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Game Design
Since game design lies at the heart of my interests in game development, I decided it deserved its own thread. And to start things off, I will quote Warren Spector and his “process” for determining how far to take a new game idea.
Follow up:
Warren Spector’s Seven Questions:
The Seven Questions I always ask myself to determine if an idea is worth pursuing:
1. What are we trying to do? What’s the core idea?
2. What’s the potential? Why do this game over all the others we could do?
3. What are the development challenges? Really hard stuff is fine — impossible or unfundable? Not so good…
4. Has anyone done this before? If so, what can we learn from them? If not, what does that tell us?
5. How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!
6. What’s the player fantasy and does that lead to good player goals? If the fantasy and the goals aren’t there, it’s a bad idea.
7. What does the player do? What are the “verbs” of the game?
If I can’t answer the questions above, or the answers come out negative, the idea never makes it to the next stage — conceptualization. If the answers are positive — if there are good reasons to make the game, the development challenges aren’t too bad, the idea is well-suited to the medium (i.e., NOT a love story game!), we move on to concepting and the real fun begins.
So, for me, the scenario goes like this: After frustration comes reaction; after reaction comes questioning; after questioning comes concepting; after that, all hell breaks loose (and if you’ve ever made a game, you know exactly what I’m talking about…).