Game Design – Are There Really Any Rules?
Posted by Rampant Coyote on March 5, 2010
Way back when, I wrote a post about the “rules of game design” – at least the few that I’d managed to pull out of a few years of working in the AAA games business. Since writing I have now put another three years into mainstream professional games development, and several years into being an “indie evangelist.”
And with even more hindsight, I guess I should ask this question: “Are there really any rules?”
The games business goes by a number of rules of thumb that are actually pretty dang useful. The problem is that they tell you what, but not always why. And the guys in the suits who really don’t know what’s going on, but are acutely aware that their investors want to know what’s going on, tend to abuse those poor little heuristics as if they were scripture.
One of the awesome things I’ve learned from indie game development is how malleable those little rules really are. Even in mainstream – it’s the games that break those rules – but in the right way – that end up being great. Maybe they don’t end up becoming big hits, but they do end up being cult classics with passionate fans.
I guess there are still some good general guidelines and rules-of-thumb that can be considered “rules” – and most good game designers out there know when and how to break them (if they don’t have to answer to someone who doesn’t). And there are a heck of a lot of bad game designers who break ’em regularly without thinking about ’em (which is why Earnest Adams has his big “Bad Game Designer, No Twinkie” database).
So – as a player – what are the things that really bug you repeatedly about games that you feel there OUGHT to be a rule against it (and penalties to game designers for committing it)?
Filed Under: Design - Comments: 3 Comments to Read
sascha/hdrs said,
first!
Rampant Coyote said,
Bwah – Akismet thought your post was spam. Fortunately I know you.
Bad Sector said,
If there is a single rule that needs another rule against it, this is reloading in FPS or similar games. I don’t know nor care how the designer will explain a never ending drum of bullets, it just needs to go away. It messes with my finely tuned timings when shooting, especially when just before the last hit that would make the enemy die, the avatar at 1% health, decides to reload the gun and the enemy throws a grenade in my face.
Of course that might be a special case of the “reality is not sacred” rule, but that is too vague and reloading is always the first thing i notice in a FPS or shooter (or something similar).
Another one would be unskippable scenes, but that’s too popular. Also both Mass Effects /still/ have them.