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Game Design: How Do I Know I am Doing it Right?

February 18th, 2009

It occurred to me as I sat here going through dozens of game sound effects and game graphics that I don’t have the foggiest idea what I am doing.  Sure I have played plenty of games and have a clear vision of what this app should look like but beyond that, I have not read one book or one article about good game design.  I did stumble across The Hummingbird Manifesto but this is little more than a cheeky bit of pretty intuitive advice.  As my game development gets further along though I find that I have made dozens if not hundreds of decisions and all I am going off of is my past game play experience.

Atari Pong Screenshot

Atari Pong Screenshot

I am fairly confident I have limited just how much I can screw this up by keeping the game simple and without too much of a plot as this seems to add another layer of design complexity. This is why I chose to do a game based off of some of the original gaming platforms: these focused on the quality of in game play rather than depth and variety of sound or visual effects (of course there was no choice back then).

After just building what we have, and you guys will get to be the judges of how well we have done soon, I can say I really respect professional game designers.  To have the vision to not only create a fully developed plot but then to fold in the complexity of quality sound and graphics really is a huge effort.  Especially when you are inventing a new theme or world from scratch.  No wonder game budgets are becoming so enormous like Spore’s estimated $35 million and there are tons of Bachelor’s degree programs for game development and design like this one.

What I was wondering today is how much experience do you need other than the intuition behind knowing what you like when you see it?  I am not a gaming fanatic at all, I don’t own a single console or handheld gaming device and haven’t since the Sega Genesis!  I guess maybe the iPhone counts but I definitely didn’t buy it for the App store (purchased it a 4am after a night out in NYC on the day it launched – way before there was any talk at all of the App store).  I have played the Nintendo DS and it only interests me, as with all games at this point, if I can play with someone else.  The reason we are creating a 2 player version in our game is this: I only care about playing / creating a game for 2 players.  While I know that the XBOX live forum has mimicked this social interaction, for me I need to be in the same room with the person.  Trash talking just can’t be as much fun over a headset.

Crayon Physics Deluxe

Crayon Physics Deluxe

So what do you think?  Do you think more formal game development training and experience is important for creating iPhone games or can designing a simple iPhone game work the first time by amateurs?  We have seen Trism and iShoot work very well but you could argue that these were copying general proven themes and thus were sticking to relying on what was already proven to work.  One example of a very unique game idea that popped up last year by an independent developer was Petri Purho’s Crayon Physics (just came out on the iPhone).  If you have other good examples of other first time developers with truly original game design I would love to see them.

Update: I found an interesting post here talking about Gogogic’s initial design process for their games where they use flash to run through and explain the most common usage scenarios before coding.  A great approach for any kind of application design.   Also, if you have not seen the Photokast slides on product design they have 15 great tips from their experience here.

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  1. msanchezgrice
    February 20th, 2009 at 20:47 | #1

    Yeah one issue I didn't really foresee when I decided to blog the process was how hesitant I would be to share specifics. You are right though it is better to be safe than sorry – this is one lesson i would rather not learn the hard way.

  2. February 18th, 2009 at 19:12 | #2

    Believe me, I understand the bit about not wanting to prematurely reveal details of your App. I’ve been gassing about nothing in particular since we started Appy Place last October … all the while waiting for the time I can actually talk about our games. We were paranoid about product details in the console business (to a degree I found unnecessary), but given the quick development times of most Apps it is a genuine risk that your idea will be scooped out from under you and brought to market before you are done. So keep those cards close to your vest, but let me know when you’re ready to go public and we’ll plug you over on our blog.

  3. February 18th, 2009 at 18:14 | #3

    Thanks for the support, I will begin posting more images and background on the game progress as we get closer to launching so hopefully that will make the posts more interesting. I just wanted to be careful about sharing too much before we knew how much longer it would take!

  4. February 18th, 2009 at 16:51 | #4

    I think I’d regard my Hummingbird Manifesto as “snarky” rather than “cheeky,” but that’s splitting hairs.

    As far as formal game design education is concerned, I don’t think you can do better than the learn-by-doing approach you are taking right now. One of the most exciting things about the current iPhone games market is that the barriers to entry are so low. If it is your own money and your own time then there’s really no need to pursue design credentials, unless it is something you think you personally need. Back in my console days it helped bring a candidate to my attention if they had a degree out of Guildhall, but that was because I was going to be paying them a serious salary and putting them on a team tasked with creating a $15 million dollar videogame; I don’t think those kinds of qualifications are nearly so necessary in this market.

    Go for it, learn by doing, make mistakes and learn from them. The market will tell you if you are doing it right (or not). I look forward to what you are working on and have subscribed to your blog …

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