Article “BASIC GAME DESIGN”
Intro
Imagine you are playing a first person shooter. You walk around and you have a nice collection of big guns where you can choose from, when you shoot with one of the guns a cute bullet flies out of the weapon and when it hits the enemy it creates a flashy explosion and the enemy is death… Its fun and you play it the whole day.
But why is this game fun? Is it just because of the big guns? the more blood, violence and flashy explosions the more fun the game is?
No, defenatly not, there is alot more going on when you play a game and have fun.
So how do we make games fun? That - is game design.
“So how do we make games fun?”
That question takes alot of time to answer… Game Design is a very complex thing and
it takes alot of time to become good at it, there are only a few people who really master it. But you should learn it if you want to develop a good game, a game that people are actually going to play.
Now, I’ll try to answer that question in this article. Note that I said “I’ll try”, I still have very very much to learn so I am not an expert game designer yet. I will just try to teach you the basics in this article… I guess thats why I called it “Basic Game Design”.
Interactivity, Conflict, Safety.
Interactivity, Conflict, Safety… Those are 3 things every game should have.
I’ll describe each in turn.
Interactivity
A game is not a static picture or a movie. But a world in which the player can interact with the things in it.
Interactivity is an extremely important element of a game, if there is no interactivity in the game, then it is not a game.
Conflict
Another important element in a game is conflict.
The player has to archieve a certain goal, like collecting all the keys to open a certain door.
When the player can collect all the diamonds without a single problem (like just walking to the diamond), then the game will probably be quite boring.
You have to let the player work for the diamonds, for example: the player has to defeat a strong enemy and when thats done, he’ll recieve a diamond.
Safety
A fun thing about games is that you can fight in an epic battle, be a commander of a mighty army and so on without shedding a drop of blood.
A game is a save way to experience reality or something that is kinda dangerous.
Therefore I think that it is important to give the player the ability to save the game state in a hard/long game, if your game works with save points (a certain place in the game world where you can save your game for example) then it is not a bad idea that you place a lot of those save points. Otherwise the chance on frustrated players is higher becuase they are afraid from losing and then have to replay a big part of the game again. And a frustrated player is never a good thing.
These things are fun to know, but they do not explain how to make a game fun.
Goals
A game needs a goal, like defeating the end boss, winning the match, reaching the end of the story etc.
For simple games a single goal may be enough. For long games there should also be some sub-goals. Like defeating that guy to continue to the end boss or something like that.
There should also be a reward when the player has reached a goal, like gaining a certain weapon. Otherwise there is no reason to reach that goal, it really makes the game more fun when there is a reward…
It may be a good idea to add some optional sub-goals to a game, like entering a dangerous dungeon to find a chest that contains an item that helps the player killing the end-bos. The player doesn’t have to reach that sub-goal, but the end-boss will be more easy to defeat, the decision is up to the player.
Note that some games have more then one end-goal, or the end-goal is not clear. This is true for many MMORPG’s and Open-Ended RPG’s.
Decisions
To reach this goal, the player has to take decisions. An extremely simple example of this is when the player has to find a treasure chest in a dungeon. But the way splits so he has to decide… will he go to the right, to the place where the treasure chest is (the player does not know this ofcourse) or will he go to the left, where a very ugly slimey monster is who will grab the player with his green arm-looking-thing and then put him in his giant, stinking mouth to eat him on a very unpleasant way (same here, the player doesn’t know that there is such a monster on the left way ofcourse heheh).
Like I already said, this is a very simple example, and it would be kinda boring when that is the only decision the player has to make. But other decisions can be things like choosing what weapon the player will use in a shooter game, that is a decision that he has to take multiple times trough the game.
These things are important and they make a game more interesting.
You should also think about why people play games, what things in a game makes them play it. One of those things is Fantasy, fantasy can suck the player into a world that is very diffrent from the real world. Its like an escape from the (sometimes hard) world people see everyday.
Another thing is Image, sometimes people play games to prove themselves, this is especially true for multiplayer games.
Try to find more of these sort of things yourself, play a few games you like and ask yourself the question “why do I play this game, whats so interesting about it?”, and maybe that thing fits in the design for the game you’re making too…
A note on graphics and Sound
Graphics
Some people seem to think that graphics make a game fun, this is a wrong thought ofcourse. Graphics are there to support the gameplay, when there is no good gameplay, graphics are totally useless. But when the game does have a good gameplay, then graphics can be quite interesting. They can be used to make that scary level more believable, the player can immerse himself better into the game, and that way the level becomes more scary.
Sound & Music
Sound is a very powerfull something. In level design it can be used to create an interesting atmosphere, like the sound of screaming kids in a dungeon can make that place very scary, while the sound of singing birds in a forest make the player calm. It can also improve the gameplay, when the player hears the footsteps of a monster that he didn’t noticed yet for example.
Music is powerfull too, music can make the player happy or sad, agressive or calm.
A funny song can turn that very scary cave into a funny, non-scary place.
Conclusion
Ok, so that was an introduction to game design… It was quite hard to write this short article, because when you design a game you have a sort of “feeling” which tells you when a certain feature of your game is good and interesting. It is hard to write down this “feeling”, but as you have more expierience in game design, you will develop this feeling too.
I hope this article was helpfull and that you learned something from it.
- Bob “Fenryal” Mees
I would recommend you to read this book if you want to learn more about game design:
http://www.erasmatazz.com/free/AoCGD.pdf
It is free, but really a very good book.
Other links of interest are:
www.erasmatazz.com
http://www.gamedev.net/reference/list.asp?categoryid=23
http://www.gamedev.net/community/forums/forum.asp?forum_id=17http://www.gamasutra.com/

