The Top 10 Things I Learned in My First Semester, #6

Visuals matter, even at the playtesting stage. First and foremost, they attract testers. People will stop and ask about a visually appealing game, whereas you’ll have to work to drum people up for a game that’s scrawled on a sheet of paper.

Second, they help teach the rules. If all of your components are 3″ x 5″ cards with numbers on them, your game will seem more complicated than it is. Using some graphic design will help testers engage with the game in a deeper way, since they won’t be wasting energy trying to remember which featureless cards go on the left and which go on the right.

Don’t waste time making art for every prototype, especially early ones. When you have an idea that’s working, though, take the time to do some simple graphics for it. Your process will benefit a great deal.

Theory: The Top 10 Things I Learned in My First Semester, #7

There’s good juice and bad juice in video games. Good juice directs the player’s attention to where it needs to be, and clearly indicates what the situation is so that the player can respond correctly. Bad juice either misdirects the player or gives confusing feedback. Don’t simply assume that your game is automatically getting better because you’re putting more juice in; test to make sure the juice is the good kind.

As a negative example, take a look at Super Street Fighter II Turbo. The particle effect for a blocked attack is blood red, while the effect for a successful hit is light blue. Although this might sound arbitrary-but-harmless, it’s pretty confusing during a fast-paced match. Seeing what looks like blood splatter, but is actually an indication that no blood was spilled, can easily lead to wrong play. Avoid bad juice!

Theory: The Top 10 Things I Learned in My First Semester, #8

Think first, code second. If you launch into programming instantly, you’ll find yourself making design decisions without even realizing it; implementing a feature this way instead of that way will constrain what you can do later. Know where you’re going, at least in a general way, when you sit down to the computer; it will help ensure that you’re in charge of the tool, rather than the other way around.

Furthermore, once coding begins it gets very hard to zoom out and think about design issues. Moment-to-moment bug fixing, architecture, graphics and sound . . . an endless series of implementation problems start demanding attention. While it’s tempting to get something on the screen as fast as possible, use the time when those concerns are still in the future to focus on the design and make sure that it’s as strong as possible.

Theory: The Top 10 Things I Learned in My First Semester, #10

It’s possible to create a game that’s fun, not because the design is good, but because it’s built on an inherently fun activity. When working on a game whose foundation is something like Truth or Dare–something that’s popular even before your game gets involved–it’s critical to pay close attention to what your design is doing. You’ll get lots of positive feedback just because the foundation is entertaining, even if your design isn’t adding a lot of value (or, for that matter, is subtracting some value!). Listen closely to the feedback, and make sure it’s about your design, rather than the underlying activity.

Theory: Don’t Whistle Past Graveyards

While in law school, I was advised never to “whistle past a graveyard”–to ignore a potential problem. It’s equally good advice in game design. If you can imagine a problem, players will certainly encounter it, and in its worst possible form.

Playtesting today reminded me of this in no uncertain terms. I knew it was possible to move one’s general in Phalanx to awkward places in the middle of formations, and thereby prompt weird behaviors–but who would do that?

Everyone. Everyone will. And why not? The game allows it, so surely it’s good sometimes . . . .

I’ll be taking that ability out of the game. More importantly, though, I’ll be taking the lesson. Don’t whistle past graveyards. You’ll always have to go back and deal with them later.

Phalanx: Dear Me

Dear Me,

You got a lot of great feedback today. That means it was a good day for the game!

Now, 48 hours from now something is going to be broken again–probably a lot of things. You’re going to be hip-deep in trying to get your code to work. There’s no reason to deny it; that’s always how this sort of thing plays out.

When immersed in the code like that it can be difficult to remember what the real goals are, as distinct from what the very next step of get-this-to-work requires. Ergo, I’m noting the feedback here, where you’re sure to look. 😉

  • Bodies are distracting; look like they should still be something the player can interact with. Either get rid of them entirely or make them more obviously not like active pieces.
    • Animation for dying that then goes away?
  • Small sparks indicating where formations have hit each other head-on.
  • Board colors are too intense; looks like a camo pattern, or just like digital blur. Do something different; perhaps muted colors with a layer of grass at the bottom?
  • Only highlight the last formation created; highlighting all of them becomes less useful over time.

Good luck!

– You

Theory & Link: Video Game Tutorial Design

Another great resource, sadly not centrally indexed anywhere: Julia Keren-Detar’s talk on designing video game tutorials.

What’s particularly striking to me about this situation is that this talk isn’t hosted on the GDC website, or DiGRA’s, or at any other location where one commonly goes for this sort of discussion. One has to know it exists to find it. That’s clearly not OK; we really need a better clearinghouse for industry knowledge!

Theory: Mark Herman on (War)game Design

Yesterday I got to hear a spectacular talk by Mark Herman, longtime wargame developer and former CEO of Victory Games. Among the things I learned:

  • Games feel better when it’s clear whose shoes the player is standing in. Don’t just make the player “the UK;” make the player “Churchill.”
  • To choose the right level of abstraction, think about (a) the story the game is meant to tell and (b) who the player embodies in the game. Knowing that you’re building a game about grand strategy wherein the player is Churchill will drive you toward including certain things and omitting others. By contrast, if you’ve decided to tell a story about taking a specific bunker with the player as Sgt. Rock, that will naturally push you to incorporate what Sgt. Rock cares about and can interact with.
  • If there’s something that’s important but outside the level of abstraction for your game, don’t include a whole model for it. Instead, incorporate it as an element in a mechanism the game already has. For example, if your game has event cards, make it one of the cards.
  • Charles Roberts made wargames enormously more fun through the simple idea of being allowed to move some, all, or none of your pieces. Much of the fun of chess is building up a combo of moves—but doing that in chess is very hard. Allowing players to move lots of pieces at once made the fun of combos accessible.
  • Your game is done when you’re addicted to it.
  • Keep abreast of the market and its requirements. 100-hour campaigns used to be OK; today, the market won’t support them. It’s more fun as a designer to create games players will actually play!

Link: PRACTICE 2015 Tumblr

Records of conferences are one of the best sources for game design information. As a field, we don’t do a good job of storing information over the long term (a point Leigh Alexander made at a conference this past weekend!), but we at least have central locations were the data is made available. The recordings and documents that come out of those conferences become the closest thing the field has to searchable, peer-reviewed journals.

For that reason, I’d encourage you to take a look at the Tumblr for PRACTICE 2015. The conference was excellent, and the people running the Tumblr did an amazing job of getting key information down. Give it a look!