Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)

 < Day Day Up > 


You'll notice that though we've arrived at a working definition, we've come to no grand conclusion on the absolute nature of games. That's because we prefer to leave the question open to further investigation. The areas of structure we've mapped out are important to the process of design, and as such need to be clear. The areas left in shadow are just as interesting, and we encourage you to think about aspects of games that interest and inspire you.

Our goal in this exercise is to provide a starting point. It's not meant to constrict you as a designer. Having said that, terminology is key. The lack of a single vocabulary is one of the largest problems facing the game industry today. The terms we have suggested here are just that-suggestions. We use them consistently throughout this book so that we can have a common language with you with which to discuss the design process, and to help you evaluate and critique your designs.

Once you've gained experience with this process, then it's up to you as a designer to move beyond any limitations you find with it. Consider everything you read here a starting point from which you can jump off-a launch pad for your expedition into the world of designing games that will hopefully push the envelope and transport players to places they didn't imagine possible.

Designer Perspective: Warren Spector

Title

Studio Director, Ion Storm (also Project Director on Deus Ex PC and PS2 as well as several other games)

Project list (five to eight top projects)

How did you get into the game industry?

I started out, like most folks, as a gamer, back in the days.

Back in 1983, I made my hobby my profession, starting out as an editor at Steve Jackson Games, a small boardgame company in Austin, Texas. There, I worked on TOON: The Cartoon Roleplaying Game, GURPS, several Car Wars, Ogre, and Illuminati games and learned a ton about game design from people like Steve Jackson, Allen Varney, Scott Haring, and others.

In 1987, I was lured away by TSR, makers of Dungeons & Dragons and other fine RPGs and boardgames. There, I worked as an editor, developer and designer. I ended up managing the games division for a while and managed to write some adventures for AD&D, Marvel Super Heroes and other TSR RPGs. I also got to collaborate with Zeb Cook on The Bullwinkle and Rocky party role-playing games, with Doug Niles on Top Secret/S.I. and with Jeff Grubb on the Buck Rogers Battle for the 25th Century boardgame. In addition, I wrote a solo adventure book (One Thing After Another, featuring the Thing, of Marvel comics fame) and a novel, The Hollow Earth Affair, set in the Top Secret/S.I. universe.

1989 saw me homesick for Austin, Texas and feeling like paper gaming was a business/art form that had pretty much plateaued. I was playing a lot of early computer and videogames at the time and when the opportunity to work for Origin came up, I jumped at it. I started out there as an Associate Producer, working with Richard Garriott and Chris Roberts before moving up to full producer. I spent seven years with Origin, shipping about a dozen titles and moving up from AP to Producer to Executive Producer.

In 1996 I left Origin to set up an Austin development studio for LookingGlass Technologies and to Executive Produce their role-playing line in Boston. I'd had the honor of working with Doug Church, Paul Neurath and other LG folks on the Underworld games and System Shock, and the opportunity to work with them again and get more hands on with the games than I could as an EP at Origin was too good an opportunity to pass up.

A year and a half later, LG lacked the funds to keep the Austin office going, so we shut it down and I left to do a start-up. Instead, I ended up starting an Austin development office for Dallas-based Ion Storm and, even though the Dallas office went away, we're still going strong down here in Austin.

What are your five favorite games and why?

What games have inspired you the most as a designer and why?

There have probably been dozens of games that have influenced me but here are a few of the biggies:

What are you most proud of in your career?

I guess I'm pretty proud of the fact that 'freeform' gameplay, player-authored experiences and the like are finally becoming not just common but almost expected these days. From the 'middle' (44-6), to Underworld, to System Shock, to Thief, to Deus Ex, there's been this small cadre of us arguing, through our work, in favor of less linear, designer-centric games and, thanks to the efforts of folks at Origin, LookingGlass, Ion Storm, Rockstar/DMA and so on, people are finally beginning to take notice. And it isn't just the hardcore gamers-the mass market is waking up, too. That's pretty cool.

I'm hugely proud of having had the privilege of working alongside some amazingly talented people. It's standard practice in all media to give one person credit for the creation of a game but that's nonsense. Game development is the most intensely collaborative endeavor I can imagine. It's been an honor to work with Richard Garriott, Paul Neurath, Doug Church, Harvey Smith and so many others who will now be offended that I didn't single them out here! I know I've learned a lot from all of them and hope I've taught a little bit, in return.

What words of advice would you give to an aspiring designer today?

Learn to program. You don't have to be an ace, but you should know the basics. In addition to a solid technical foundation, get as broad-based an education as you can. As a designer, you never know what you're going to need to know-behavioral psychology will help you immensely, as will architecture, economics, history. Get some art/graphics experience, if you can, so you can speak intelligently with artists even if you lack the skills to become one yourself. Do whatever it takes to become an effective communicator, in written and verbal modes. And most importantly, make games. Get yourself on a mods team and build some maps, some missions, anything you can. Oh, and make sure you really, really, really want to make games for a living. It's gruelingly hard work, with long hours and wrecked relationships to prove it. There are a lot of people who want the same job you want. Don't go into it unless you're absolutely certain it's the career for you. There's no room here for dilettantes!

Deus Ex


 < Day Day Up > 

Категории