by gekido on Jan.31, 2010, under Combat Spec Ops

As you may have noticed, haven’t posted much of yet this year. Sort of took things back to the drawing board, so to speak, to try and figure out the best plan going forward. The ‘critical path’ so to speak that will get me to the point of having something to actually release.
See the problem is that I have the entire ‘grand scheme’ game designed, planned and organized, but the big issue is just the sheer amount of time that it’s going to take to implement it all. Being an Indie (and even more importantly, being a single-developer indie), this means that everything that I want to get into the game — I have to implement personally. Whether it’s a new model / prop, feature for the character’s to be able to do or otherwise.
Found a couple of great articles / blogs that have helped me alot with regards to narrowing down the focus of the game, while keeping the core of what my original intention is intact.
First, before I get into more detail, a few quotes:
Destroying is often a necessary step in creativity, but it’s a scary step to take. You never know for sure if making drastic changes or even starting over is going to pay off.
- from
Know what game you’re not making
In game design, there’s a very similar temptation to pack ten thousand features into every game. You want to keep players with every possible playstyle happy, sell your game to every imaginable demographic, and include ideas from every member of your team.
from
This point is important enough that I’ll post a second bit from the article:
Defining nongoals
It’s important that each member of your team is easily able to find out what goals are and aren’t important for your game. Features will often worm their way into your game because a prominent game has it, one team member really loves that idea, or over time people simply forgot what the team’s goals were.Here are some ideal times to state goals and nongoals for the game or a feature:
* In the initial game pitch
* When announcing the project to your team
* In the design document
* When training a new hire
* At the beginning of a meeting
* When pitching to your publisher
* When planning your marketing
* When announcing new features to your playersIt also couldn’t hurt to have a very prominent list of goals and nongoals on your internal webpage or pinned up in the conference room.
A second quote from Mike:
Learn to recognize which parts of your game and playerbase aren’t important. Your favorite part of the game may be something the playerbase doesn’t care about, and there are some players who care about things that it isn’t in your best interests to focus on.
-
As he points out, this could be perceived as a ‘fairly sinister-sounding quote, after all.’, but it is very much worth considering when analyzing your own designs.
He breaks it down into a number of important points:
1 — Know what game you’re making, and for whom
2 — Keep your design focused
3 — Market your game honestly
4 — Dance with the ones that brung ya
However, the essential point that needs to be brought up and truly understood is that of Feature Creep.
The best way to avoid feature creep is to make a firm choice as to what game you’re not making, and which audience you’re not trying to appeal to.
Another blog that has been aA big help has been — he has a lot of cool insightful posts that get to the core of what I’ve been needing / wanting to analyze and ‘refactor’ with regards to CSO’s development.
Basically what it comes down to can be summed up as this:
1) I have a larger / bigger ‘grand scheme’ of what I want to accomplish than is feasible given the resources that have been dedicated to the project. Being able to look at a design realistically is always important, but equally difficult.
Fullbright suggest running designs through what he calls the “”.
2) The ‘big concept’ has multiple game modes, each with potentially their own interface / control scheme and development requirements. There was an excellent article (that I can’t find the link for again unfortunately) that covered this topic better than I will be able to, but suffice it to say, that for each unique game mode that a game has, production increases in difficulty. I’m still looking for the article because it was very insightful and helped me alot, but in the mean time…
This all brings me to the point of this post. As I have been developing the various features of the game, as per the design spec, I’ve been fairly pleased with how they have come along — but when looking at the game as a whole, it’s become more and more obvious that instead of a single overarching (and more importantly, unified) game, I have, effectively, 3 prototypes of various elements of a game. I could feasibly break each of the 3 game modes into stand-alone games, each with their own development effort.
Let’s look through Fullbright’s R’s as a way of analyzing this:
Restraint
Restraint is the act of resisting the urge to throw in every idea you have simply because it sounds cool, awesome, or hilarious.
Rigor
Rigor is applied through the act of objectively and deeply considering the practical implications of an idea. No design element is an island– in fact, almost every design element is connected to every other by a complex web of dependencies.
Rationale
If Restraint questions the “what” of your idea, and Rigor questions the “how,” then Rationale questions the “why.” Does this idea fit into the broader experience– the identity of the gameworld, the conceits of the fiction? What is your justification for this thing’s existence?
So, to finish up before I bore everyone even worse than I have already, the short version of the story is that over the past month (or so) been taking a look at what I have created to date and running each and every thing through the R’s.
At this point I can say that I have figured out what the short-term focus is going to be — of course this does mean that I’m potentially shelving some of the things that I’ve implemented already, but that’s all it is — it doesn’t mean that they can’t resurface in later phases of the game and/or as new games.
I’ve also been following the trials and tribulations that the developers over at ZeroPoint have been having while they try to create Interstellar Marines. I am particularly interested in the approach that they have decided to take with the production of the full game. Instead of creating something that is grandious, requires going off to the lab for 3 years with nothing to show for it until it’s finally done, they have started to produce and (more importantly I believe), actually get them out as playable, released mini-games along the way. Very inspiring and has given me alot of ideas as to an approach that will work well for CSO as well.
More soon…
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