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Evolutionary Design
A
practical process for creating great game designs
Page 1 of 6
Table
of Content
Page
1
Table of Contents
Introduction
Board Games and Novel Writing
Page 2
Giants and
Castles,
The Evolutionary Process
The Death of the Ego
Page
3
Focus on a fundamental activity
Play the Game
Observe the Game
Page
4
Identify Problems with the Game
Common Economic Issues
Common Psychological Issues
Page
5
Create new rules
The Life Cycle of an Evolutionary Design
Expanding the Evolution Metaphor
Page
6
Using Evolutionary Design for computer games
A Proven Technique
The Benefit of a Process
References
Introduction
Game design,
in its most pure sense, is the creation of the rules that govern
the gaming environment. At the base of every finished game is a
game design. Strip away the techno-geek graphics and the ambient
sounds. Strip away the marketing hype. You are left with a set
of rules driving minimalist iconic representations. A strange miracle
occurs. People enjoy playing the game. Yes, people enjoy playing
Tetris, Net Hack, and pixilated games from the early 80s. Developers
even enjoy playing the primitive prototypes used to test their ideas.
Why? Because the rules that govern the gaming world create an entertaining
experience regardless of the eye candy piled on top.
The
successful creation of these rules is not magic. We’ve seen process
charts for art asset creation. There are dozens of development
strategies for producing quality code. This essay attempts to derive
a game design process, a coherent set of interelated practices that
help ensure quality design.
First
I made the relatively safe assumption that people exhibit predictable
responses to reproducible situations. Next, I noted how game designers
create a given psychological situation in the player’s environment
that cause players to respond in a variety of desirable ways. I
recorded proven practices that help create these enjoyable gaming
environment . Finally, we organize the practices into a highly disciplined
iterative process that dramatically improves the ‘fun’ of a game
project. For lack of a better term I call this process Evolutionary
Design.
Board
Games and Novel Writing
The practices
of game design are derived from intimate experience with a wide
variety of game projects. The core principles that drive a simple
arcade game like Pac man should also be evident in a sophisticated
tour de force like Deus Ex. With this thought in mind, I analyzed
the design process of a lowly board game.
“A
board game”, you cry. “Such a thing has no cut scenes or fuzzy
logic NPCs!” I concede there are differences. Writing a novel
requires a variety of additional techniques not found in a short
story. Still, the rules that build a good short story are found
in abundance in a novel. If a designer can successfully create
the minute-to-minute user experience in Donkey Kong, then he or
she has a powerful foundation for creating a much longer involved
game such as Mario 64. A board game is lot less complex than Donkey
Kong, and as such it is a perfect vehicle for discussing game design
fundamentals.
The
questions I ask in computer game design end up being the same questions
I need to ask in board game design. What makes the player want to
play another few minutes? What is an efficient process of rule creation?
What are the pitfalls of balancing a game and what are techniques
that help avoid these pitfalls? If my board game produces answers
that parallel useful solutions for video games, then perhaps we
have stumbled upon a set of universally helpful design tools.
One
should never be afraid to discuss 2,000 years of massively successful
non-electronic gaming in the same breath as Doom XXV.
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