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Evaluation of the Design
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You now have three structures in hand: the I/O structure, the game structure, and the program structure. You are satisfied that all three structures will work and that they are compatible with each other. The next stop in the design phase is to evaluate the overall design for the most common design flaws that plague games. The first and most important question is: does this design satisfy my design goals Does it do what I want it to do Will the player really experience what I want him to experience If you are satisfied that the design does pass this crucial test, proceed to the next test. Examine the stability of the game structure. Remember that a game is a dynamic process. Are there any circumstances in which the game could get out of control For example, if the game has money in it, could a situation arise in which the player finds himself the owner of ridiculously large amounts of money In short, does the game structure guarantee reasonable upper and lower bounds on all values If not, re-examine the game structure carefully with an eye to structural changes that will right the situation. If you have no other options, you may be obliged to put them in by brute force (e.g., "IF MONEY > 10000 THEN MONEY 10000") Now probe the design for unanticipated shortcuts to victory. A player who can find a way to guarantee victory with little effort on his part will not derive the full benefit of your game. Insure that all unintended shortcuts are blocked so that the player must experience those processes that you want him to experience. Any blocks you place must be unobtrusive and reasonable. The player must never notice that he is being shepherded down the primrose path. An example of obtrusive blocking comes from the game WAR IN THE EAST (trademark of Simulations Publications, Inc). This wargame deals with the Eastern Front in World War 11. The Germans blitzed deep into Russia but their advance ground to a halt before Moscow. To simulate this the designers gave the Germans an overwhelming superiority but also gave them a supply noose whose length was carefully calculated to insure that the Germans would be jerked to a dead halt just outside Moscow. The effect was correct, but the means of achieving it were too obvious, too obtrusive.
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The Art of Computer Game Design
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The last and most crucial decision is the decision to abort the game or proceed. It should be made now, before you commit to programming the game. Do not hesitate to abort the game now; even if you abort now you will still have I earned a great deal and can say that the effort was worthwhile. A decision to give up at a later stage will entail a real loss, so give this option careful consideration now while you can still do it without major loss. Abort if the game no longer excites you. Abort if you have doubts about its likelihood of success. Abort if you are unsure that you can successfully implement it. I have in my files nearly a hundred game ideas; of these, I have explored at length some 30 to 40. Of these, all but eight were aborted in the design stage.
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PRE-PROGRAMMING PHASE
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If the game has made it this far, you are now ready to commit your ideas to paper. Until now your documentation has been sketchy, more along the lines of notes and doodles than documents. Now you are ready to prepare your complete game documentation. First, commit all of your design results from the previous phase to paper. Define the I/O structure and the internal game structure. The tone of this documentation should emphasize the player s experience rather than technical considerations. Compare this first set of documents with your preliminary program structure notes; adjust the program structure documents if necessary.
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