{"id":135,"date":"2008-04-21T07:55:44","date_gmt":"2008-04-20T21:55:44","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=135"},"modified":"2008-07-01T19:56:10","modified_gmt":"2008-07-01T09:56:10","slug":"how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/04\/21\/how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas\/","title":{"rendered":"How to design an awesome game, part two : Ideas are a dime a dozen"},"content":{"rendered":"
In part one, I said that I was going to focus on awesome gameplay, as opposed to awesome graphics or sound or etc.\u00a0 And since awesome gameplay rests on having an interesting and unusual gameplay mechanic, this means that we need to think about ideas.<\/p>\n
It’s often said that in the game industry that ideas are a dime a dozen;\u00a0 they’re virtually worthless on their own.\u00a0 And to a certain extent, this is true.\u00a0 In terms of time and manpower, implementation details are far more costly and make a far greater impact in the bottom line;\u00a0 that is, whether or not a game is good.<\/p>\n
People say this because there is no shortage of good or even great ideas. Brainstorm for a minute or two and anybody even vaguely familiar with the gaming industry can generate a dozen or more, just by copying and recombining elements of existing games in a slightly new way.<\/p>\n
But if our goal is to make an awesome game — not just a good or popular one (and let’s not kid ourselves;\u00a0 awesome games frequently do not do well in the market, despite rave reviews) — then we need an awesome idea to start with.\u00a0 I’m going to assert that the difference between a good game and an awesome game rests entirely in the quality of the initial idea.<\/p>\n
(I’ll also assert that the difference between a good game and a great game is entirely unrelated to the core idea.\u00a0 And since great games sell better than awesome games, most game makers don’t even attempt to make awesome games — awesome games usually require a lot more work, and usually earn a lot less!)<\/p>\n
So what separates a good idea from an awesome one, and how can you distinguish between them?\u00a0 More beneath the fold.
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I’ve been putting a lot of thought into this, and have been working out a framework for classifying awesome ideas.\u00a0 My suspicion is that any idea which passes all of these requirements is likely to be an awesome idea.\u00a0 Which isn’t to say that any game based upon an awesome idea will automatically be an awesome game; just that it has the potential to be one.<\/p>\n
Simple rule of thumb:\u00a0 If the central idea is more than 25 words or two sentences long, then it is almost definitely too complicated to be awesome.\u00a0 The very best ideas can usually fit down into 15 words or less.\u00a0 Complicated ideas are always much more difficult to convey to a development team (if any), and to end users, and so tend not to be as intuitive or compelling.<\/p>\n
This is another basic rule-of-thumb one.\u00a0 If particular central idea has spent words mentioning popular television\/film\/etc characters or settings, then it almost certainly isn’t an awesome idea.\u00a0 There’s nothing necessarily wrong with working on licensed games, as long as you recognise that you’re working on a game first, and a licensed property second.\u00a0 This is one reason why licensed games have such a bad reputation;\u00a0 the folks making them start with the license and then try to figure out a game to make based on it, when they should be working the other way around.<\/p>\n
Awesome game ideas are rare enough to come by without restricting yourself to the ones which will work with a particular licensed property you want to use.\u00a0 If you want to do something awesome, make the awesome idea first, and then go looking for an appropriate licensed property to match the idea later, if you must.\u00a0 The best place for this is in the full game design document, not in the core game idea.<\/p>\n
An awesome idea contains a verb which says what the player does in the game.\u00a0 Be extremely skeptical of ideas which contain the verb “is” or “are”, or which merely describe a setting, as in:\u00a0 “The player is a renegade cop out to get revenge for his murdered partner” or “It’s an FPS set inside a giant torus, which spins so that outside surface of the torus is always ‘down’.”<\/p>\n
I get an immediate gut reaction when I hear an awesome idea.\u00a0 I suddenly get a mental cascade of game mechanics which seem to just fall out of the core idea automatically;\u00a0 they’re simple and obvious, and totally natural extensions of the core idea.\u00a0 By comparison, the usual “dime-a-dozen” ideas which tend to spark good and great games usually require a lot more work to develop their appropriate gameplay mechanics.<\/p>\n