestly think it is quite important. Right now, story, plot and narrative are mixed up to mean pretty much whatever, making discussions like "should our game focus on story" pointless. Language is our main tool for thinking, and if we cannot have a proper terminology, we will not be able to think properly.
The article's example from Batman: Arkham City is to me a very clear example of this kind of bad thinking. By saying that the "video of the Joker playing on a television set" is a narrative element, but then dismissing the entire climb that came before it as such, one is really missing out on the strengths of the videogame medium. For me I the Joker video is pure plot, a bit of needed exposition and not what is interesting. What is interesting is the climb up the cathedral. Here the player takes on the role of becoming Batman and, while performing interactive actions, forming a very compelling narrative.
As I have written before, in order to improve story-telling in games we need to consider stories beyond their plots.
End notes
Most of this post has been about meaning of words and of how to approach some concepts, but I hope that I still showed that it is a very important issue. Videogame is a medium that have grown from simplistic simulations, arcade machines and boardgames. This legacy has put its mark on a lot of nowadays thoughts on design, many of which are holding the medium back. The only way to move forward is to reassess this line of thinking and remove ingrained preconceptions of what a videogame is and needs to be. Not until we break the bonds of the past can we freely explore the future.
Best of 2011
Since 2012 is here I thought it might be a good time for a short best of 2011 list! Note that only games that have been released during 2011 are included (and not games that I have played last year). So without further ado, here are my top picks from the past year (starting in reverse order, to make things exciting!):
3 - Portal 2
What I liked the most about Portal 2 were these little moments where you really felt immersed in the world. For example if you hesitate to follow Wheatly's advice and a make a not very safe looking leap down, he will try to persuade you using hilarious quips. These (unfortunately sparse) moments created this kind of special connection to characters you rarely see in games. There also exists a very strong sense of place in Portal 2. I think this is mostly created by how the dialog and environments come together and interact. Unfortunately most of this is in the first third or so and the game becomes more and more drawn out during the end. There is also a lot of really lackluster puzzle sections where you are simply trying to find the right area to place a portal. Despite these short comings, Portal 2 had me quite engaged and proved to be one of the better experiences of last year.2 - To the Moon
I think the most interesting aspect of this game is how it in some ways is a culmination of a 25 years JPRPG pixel dramaturgy. The emotional displays of the simplistic sprites are very limited, but are used to perfection and creates a very powerful and mature narration. The game also feature very interesting take on puzzles and action. Sometimes it is possible to decide how much challenge you want and at other times the activities are irrelevant and simply there to make you more connected to the world. Unfortunately this is at its best at the start of the game and it gets progressively worse. The end even contains a terrible action sequence.What really brings the game home though, is how To the Moon manages to bring up mature themes in a way that is extremely rare in videogames. These play out in fairly non-interactive situations and thus are not any kind of revolution. But simply seeing a game where the core experience is a meditation on love, relationships, memory and what is really important in life, makes me really happy and hopeful.
1- Sword and Sworcery
This is by far my favorite game from last year. The videogame's strong focus on making something that blends interaction, music and visuals creates a really engaging experience. This is truly a game that aims to take you inside a another world and it is all about living it instead of trying to beat it. Another thing I really liked about it is how the game does not force you into continuing playing it. Sword and Sworcery actually explicitly tells you to take a rest and come back later between chapters. In an industry where it is all about getting players hooked and never stop playing, this is extremly refreshing to see. Combined with this, the game also asks you to reflect upon it and encourages the player to not just have a shallow, addictive experience. I really hope to see more of this! The game is not without flaws of course. There are lots of problems with the often annoying combat, repetitive puzzles, the twitter integration did not feel needed and some of the writing feels a bit too quirky and lazy. Still, Sword and Sworcery is quite the thing and I urge all of everyone to give it a go.Now I am interested to hear which 3 games from 2011 were your favorites!
The Problem of Repetition
The Causes
As I said earlier, the repetition has pretty much the same issues as trial-and-error. Since they are both about doing the same thing over and over, this can feel pretty much self-evident and not worthy of much discussion. However, while trial-and-error elements are more easily pointed out and can be directly addressed, repetition is more subtle and not always as obvious. Many of issues with repetition are also commonly seen as limits of the medium (or at least our current technology) and thus not really addressed. I do think these problems can be overcome though, and a first step is to figure out what give rise to them.
- Mechanics gets apparent
- Not a approach the experience as a competition. The less goals we set up for the player the less likely we are to need to repeat things for the player or to make them repeat their own actions.
- Make sure that the story is understandable without the need of info dumps. If the player is required to have story related information repeated to them, then I would consider that bad narrative design. The story should emerge simply out of playing.
- Skip the notion that players need to learn a system. I think this is mainly historical baggage from how software works for more practical application, where mastery of the system is essential. Creation of narrative art does not have this requirement though, and I think we should instead make the player focus on the representations (graphics, sounds, etc) that the system provide.
- We must demand more of the player and give them more responsible. We must teach them them live in our virtual worlds instead of trying to beat our game systems. As most games reward players for combing the virtual world for goodies this is not the easiest of tasks though. Our goal must thus be to undo this and reward roleplaying instead.
Thoughts on Heavy Rain
- When done right, the direct and free control method is by far the more immersive. However it also puts a lot of pressure on the character reacting in a proper way. Quite often, the character I was controlling ended up acting like a moron, walking into walls and the like, even if I really tried hard to control him properly. The constrained events do not suffer this problem, and have the characters act much more lifelike, but at the same time they do not have the same level of interaction required for deep sense of presence.
- Heavy Rain is at its best when simulating tightly space and time-wise bounded scenes. At these points it was much easier to give me a sense of having agency and to let me become one with the moment. The scenes self-mutilation, pushing through a crowd, escape from bench in cellar, etc are all great examples of this. Judging from what seemed to have worked best in Amnesia, I think a lot can be gained by taking this design further.
- The game is a great test bed for a game that has decisions with big ramifications, such as the death of main characters. My own conclusion from Heavy Rain is that all of these choices are probably unneeded and did not gain me much except the sense of missing out on the story. Interestingly, Heavy Rain feels quite different in this regard from a game like Fallout (with the, as mentioned, more higher level narrative simulation).
- Achievements (trophies on the ps3) really suck in story-centric game. Having gone through a scene and then getting a sort of grade, really removes the ability to make up your own mind of what just took place. It is quite similar to the "understanding between player and game" problem, as achievements has a high risk of going against the player's intentions (and does not really help gain anything).







