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With a goal and topic firmly in mind, the next step is to immerse yourself in the topic. Read everything you can on the topic. Study all previous efforts related to either your goal or your topic. What aspects of these earlier efforts appeal to you What aspects disappoint or anger you Make sure that you understand the mechanics of the environment your game will attempt to represent. Your game must give the authentic feel, the texture of the real world, and this can only be achieved if you firmly understand the environment of the game. While researching EXCALIBUR, I studied the history of Britain during the period AD 400-700. I found little in the history books that was harmonious with my goal of depicting the nature of leadership. But in the Arthurian legends I found recurring themes more closely related to my goal. You may well find yourself adjusting your goals as you perform this research function; such erratic decision-making is an embarrassing admission of poorly-defined goals, but reflects an honest willingness to adapt to the exigencies of the topic-environment. It is a departure from the ideal in which I have sinfully indulged myself many times. During this phase it is critical that you commit little to paper and above all, WRITE NO CODE! Take long walks as you contemplate your game. Cogitate. Meditate. Let the goal, the topic, and the facts gleaned from your research simmer together in the innards of your mind. Weave them together into a whole. Take your time with this phase; impatience now will lead to mistakes that will kill the game. I give myself at least three weeks to develop a game idea in this stage before proceeding to the next step. With EXCALIBUR I expended several months on this stage. During this time I kept my fidgeting hands busy by writing an opening graphic display that had little relevance to the final game. You will generate during this phase a great variety of specific implementation ideas for your game. They will not all fit together neatly---like any hodgepodge, they will require much sorting and rearranging before they can be used. You should not wed yourself to any of them. A large collection of candidates for implementation is a useful resource during the design phase. A laundry list of implementation ideas that must be included is a liability. Indulge yourself in creating implementation ideas, but be prepared to winnow them ruthlessly during design.
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For example, I recently designed a corporate politics game in association with another person. During the research and preparation phase, we came up with a long list of clever ideas that we wanted to into the game. We had agreed that the game would have a feminist point of view without being preachy. We wanted to have a demanding boss, tough projects, deadlines, brownie points, one male chauvinist pig, neutral males, neutral females, family and home obligations, mentors, and the competition for the big promotion. We managed to include almost all of these ideas in the final design. We were not able to integrate the family elements into the game. Every design we created failed to do justice to our desires. In the end, we had to discard this desirable element.
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DESIGN PHASE
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You now have a clear idea of the game s ideals but you know nothing of its form. You are now ready to begin the concrete design phase. Your primary goal in the design phase is to create the outlines of three interdependent structures: the I/O structure, the game structure, and the program structure. The I/O structure is the system that communicates information between the computer and the player. The game structure is the internal architecture of causal relationships that define the obstacles the player must overcome in the course of the game. The program structure is the organization of mainline code, subroutines, interrupts, and data that make up the entire program. All three structures must be created simultaneously, for they must work in concert. Decisions primarily relating to one structure must be checked for their impacts on the other structures..
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