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#ActualShane C

Posted 26 October 2013 - 08:08 AM

Note: The following is opinion-based rather than completely fact-based.

Game design is the process of trying to figure out what works well in a game. In the case of commercial studios, they probably go by their own opinion or what they think will sell well. In the case of indies, the best thing to do seems to be:

1. Go by your own opinion of what works well, just make sure it's polished!
2. Ask for peer feedback of the idea on Gamedev.
3. See what other games are doing.

Often when discussing Game Design with people, you will get into debates. For debates, the one thing you want to keep in mind is the list of Logical Fallacies http://en.wikipedia.org/wiki/List_of_fallacies, and keep them in mind and point out when your opponent commits them, which they probably will. All but the most experienced debaters do. However, some of the most experienced debaters of all I have seen use Reasoning. To me, Reasoning is being able to appeal to a person and possibly even commiting a few Logical Fallacies in the process. The inexperienced debaters commit Logical Fallacies on a regular basis, the experienced people try not to commit them at all, and the extremely experienced debaters are so cunning, they know the rules and how to bend/break them when it comes to Logical Fallacies, and can backpedal their way out of anything.

Which gets me to another point in general:

An inexperienced or experienced person should follow books and tutorials, and not go off-track, for best results.
An extremely experienced person can go off-track, because they know when to break the rules of Game Development and when not to.

There are many facets involving Game Design, and I will list some of them:

Art - For art, it is best to follow tutorials to learn. There are a lot of fallacies involving art. People mistakenly call any sort of pixel-based art Pixel Art, when high-resolution Pixel Art is just called Raster Art.

Programming/Technology

Music - Music is harder to make than art, in my opinion. You have to write the music, then compose the music. Those who don't write the notes out and play by ear instead seem to make mistakes in their music more often than those who don't.

Sound effects - Sound effects are easy to make. They can be programmed, designed, or recorded.

Writing - Writing is one of the most subjective aspects of Game Design. In book writing, there are certain rules to follow involving proper writing and format to submit to publishers. In game writing, anything goes, you just have to remember you are writing for a game and not a book. Be careful about writing a lot for your game, because the more writing you have, generally the more content you will need for the game.

On Game Design Documents:

A game design document is extremely useful even when you aren't part of a team. I used one once for a game and followed a schedule and made the game exactly on schedule because I pushed myself to complete the schedule objects. This avoided feature creep and did something which was rare for me, completing on-time.

Getting hot in game development:

People who do stuff off and on do worse than people who do stuff constantly. People who do stuff constantly get "hot", a sports term for becoming extremely good at something. There are people who have programmed constantly for 9 months who can beat my programming experience off and on of 13 years, because they are "hot" at the moment.

Game Design is beautiful but in my opinion, it is also an extremely subjective madness. I have a lot of experience when it comes to writing, game design, and game development, but I still produce things such as writing that the community doesn't like. I feel qualified for writing this forum post because I have 13 years hobbyist game development experience and am in college for Game Art & Animation, but I realize, this doesn't make my opinions fact. I also know somewhat about the process of debating because I've been doing it as a hobbyist sport for years.

I'm not really interested in writing a book right now, just this article. But I will write more articles if you want me to, just name the subject.

What I wanted to achieve with this article was to teach and to introduce a few not-talked-about concepts of mine, which are open for discussion.

#1Shane C

Posted 26 October 2013 - 07:28 AM

Note: The following is opinion-based rather than completely fact-based.

Game design is the process of trying to figure out what works well in a game. In the case of commercial studios, they probably go by their own opinion or what they think will sell well. In the case of indies, the best thing to do seems to be:

1. Go by your own opinion of what works well, just make sure it's polished!
2. Ask for peer feedback of the idea on Gamedev.
3. See what other games are doing.

Often when discussing Game Design with people, you will get into debates. For debates, the one thing you want to keep in mind is the list of Logical Fallacies http://en.wikipedia.org/wiki/List_of_fallacies, and keep them in mind and point out when your opponent commits them, which they probably will. All but the most experienced debaters do. However, some of the most experienced debaters of all I have seen use Reasoning. To me, Reasoning is being able to appeal to a person and possibly even commiting a few Logical Fallacies in the process. The inexperienced debaters commit Logical Fallacies on a regular basis, the experienced people try not to commit them at all, and the extremely experienced debaters are so cunning, they know the rules and how to bend/break them when it comes to Logical Fallacies, and can backpedal their way out of anything.

Which gets me to another point in general:

An inexperienced or experienced person should follow books and tutorials, and not go off-track, for best results.
An extremely experienced person can go off-track, because they know when to break the rules of Game Development and when not to.

There are many facets involving Game Design, and I will list some of them:

Art - For art, it is best to follow tutorials to learn. There are a lot of fallacies involving art. People mistakenly call any sort of pixel-based art Pixel Art, when high-resolution Pixel Art is just called Raster Art.

Programming/Technology

Music - Music is harder to make than art, in my opinion. You have to write the music, then compose the music. Those who don't write the notes out and play by ear instead seem to make mistakes in their music more often than those who don't.

Sound effects - Sound effects are easy to make. They can be programmed, designed, or recorded.

Writing - Writing is one of the most subjective aspects of Game Design. In book writing, there are certain rules to follow involving proper writing and format to submit to publishers. In game writing, anything goes, you just have to remember you are writing for a game and not a book. Be careful about writing a lot for your game, because the more writing you have, generally the more content you will need for the game.

On Game Design Documents:

A game design document is extremely useful even when you aren't part of a team. I used one once for a game and followed a schedule and made the game exactly on schedule because I pushed myself to complete the schedule objects. This avoided feature creep and did something which was rare for me, completing on-time.

Getting hot in game development:

People who do stuff off and on do worse than people who do stuff constantly. People who do stuff constantly get "hot", a sports term for becoming extremely good at something. There are people who have programmed constantly for 9 months who can beat my programming experience off and on of 13 years, because they are "hot" at the moment.

Game Design is beautiful but in my opinion, it is also an extremely subjective madness. I have a lot of experience when it comes to writing, game design, and game development, but I still produce things such as writing that the community doesn't like. I feel qualified for writing this forum post because I have 13 years hobbyist game developmemt experience and am in college for Game Art & Animation, but I realize, this doesn't make my opinions fact. I also know somewhat about the process of debating because I've been doing it as a hobbyist sport for years.

I'm not really interested in writing a book right now, just this article. But I will write more articles if you want me to, just name the subject.

What I wanted to achieve with this article was to teach and to introduce a few not-talked-about concepts of mine, which are open for discussion.

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