We’re excited about the new platform we’re developing called InstantAction. We believe it will be an exciting new medium for indies to publish to. But no matter what platform a game resides on or what new technology exists, the same bread and butter principles still guide all good design. Having a cool platform with the opportunities and features that platform affords is not a shortcut to good design. And a part of good design is focusing your game to give players a satisfying experience. This post describes a technique to help bring focus to your design to give players more of what they want and less of what they don’t. This is one technique and not the last word on the matter, but try it and see if it’s useful to you.
Focus your design to give players more of what they want by supporting your core fun.
You have a vision for what your game should be, but you can’t see it with a hundred percent clarity yet. Sometimes it feels like you’re a jazz musician trying out different riffs and going with what seems cool. In the end, as long as the behavior of the game works — that is, it’s fun — the process of how you got there doesn’t matter. Or does it?
In later stages of game design it takes structure to produce a well balanced design, unlike abstract painting where you dabble and feel your way through the entire process. Game design is in good part a methodology. That methodology taken to its extreme removes the creative element from design. But used in good measure, design benefits from structural techniques. The following is a simple design focusing technique that I employ. In addition to using it, I’ve helped several developers with it to help them focus their designs too. It is another tool for the designer’s arsenal. Let’s begin!
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