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Tag Archive for Game Design

Time and timing…

One of the things I have noticed in developing games is the difficulty in accurately figuring out how long it’s going to take to complete any given task. It’s the kind of thing that really only comes about when working with an established team, when you’ve been working together on one or two projects, you get a sense for how accurate the team members estimates are, how long it can take to create specific assets, etc.

But when your team is new, or ever changing, it’s a much stickier wicket. You don’t have that experience to fall back on and you are required to, well, trust your people and make a good-faith guess at the timeline. This happens so often, you’d think it would be an “understood” almost an industry standard. If you’ve been a producer on multiple projects, over time you learn how to counter this, you know about how long the last three projects took and can project what is going to happen with the next. It’s an experiential value, one you can’t get through a degree, through managing a project or two for the Game Design club. It’s the kind of thing that takes time and boots on the ground, so to speak.

So when young and inexperienced, or even when you jump from producing games of one stripe to games of an entirely different sort, what do you do?

Well, “Marc’s Rules of Research” number one states “If you don’t know the answer, ask someone who does.”.

Chances are you are going to know at least one established producer if you’ve come this far. Ask them. You’re not going to get a “this is what you do” answer, it’s going to be more anecdotal, than what you might have been expecting, but buy him/her a beer and listen up, because the answer is *in* there, an average of what had to be done for this project versus that project versus the other thing. Be appreciative and ask leading questions, they are handing out experience you haven’t had time to get yet.

If you *don’t* know any producer types, and aren’t enough of a social barracuda to get through the mobs at GDC or Pax to do more than cross business cards, there is another basic rule of thumb you can work with. This is pulled from the old hoary chain-smoking advertising guys lectures (and may have a touch of Mr.Scott in there to boot, the guy was quite a Trekkie). Take your best, well thought-out guess and double it. You’re still going to come up short, but not catastrophically so.

This project I’m working on now, it ought to be done. My inexperience is showing, but there’s no way through but forward. Everything is again on track, moving towards the inevitable (and glorious) conclusion, but the bumps in the road are all almost directly attributable to my inexperience in timing, in making sure the right assets get developed in the right order and delivered to the right people at the right time.

Can I fix this? Absolutely! Every bump, every lost contractor, every hiccup has shown me ways to improve this process.

Will it go more smoothly next time? Absolutely!

Do I lie awake at night mentally flogging myself for failing to make a deadline clear or for forgetting a crucial component? Absolutely!

But it has been an enlightening process and I can already see how this experience is helping me set up the time and timing better not only for the remainder of this project, but for the next three I am already lining up.

I’m just here for the minigames…

It’s almost a guilty pleasure isn’t it?  I mean, with the industry so focused on the super high end of the newest and niftiest technology that can be cranked out by the brilliance of our programming teams, one of the core components we are seeing are minigames.  Minigames have been around forever, but now we seem to be seeing them more and more, not just as elements that might earn you an extra gold coin or a shiny hat, but as elements that, if you can’t play them almost as well as you can shoot zombies, have the potential to affect the overall outcome of the game.

 

Now, I consider myself a “core” gamer, but there is a dirty, dark little piece of my geeky soul that *likes* these minigame breaks in the shooters, sometimes almost as much as the zombie-stomping room-clearing action itself.  They’re like a guilty pleasure, I can get a puzzle-solving fix without having to go onto one of the bazillion flash gaming sites to find a casual game to play.

 

As a game designer, I have to wonder though, at what point to the designs of these games come into play?  The core game is obviously going to be where the vast majority of the Game Designer’s time and sanity goes, and many of these minigames seem to be variants of a select few casual games.  For example, there is the “flow” game we see in Bioshock that handles the hacking aspect of the game.  Did the original design document simply read “Minigame here”, or did the designers have a concrete idea of what type of minigame they were going to use from the outset?  We see versions of the flow minigame in other titles as well (even in one of the recent Barbie titles) so the meme for that particular minigame design seems to be a popular one at the moment.  A badly designed minigame, particularly one that can restrict a players access to a needed resource, could be a game-killer, so I have to wonder are we seeing the start of a new specialty?  Perhaps a “Minigame Designer” being hired to design and execute the production of these types of minigames while the “Game Designer” takes care of the macro-level design work?