Combat : Special Operations

Refactoring

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

Refactoring

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 Games­Lol

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 Mike Darga

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 players

It 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.

- link

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 Fullbright’s blog — 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 “3 R’s of Game Design”.

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 smaller ‘snap­shots’ of the game 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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