Lord Generic Productions
A Crash Course
in Game Design and Production
Week 6 -
A Discourse on Production Values
Welcome back! This is the sixth
installment in "A Crash Course in Game Design and Production.
This week we're taking a diversion away from the Design Specification
to talk about what I call "Production Values." This is a
single parter.
Is this a "real" game or something cheesy?
Does this programmer know what he is doing, and how committed is he to making a great game?
Does this look like it will be fun?
In the first ten seconds of play,
he determines what he thinks about you and your game, and decides
whether or not to keep playing. If what he sees and hears doesn't
match the quality of game he's expecting, he will stop playing,
delete the program, and very likely disregard any other games you
release. "Bob's games? Nah, they suck! I played "SectorBug's
Revenge" and it sucked so hard my furniture was piled up all
around my computer..."
You don't want this kind of advertising.
Making a game playable is only
half of the battle. The rest is making the game presentable. It's
adding the extra touches that encourage your players to give more
attention to your game. It's those little things you put in just
because the game is cooler with them than without them. The more you
care about presentation, the more "perceived value" your
players see in your production, and the more credibility they give
you as a game developer.
I have a saying you should memorize:
"If you're gonna go out, you might as well go all out!"
Committing yourself to go "all out" on your game project is the heart of what I call "Production Values."
What are
Production Values?
Production Values are the set of
rules that a serious game developer uses as the standard for every
game he produces. Just like a moral person will not do anything
against what considers moral or ethical, a game developer WILL NOT
release a game that does not adhere to his production values.
Anyone who writes games has
production values of some kind. You may not realize it, or may not
even think about these things, but they are there. If you don't care
about your artwork, if anything is "good enough," that is
one of your production values. Regardless of whether or not you
perceive your production values, your audience perceives them when
they see your games.
Over the last few years, a good
number of games have been written in Euphoria. While all show
potential, most seriously suffer from a lack of conscious positive
production values. While they are amusing to the Euphoria programmers
who pass them around, and are useful as tutorial pieces, they don't
stack up to the expectations of players outside the Euphoria
community. It's not a limitation of Euphoria or the programmers
involved, it's production values.
My intent is knock some sense
into your heads, and get you to think about what you are doing. If I
offend, good. If you want the world to take you, Euphoria, and your
games seriously, you need to take you, Euphoria, and your games
seriously. You MUST pay attention to details to make your games great.
In the rest of this lesson, I
will talk about production areas where many developers fail miserably
because they give too little thought or attention to them. As a game
developer, it is important to address these issues.
Rant #1: Programmer Art vs Professional Art
Nothing sticks in my craw more
than sucky art in a cool game. I know MANY programmers that spend 100
hours or more writing code and half an hour on art and say it's good
enough. IT ISN'T. OidZone came about because I was so
bothered that Kurt Dekker's (a friend of mine, shareware arcade game
pioneer and really sucky artist) ROX was the ONLY decent asteroids
game for the PC and its "programmer art" sucked so bad that
I had to do a better one myself. (He didn't have time to do the refit
after I offered to GIVE him new art, so I wrote OidZone instead.)
"Programmer Art"
is what happens when a programmer spends five minutes drawing a
picture to "get something" in the game, then never goes
back and refines it to make it better once the game works. Most
programmers I know are lousy artists, but ONLY because they don't
care. If you care about what you do, what you do is automagically better.
"Professional Art"
is what happens when the programmer spends a proportionate amount of
time producing the art he intends to use in his game. It doesn't
matter how bad an artist you are on the computer, the more time you
spend doing art, the better your art will be. There is an amazing
amount of programs available to make the job of art creation easier.
These can take a no-talent boob and make him a brilliant game artist.
I typically spend 1/3 of my production time JUST on artwork, and I
ALWAYS do my artwork BEFORE I write any code. If you just can't do
the art, there are a hundred other people around you who can. There
are lots of game artist wannabees who are very good and work cheap,
some will do it only for a credit in your game and a free lunch.
Another thing to memorize:
"There are two ways to do anything: Do it yourself, or Pay someone to do it right."
How much you care about your artwork is directly proportional to how long you spend developing it.
Rant #2 Cutouts
vs Characters
Some programmers have a single
static image that they move around in the game and want you to make
believe that it is menacing. Maybe its a game object that just sits
there and does nothing while waiting for you to get it. It's like a
cardboard cutout of the object. It LOOKS like the real thing, but has
none of the attributes of the real thing. It's dead and boring.
A Cutout is something in
your game that doesn't animate and doesn't change appearance in the
game, regardless of what its doing. It may be an enemy swooping down
to kill your ship, yet it doesn't "do anything" while it's
swooping. There's no life displayed in the art, since the art doesn't
change. The thing is a corpse flying at you.
A Character is something
that is "alive." It does things, even when it isn't
"doing" anything. Maybe the coins you need to pick up are
spinning around in place while they wait for you, maybe your enemies
blink their eyes every once in awhile, maybe your game logo spins
around during the game. All give your objects character, they are
alive. Living characters are always more fun than corpses. ("Dead
puppies aren't much fun...") In Euphoria especially, you can
have as many animation frames for an object as you want, so there's
no excuse not to do it.
Every sprite in your game should
be a character and not a cutout. Even your Game messages "Game
over" or whatever should be animated. I like to color cycle my
game messages, its easy to do, and looks way cooler than a cutout.
NOTE: If
you have many of the same kind of character on the screen doing the
same thing, they MUST NOT all be doing it at the same time. It looks
REALLY bad if all 10 of your StarThieves blink their eyes at the same
time, and looks REALLY cool if they do it at different times. If you
have 30 animation frames say, have each one start on a random frame
and keep track of where they are in the animation individually. In
OidZone, every oid looks different from the others, they are all
using the same animation images, 1-30, but every oid can be in a
different place in the cycle at any given time. Oid 5 may be doing
26,27,28,29,30,1,2... while oid 6 may be doing 3,4,5,6,7,....
I was playtesting StarTrek: 25th
Anniversary, and when the party of five characters beamed to a planet
they could look left, right, up, down, flip open their communicator,
use their tricorder, etc., so they would look busy while the game
waited for you to do something. The first time this was tested, ALL 5
characters went through this cycle at the same time together. My bug
report stated that it looked like a Michael Jackson video. I was
laughing hysterically. Unless you're Michael Jackson, make sure your
characters act individually.
Your characters should keep busy
while waiting for the player. If the player waits too long, they
should do something in response to that. In
Sonic the Hedgehog, if the player
sits and waits for a minute or so, Sonic turns to face the player and
taps his foot repeatedly, looking pretty
annoyed until the player does
something. This is a VERY good thing to do.
Rant #3 Static
vs Dynamic Screens
Some game screens look really
boring. Aside from the action of the game itself, the player
information and feedback screens just sit there in the background.
Ideally in a game, something should always be happening on the screen
to let the player know the game is running. It could be anything,
blinky lights here and there, an animated logo in the corner of the
screen, anything. Just break up the monotony of the screen.
In OidZone (and Starthief, etc.)
I have the logo and the infoBar at the top of the screen animating at
all times. These are simple additions, but make a huge difference in
how the game feels, a huge difference in production quality.
Always have some blinky lights somewhere.
Rant #4 Consistency in Presentation From Game to Game
Many programmers give little
thought about consistency in presentation from game to game. What I
mean is that there is no common thread tying all their games
together, no similarity in presentation to let players know that they
are all "their games" Similarly, people play around with
controls, move player feedback displays around, and just make things
different from game to game. This makes the learning curve a little
harder, as the player has to learn new controls or to look in
different places to find the information they need. Certainly
sometimes this is necessary, depending on the nature of the game, but
similar games should have similar presentations.
It's a stylistic thing. If you
are going to be producing multiple games, some thought should go into
making them recognizable as YOUR games.
Signature Pieces
When you do something the same
way in all your games, its like an artist signing his work. If you
intend to do more than one game, do something stylistic that you can
put in all your games so people recognize your work. It could be
anything, your signature in the bottom right corner of the screen, or
the way you animate your game logo or maybe all your games have
similar titles (like OidZone, SlalomZone, TankZone, CombatZone,
etc...), or whatever. Do something, standardize the way you do it,
and always do it that way. Then when someone plays your game they'll
recognize your "signature piece" and transfer some of the
respect he had for the last game to the new one.
On the flipside, you don't want
all your games to look exactly the same. That gives your player a
"been there, done that, got the t-shirt" feeling. You want
there to be some familiar consistency without giving them deja-vu.
Case in point. All my space games have a pretty nebula background,
but I NEVER use the same background in different games, unless the
background changes frequently. I have my nebula artist create a new
one for every game, in a different color scheme to match the mood of
the game. When you see a pretty nebula, you know its one of mine, but
its different enough that you don't get tired of it, and you are
eager to see what the background of the next game will look like.
If you look at ANY of my games,
you know right away they are mine. I have spent much time creating a
"look" to my games that I intend to be
unmistakable. All my games have
pretty backgrounds, color cycling logos and game messages, and an
animated InfoBar at the top of the screen. Most games have a FeedBack
Window on the right side of the screen, with player information and
high scores list. My about screens have the same format in colored
text. I make a conscious effort to interchange characters between
games whenever possible. I recently added the StarThief character to
OidZone Registered as a saucer that shoots mines at you. He also
appears in StarKiller and StarRanger. My characters taunt you in
funny voices, and they all have interesting animated characteristics.
When you play one of my new games, you remember how good (I hope) the
last one was and you go in with a certain respect I wouldn't have
earned if the games were very different.
You don't need to go that far if
you don't want to, but consistency is a plus in getting repeat players.
Rant #5 Sound
FX Laziness
I can't believe how many
shareware game people steal sound effects from TV shows or movies
rather than record their own. While having a recognizable sound bite
here and there is amusing, there are problems that are raised by
using them.
First, you can be sued for it. If
you are releasing your games to the general public as shareware or
whatever, you need to be aware that the people who you created the
recording you sampled have rights to it. Generally they won't do
anything about it, but they can send you a nasty letter if they
wanted to. If you intend to sell your game commercially, they will
want a piece of the pie at least.
Second, by having all your SFX
come from different sources, there is no consistency in theme and
tone for your game. I feel the same way here that I do about having
too many fonts in a document. It looks like a ransom note. Every
sound is different.
A similar problem is relying on a
SoundFX CD-ROM for all your samples. They are very handy, and I use
them frequently as a basis for SOME of my SFX, but there is a danger
that your sounds come off as too generic. You definitely don't want
someone to play your game and know where you got your SFX! It takes
away from their impression of you. Your game is cheapened in their
eyes if they know you got your SFX from a $10 CD-ROM.
Everyone with a sound card can
record and process SFX easily. Take that photon torpedo effect, trim
it, add an echo, and raise the pitch a bit to make it your own sound.
Plug a microphone and record "You SUCK! TRY AGAIN..." and
make it sound funny. Do your own SFX. It's easy and fun to do.
Voice Characterization
I like to make my characters
talk. Either to have them cheer you on, or taunt you relentlessly, it
just adds something to the feeling of the game. For StarThief, I have
about 12 different voice samples for my characters, from "Ouch!
That Hurts!" to "Hello? is anybody home?" to "Are
you even trying?" All of them are recorded the same way, and
processed to a funny high pitched, slightly sped up sound.
My Production Values
Presentation is as important as game play. My screens will be clear, my controls will be easy to figure out, my players will know I care about every game I release.
My art the most important part of my presentation, and my audience feels cheated if I skimp out on art. They expect the best, so I'll do my best.
If it is important to the game it will animate. If it is alive, it will have character. If it must be cute, it will be cute.
If it is cute, it will have a funny voice, and should talk to the player when possible.
No two of the same character will show the same characteristic action at the same time if I can avoid it.
My information screens will be animated. If a blinky light or other animated object will enhance the presentation I will add it.
My games will have familiar consistency without cheating the player by rehashing the same old thing. Similar features will have similar controls across all games, similar games will have similar feedback systems. I will be consistent with my signature pieces.
My audience knows where I steal my SFX from, so I will customize them for my needs and create new SFX whenever possible.
I Think that about covers it. Next time we'll look at the AI specification.
End of Week 6 - A Discourse on Production Values
If you have any questions for
group discussion or have any other questions, comments or
suggestions, email them to me to Pastor@BeRighteous.com
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Crash Course in Game Design and Production - Euphoria Edition
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