Friday 5 July 2013

Planning my dissertation: Skills Needed to be a Game Designer

A good game designer will require a large range of skills, and although some of them may come naturally to the designer, most skills can be learned. Andrew Rollings and Ernest Adams on Game Design (2003) lists many of the skills that a game designer should possess if they want to be successful in the games industry.



Anatomy of a Game Designer:



Imagination:

A game exists in an artificial universe, a make-believe place governed by make-believe rules. Imagination is essential to creating this place. Fortunately, this is not a problem for most people. Even if you feel that your imagination isn't your strongest point, it's possible to develop and improve it. Of course, this isn't a new concept. It's been around for hundreds of years .

The imagination is like a muscle; with regular exercise, it grows stronger and easier to flex. Imagination comes in various forms:
  • Visual and Auditory imagination enables you to think of new buildings, trees, animals, creatures, clothing, and people – how they sound and their strange ways of speaking.
  • Dramatic imagination is required for the development of good characters, plots, scenes, motivation, emotions, climaxes and outcomes.
  • Conceptual imagination is about relationships between ideas, their interactions and dependencies.
  • Lateral thinking is the process of looking for alternative answers, taking an unexpected route to solve a problem.

Nor does imagination consist only of the ability to think of things that are completely new. It's also valuable to be able to look at an old idea and apply a new spin to it, to breathe new life into it with a fresh approach. Too many people in the game industry see something old and familiar and dismiss it. Instead they should think, “How can this be made better? How might this be more interesting


Technical Awareness:

Technical awareness is a general understanding of how computer programs, particularly games, actually work. It isn't necessary to be a software engineer, but it is extremely valuable to have had a little experience programming, even if only in Blitz Basic (www.blitzbasic.com) or some other simple language. A computer game designer's delivery medium is the computer, so it behooves you to know how computers do what they do and also to have a general idea of what they're not good at doing. A designer with entirely unrealistic expectations of what a computer can do isn't going to get very far. For example, computers do not understand English well. If your game design requires that the machine be able to interpret complex sentences typed on the keyboard, your programmers are likely to throw things at you.
You must also have a basic knowledge of the technical capabilities of your target platform. At a minimum, you need to know whether you're designing a product for a home console, desktop computer, handheld platform, or more than one of these. Every feature that you specify must be possible on the machine that you're designing for. If in doubt, ask the programmers. Knowing the limitations imposed by the selected platform will result in an achievable design.


Analytical Competence:

No game design is perfect from the start. Game design is a process of iterative refinement, which progresses from a rough draft to the finished meisterwerk. Consequently, you must be able to recognise the good and the bad parts of a design for what they are. This requires a keen logical and analytical mind, and the ability to manipulate nebulous concepts with a high level of mental agility and critical analysis.
It is very difficult to effectively criticise your own work. You can be excessively hard on yourself and become convinced that all your work is worthless, or you can be blinded by familiarity and unable to analyse your own work in an unbiased fashion. Inexperienced designers often err in both directions, swinging wildly from one to another.
There is no easy solution to these problems. Good self-analysis skills come with practise. As a reality check, you can try peer reviews (which are always a good idea anyway). See what your colleagues and co-workers think of your design. Try to choose people who are likely to give you an unbiased opinion. Friends and family are usually not good choices. They will be either too easy on you – after all, they are close to you personally – or too hard on you because they don't want to be seen as biased and, consequently, overcompensate.
A specific example of when analytical skills are particularly useful is in detecting dominant (that is, unbeatable, or nearly unbeatable) strategies at the design phase and weeding them out before they get into the code, as in the infamous Red Alert “tank rush”. The tank effectiveness in Red Alert was so out of balance that an experienced player could dedicate all production to cranking out a few tanks and then immediately storm the opposition base before the enemy had a chance to get a production line set up.


Mathematical Competence:

Designers must have basic math skills (particularly statistical math skills) because balancing a game is largely a matter of math and can be a difficult task. In the case of a real-time strategy game or a war game, the apparently simple problem of ensuring that there are no dominant strategies or fighting units to unbalance the game is actually quite math-intensive.


Aesthetic Competence:

Although you need not be an artist, you should have a general aesthetic competence and some sense of style. Far too many games are visual clones of one another, depending on stereotypes and clichés rather than real imagination. It's up to you (along with your lead artist) to set the visual tone of the game and to create a consistent, harmonious look.
Suppose you're designing a clever and calculating female assassin with nerves of steel. Many designers would clothe her in skin-tight black leather and give her a big, shiny automatic pistol; in other words they'd opt for the stereotype, the easy way out. A slightly more imaginative designer might give her a miniskirt and a crossbow – still male-fantasy material, but marginally more interesting. A really good designer would realise that an assassin needs to blend into her surroundings, to look like anybody else, yet still be visually identifiable to the player. He would think about her personality and create a unique visual style for her that is distinctive yet unobtrusive. Lara Croft is a good example of this kind of thing. Despite her ludicrous proportions, she's dressed appropriately but quite identifiably for her role as an explorer: shorts, tank top, hiking boots. More important, her shirt is a particular colour that nobody else in the Tomb Raider games wears, which makes her stand out on the screen. If you're seeing that colour, you're seeing Lara.


General Knowledge:

Some of the best game designers tend to be ex-programmers or people with at least some formal scientific training – as long as they have broadened their sphere of knowledge outside of their narrow field of specialist expertise. A base level of general knowledge is valuable for a game designer, as is the ability to research what you might not know. It helps to be well-versed in mathematics, logic, history, literature, art, science, and current affairs. The more source material a game designer can assimilate, the better the final game design will be.
Make sure you watch a lot of movies and documentaries. Read books, too, both for direct research and background material. The encyclopedia is a good place to start for any given subject. However, a game that is too true-to-life (and hence, is likely to require specialist knowledge) will disappoint its players. For example, if you're designing a game based on piracy on the high seas, then exact historical detail isn't going to be what they expect – a game based on venereal disease, scurvy, maggot-infested food that has to be eaten in the dark so the crew can't see what they're eating, starvation, brutality, and the “consequences” of dark and lonely nights on a female-free boat won't make a particularly interesting (or even tasteful) game.
On the other hand, if you have a game design featuring colourful, eye-patch wearing, wooden-legged pirates, gold, running deck battles, the Black Spot, the Jolly Roger, and buried doubloons secreted away on remote desert islands, then you probably have the seed of an entertaining game.


Writing Skills:

The professional game designer must have good writing skills. This means being clear, concise, accurate, unambiguous, and, above all, readable. Apart from having to write several detailed documents for each design, you might be expected to produce the story narrative or dialogue – especially if the budget won't stretch to a scriptwriter.
Writing comes in several forms, and we briefly discuss some of these here:
  • Technical writing is the process of documenting the design in preparation for development. All possible questions on the game have to be answered unambiguously and precisely. For example, if a farm with on peasant produces one unit of food per week, does a farm with five peasants produce five units, or do the additional peasants consume additional food? Is the peasants' own food factored in? What is the maximum number of peasants that can work on a given farm? If all the peasants are killed in a raid, what happens to the farm? If it is not immediately destroyed, can the empty buildings be reoccupied by new peasants? How do farms get built anyway? Where do peasants come from anyway? At what rate? Does the player have to manage the farming process, or do the peasants just get on with it? Can peasants fight? And so on and so on.
  • Fiction writing (narrative) is useful for the manual, background material; character descriptions; introductory, transitional, and finale material; as well as other bodies of text, such as mission briefings.
  • Dialogue writing (drama) is needed for audio voiceovers and cinematic material. Unfortunately, in most games the dialogue is even cornier than 1970s television shows, and the acting is as bad or worse. Try to avoid clichés, and use grammar and vocabulary that match each character's personality. If you have an ear for regional dialects, it can add real variety to your game, but again, avoid stereotypes such as “dumb rednecks” or “brassy New Yorkers.” The game Starcraft made excellent use of the subtle variety of southern American dialects, including proud aristocrats, gruff old generals, obnoxious bikers, and cheerful mechanics.

The greatest game design acumen in the world will be useless to you unless you can effectively communicate your ideas. As a designer, you will often need to evangelise your design at several different levels. In the professional setting, you will initially need to present your design to a publisher. Following that, you need to obtain buy-in from the team that will develop the game. This can be done in person or in writing, but the result is the same. You will need to be able to transmit your enthusiasm for the game as well as go into mind-boggling detail of its finer points to allow the development team to be able to create a game from your vision.


Drawing Skills:

Some skill at basic drawing and sketching is highly valuable, although not absolutely required for a designer if you have a concept artist to work with. The saying “A picture is worth a thousand words” is never more true than when you are trying to impart a game idea. The vast majority of computer games rely heavily on visual content, and drawings are essential when pitching a product to a third party. Game-publishing executives will be interested in a hot concept, a hot market, or a hot license, but only pictures get them excited. The images are the hook on which the executives will hang everything else that they hear. Otherwise, you can talk about concepts forever and they won't remember a thing when you leave the room because they don't have a visual hook to hang it on. The images will remain in their memories long after they forget the details.


The Ability to Compromise:

Probably the most important skill for a professional game designer is the ability to compromise on details and integrate a variety of opinions while preserving a consistent, holistic version of the game. In an ideal world, we would be able to design whatever suited us and never have to worry about the demands of a publisher or the interests of the customers. Unfortunately, these external needs and interests do have to be considered, and, more often than not, the game designer is constrained by genre or license.
Different people on the development team and at the publishing company will have concerns about their own areas of expertise (programming, art, music, and so on), and their opinions will pull and push the design in different directions. As the designer, it's tempting to seek sole ownership of the vision, to argue that things must be exactly as you imagined them and to ignore other considerations. After all, there are plenty of other voices in your company advancing points of view about other areas. But you must resist the temptation to do that, for two reasons:
  • First, you must allow your team some ownership of the vision as well, or its members won't have any motivation or enthusiasm for the project. No one builds computer games solely for the money; we're all here so that we can contribute creatively.
  • Second, a designer who gets a reputation as a visionary but who can't deliver a buildable, marketable game doesn't stay employed for long. It's your job to deliver an integrated design.

In many cases, you'll be given a brief that limits you to designing a genre clone or a heavily restricted licensed property. Being able to work within these limits to the satisfaction of the customer, whether your customer is the publisher, license holder, or end user, is essential. Unless you are one of the famous game designers who can guarantee success with your name alone, you are unlikely to be given a completely free rein. You may have designed the best text adventure game since Colossal Cave, but if the style of game is out of favour with the public, you're probably not going to get your game made – let alone published.





Ideally the hypothetical “perfect game designer” would possess all of the above skills, but the following are the specific skills which I would like to focus on for the dissertation module:

Imagination
Drawing Skills
Aesthetic Competence
The Ability to Compromise
Analytical Competence
Writing Skills (especially fiction writing and dialogue writing)

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