KEY TOPICS
These comments by Richard and Gordon express a fairly common theme we found among the experienced people we interviewed for this book. Design teams tend to walk nose-first into a wall of complexity by trying to shove every feature they can into a game or by not fully understanding, at the start of the process, the complexity of the interlinking among the game mechanics, player skills, and attributes, the player-manipulable objects, and the fields that can modify the objects and players themselves . Much of this comes from not actually completing the game design before major coding begins; designers rarely move into development with a full and clear understanding of just what the player experience will be on a day-in, day-out basis over a long stretch of time. The other major contributor to over-complexity is that designers can rarely articulate just who, exactly, the game is being built for. If you ask that question, the answer you're likely to hear is, "Uh, the hard-core gamer." If you ask a designer to define who the hard- core gamer is and why he/she should pay money for this game, you'll see a lot of finger-pointing at EverQuest ( EQ ) and Ultima Online ( UO ) , without much substantive detail. They instinctively understand that they don't know who the real customer will be and, to make up for that lack, they cram in every feature they can think of or have seen in another game. Designers who do not have a clear idea of what their target player's profile is ” especially designers who are inexperienced in a commercial atmosphere ”are liable to revert to this shotgun approach when they would benefit more from marksmanship. The solution to this problem is a relatively easy one, but it does require an experienced producer or executive producer to exercise "tough love" right from the start of the design process:
We guarantee it will be a sobering exercise, at the least. It will probably also create some true anger among some members of the design team, which is where the tough love comes in. As a team leader, you'll probably have to cut one or more features that the team considers crucial or to which they have formed an emotional attachment. Be ready for histrionics and fireworks, [1] and use the tools and information in this book to back up your decisions.
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