Blog Archives

Pacing Graphs And Proper Communication

Pacing Graphs are not just for you, and they are not just for other designers; they are for the entire team, and that means that they require meaningful context, game wide consistency, and clean communication. This means that you must construct your Pacing Graph a certain way, and it must match in style and meaning to the guy two cubicles to your left. The following will help you to overcome two major mistakes: a lack of clarity, and failing to recognize the difference between combat and cerebral tasks.

Depth vs Breadth in Combat Design: An Interactive Visualization

An interactive visualization of depth versus breadth in fighting games

One Great Idea And Two Crap Ideas Is Still Just One Good Idea

There is never any excuse for not doing your best work. Not one single stinking reason. You can bring up all the excuses you want, but at the end of the day, it is unacceptable to not bring your A game. I overheard two people having an argument today, and it drove me home to [...]

Every System Designer Must Study Economics

How much experience should this monster give? What drop rate should we set on this item? How do we know two functionally distinct items are worth the same amount? Economics is the study of choice under scarcity, and one of many ways to discuss player motivation is to view it through the lens of economics. [...]

The Importance Of A Feature Does Not Determine The Order It Gets Designed

Long title is long. I tried a few different titles, and they all failed to convey my intent. But before we get to my intent, some backstory. One of the biggest hurdles I had to overcome as a system designer was my obsession with “efficiency”. I am a scientist. It defines everything I love about [...]

 

April 4, 2011

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Do Your Research

Game design demands a lot of research. Good ideas come from all around you, and it is the height of arrogance to assume that you and you alone possess the power to envision undreamed solutions. Don’t be that asshole that thinks, despite all evidence to the contrary, that they shit gold. This manifests so often, [...]

The Art Of The Pitch

It is not every day that you get a chance to pitch an idea for the game. When that day comes you damn well better hope you are ready, and being ready means a lot of practice

I Hate Giant Design Docs And You Should Too

I have nothing but contempt for Design Bible evangelists. It would be one thing if its proponents were off in their corner of the universe — awash in their own sea of ignorance; alas that is not the case, and people still push the idea that bigger is better, longer is stronger, and information density [...]

Rushing Ideas To The Computer Ruins Designs And Wastes Everyone’s Time

Inspiration has struck. This is it. You know what to do, what it should look like, and how it should function. Holy shit, this idea is awesome, and off you are running. All you want to do is jot this down, write it up, or lay it out. What image just popped into your head? [...]

 

February 26, 2011

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What Kratos Taught Me About Combat Encounters

Players want to kill the unkillable, solve the unsolvable, and explore the unexplored, but most of all, they want to feel they have accomplished great things