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FEATURE INDEX

General
An introduction to Game Design 
Violence in Video Games
Rules of the Game: Rule Design

Single Player Games
Suspense
Hiding Secrets in Platform Games
Nonlinear Exploration
Pacing
Rethinking Story Games
World/Player Interaction

Difficulty Tuning in Games new!

Multiplayer Games
Slippery Slope
Rock, Paper, Scissors
Yomi Layer 3
Game Balance, Part 1
Game Balance, Part 2

Playing Competitive Games
Play to Win, Part 0: Why Bother?
Play to Win, Part 1
Play to Win, Part 2
Play to Win, Part 3
Play to Win, Example (Survivor)
Art of War 1: Sheathed Sword
Art of War 3: Deception
Art of War 4: Divide & Conquer

Business of Games
Episodic Games
Art of War 2: Sheathed Sword 2

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Features


An Introduction to Game Design courtesy of Walt Disney

Being The One is just like being in love…no one can tell you you’re in love, you just know it…through and through, balls to bones.”—The Oracle from the film The Matrix

Being a game designer is very much the same way. In fact, being a painter, a sculptor, a filmmaker, an actor, or any host of other professions is also very much the same way. The actual moment of becoming any of these things doesn’t happen through external factors like getting a particular job; the moment occurs within. Being a game designer, for instance, is a conscious choice one makes. It’s a way of thinking and approaching the world. It’s the constant analysis of all types of experiences in order to understand their structure and to understand why their elements come together to form the kind of experiences they do. This brings us to my Fist Law of Game Design:

A game is an experience.

I can’t emphasize that enough. In fact, I believe it so strongly that I’m not even going to mention a single game in this introduction because I don’t want to confuse the matter. A film is an experience. A play is an experience. A book is an experience. Life is an experience. A game is an experience.

Many games create an entire world for the player to explore and experience. To learn how to do this, I turn to one of the most carefully crafted worlds on Earth: DisneyLand. Some people see DisneyLand as a collection of rides in a park. I suppose many games could be viewed as a collection of levels on a map, but as always, the devil is in the details.

DisneyLand’s goal is to create an experience for the guest. First off, they’re a “guest,” not a visitor or a customer. DisneyLand’s design surely didn’t start with rides, just as a level-based game shouldn’t start with level design. DisneyLand’s design, I’m sure, started with “experience design.”

The first thing a guest encounters in DisneyLand is Main Street. Symbolically, it’s a large, clearly marked path pointing straight at the Magic Kingdom itself. Main Street is unimaginably clean. It’s nothing like an actual street in this respect, since it’s a perfect, idealized version of a street. Next, Main Street is bright, colorful, and marked with blooming flowers. These flowers are elaborately arranged and grown in amazing patterns, and they seem to be there all year round. Main Street smells like pop corn. Do you think Disney cares if they sell one bag of popcorn? The answer is no. The popcorn is there because an experience should use all the five senses and Disney decided that main street should smell like freshly popped pop corn.

The ever-spotless Main Street, USA at DisneyLand.

Try asking for gum in DisneyLand. I bet you’ll get the same friendly, canned response from any Disney employee: “I’m sorry, there is no gum in DisneyLand.” And friendly you can be assured the employee will be, because DisneyLand is a happy place. Now, those employees may be pissed off on the inside, oppressed and underpaid or who knows what. They’re probably cussing and playing poker in the dark bowels of DisneyLand’s underground tunnels on their breaks, but as far as the guest’s experience is concerned, DisneyLand is a happy place.

Have you ever seen a delivery truck at DisneyLand? That’s because happy, magical places can’t be bothered with such things. All deliveries take place through underground tunnels. Have you ever seen a security camera at DisneyLand? Probably not, but you wouldn’t get 15 feet if you tried to steal something. You’re constantly under surveillance from the hidden cameras, the security officer with binoculars on the 5th floor of that building, and from the guy next to you in the store looking at hats. He looks like a tourist, but he’s works for Disney. After all, security is necessary, but being watched at every step is not part of the Disney Experience.

Let’s look at the experience of standing in line for a ride. There’s no designing around this one: standing in line is a technical constraint, so to speak. Disney’s solution is the make the line just as much a part of the experience as the ride. The texture of the handrails for the line for Big Thunder Mountain Railroad was chosen to be smooth wood. Most of the people working at Big Thunder Mountain Railroad look like they belong there: usually old burly men with scraggly, salt-and-pepper beards.

There’s a guy at the Haunted Mansion whose job it is to stand out front and stare at you eerily as you enter. The people who work there tend to look a little eerie to begin with anyway.

The gaunt, scary guy with the piercing stare in front of the Haunted Mansion was sick this day. 

Some rides have entire stories that take place just in line! Splash Mountain tells the story of the bear and his “laughin’ place.” Star Tours’s line has C3PO and R2D2 trying to repair a shuttlecraft in a busy spaceport. The point is that every opportunity to create an experience has been seized. The employees, the handrails, the lighting, the ambient sounds and smells all contribute to the experience.

The point is that the experience was decided on first, and the ride itself is treated as just another detail to bring that experience to life.

Game design is the same way. If you want to make a game that creates the over-the-top, action-packed experience of being a super hero, then everything else follows from this. The gameplay can’t be based on slow paced exploration. You’ve got to get as much craziness on the screen as possible. The music has to be high energy. The menu’s have to feel like super hero menus, whatever that means. Would Wolverine want to sit through a long cinematic sequence at the beginning of the game? No way. Wolverine wants to rip though all that crap and beat someone up as soon as possible, preferably within 5 seconds of turning the game on.

Whether your game is a subtle, high class mystery set in a gothic mansion, or Quake 3, or a WWII flight simulator, the experience comes first and guides you to make all other decisions. Make every possible detail contribute to that experience and you’ll make Walt Disney proud.

And this brings us to what I consider the primary skill of the game designer: the ability to structure a set of details in such a way that—say it with me—creates an experience.


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"I used to work at Big Thunder Mountain Railroad."