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The Curse of More

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Focusing Your Game



COMBATING THE CURSE OF “MORE”

Patrick Lipo

Hidden Path Entertainment

Who the heck am I?

Who the heck am I?



 Game designer /

programmer / lead

 In the game industry

since 1993

 Not an academic

 Focus on “action

games”

Who the heck am I?



 Some recent projects:

 X-Men Legends

 Lord of the Rings Online

 This is Vegas

Big Games!



 Multi-million dollar

budgets

 Teams of 40, 70, 100…

 3+ Years of

development time

 Lots of features

 Awesome!

 …right?

Big Games…



 Why do large projects

sometimes create

weak experiences?

 Ex: The designers want

Diablo

Big Games…



 Why do large projects

sometimes create

weak experiences?

 Ex: The designers want

Diablo

 …while programmers

create tech for The Sims

Big Games…



 Why do large projects

sometimes create

weak experiences?

 Ex: The designers want

Diablo

 …while programmers

create tech for The Sims

 …as the artists start

making Halo

Big Games…



 Fear of player

expectations

 Resources without

meaning

 An excess of ideas

 No Limitations

Wait a minute!



 No Limits?

 Ideas are good!

 Cool new stuff is what

a game designer does!

 …right?

We all need limits



 A blank sheet of paper

is dangerous

 Every project needs to

build a box for

themselves

We all need limits



 What about smaller

projects?

We all need limits



 What about smaller

projects?

 Small games have

partial boxes built-in

 They are efficient

because they have to be

 But this still doesn’t

guarantee a focused

effort

The Enemy

“More”



 Everyone loves the

word “More”

 We all want “stuff” in

our games

“More”



 We all want our games

to be cool!

 Saying “no” sucks

 Stuff adds “value” for

the dollar

 Extra features just

make things better

 …right?

Open-World Insanity!



 Grand Theft Auto has

set a ridiculous

precedent

Open-World Insanity!



 Grand Theft Auto has

set a ridiculous

precedent

 Breadth in all things is

starting to be

demanded by

audiences

Open-World Insanity!



 Ex: Spiderman 2

 The environment

looked like GTA

 But you couldn’t get in

the cars

Open-World Insanity!



 Ex: Spiderman 2

 The environment

looked like GTA

 But you couldn’t get in

the cars

 Should Spiderman

have been able to

cruise around in a low-

rider?

The Ideal

Focus vs. “Cool Stuff”



 Designing a great

game is about focus

 Every feature takes

energy to create!

 No matter how small

 A good design works

within constraints

 …or creates its own

Focus vs. “Cool Stuff”



 Constraints help you

prioritize features to

support a game’s

objectives

 They assure that each

feature is worth the

cost of entry

 They demand that the

gamer will notice your

efforts

Focus vs. “Cool Stuff”



What will

impact your

players the

most?

Focus vs. “Cool Stuff”



 This is an unpopular

stance to many

 Gamers want their

games to be

everything they could

possibly be

Focus vs. “Cool Stuff”



 This isn’t an argument

for simplicity

 Depth is best targeted

at carefully chosen

places

Focus vs. “Cool Stuff”



 Ex: God of War

 Simple combat system

 Highly polished

 Light RPG elements

Focus vs. “Cool Stuff”



 Ex: Bioshock

 Simplified version of

System Shock 2

 Tough cuts to make

 Still complicated and

deep

 …and more successful

Tools for Focus

Verbs



 Use verbs to abstract  Fight

player activities  Explore



 Keep them “chunky”  Customize

and high-level  Build

 Cook

 Expand

 Destroy

 Solve

 Socialize

Verbs



 Use verbs to help you group features

Pillar Verbs

 Identify a very small number as the Pillar Verbs

 These are what the player does 90% of the time

Pillar Verbs



 Use them as a razor for

prioritizing features

Pillar Verbs



 Use them as a razor for

prioritizing features

 Use them to spot

where you are trying to

do too much

 Ask “what activities

will players want most

out of this game?”

Pillar Verbs



What will

impact your

players the

most?

Secondary Verbs

 Verbs that are not pillars are

secondary verbs

 These are side activities that

provide breadth

 Alternation of gameplay

 Examples:

 Half-Life 2 – Driving

 Diablo 2 - Crafting

Verb Examples



 God of War  Diablo

 Pillar: Fight  Pillars: Fight, Acquire

 Secondary: Upgrade, Explore  Secondary: Upgrade, Craft

 Halo  Oblivion

 Pillar: Fight  Pillars: Fight, Explore,

 Secondary: Drive Customize

 Secondary: Collect, Craft

 Super Mario

 Pillars: Traverse, Collect  Grand Theft Auto

 Secondary: Fight  Pillars: Drive, Fight

 Secondary: Collect, Acquire,

Upgrade, Drink, Bowl, etc…

Pillar Values



 Beyond verbs, what abstract

concepts make your game

memorable?

 Where should your extra love

go?

 Create short vision

statements to serve as your

Pillar Values

 For education, “Teach skill X” is

a pillar

Pillar Value Examples



 Ex: X-Men Legends

 It’s about a team of

heroes, not an

individual

 The most destructive

environments possible

 The player’s own team

of X-Men

Pillar Values



 Make sure that your

game screams them

 Make them plain and

easy to understand

 Ask “What are people

going to remember

most about your

game?”

Pillar Values



What will

impact your

players the

most?

Pillar Value Examples



 Halo

 Cinematic set pieces

 Unique vehicles

 Genre-defining multiplayer experience

 God of War

 Unapologetically brutal main character

 Powerful, visceral combat experience

 Epic moments

 Devil May Cry

 Fast, over-the-top combat

 Style over substance

One Last Tool

The Scale of a Game

 A ridiculous example:

The Scale of a Game

 A ridiculous example:

 A warrior fights his way

through thousands of

enemies

The Scale of a Game

 A ridiculous example:

 A warrior fights his way

through thousands of

enemies

 Then faces off against his

arch-rival

The Scale of a Game

 A ridiculous example:

 A warrior fights his way

through thousands of

enemies

 Then faces off against his

arch-rival

 …in a rousing game of Chess

The Scale of a Game

 What happens if your Pillar

Verbs don’t compliment each

other?

 Sometimes activities seem

“stapled together”

 This can happen in educational

games

 At what level of organization

does the bulk of gameplay

occur?

The Scale of a Game



 Activities happen at

various scales in different

games

 Soul Calibur

 Fighting per-person

 Ninja Gaiden

 Fighting per-room

 Dynasty Warriors

 Fighting per-legion

The Scale of a Game



 Different games make

obvious scale choices in

environments as well

 Grand Theft Auto

 Interaction density: ~20m

 Stranglehold

 Interaction density: ~2m

 Flight Simulator

 Interaction density: miles

The Scale of a Game



 Sometimes it isn’t so

obvious

 Ex: Diablo II

 It appears to be about

fighting

 …but the most

compelling gameplay is

in acquisition and

upgrades

Vegas Design Dilemma



 This is Vegas started

with a vision of “GTA

meets The Sims”

 It sounded different

and cool

 The technology was up

to the task…

 But the problem was

scale

Vegas Design Dilemma



 The player had the run of

the city and could enter

dozens of buildings

 The player could sway

entire crowds with a

single outrageous act

 But the player could also

affect his relationship

with any individual

Vegas Design Dilemma



 This required the player

to think on a “per room”

basis as well as a “per

person” basis

 Suddenly one out of

every 100 people wasn’t

part of the crowd

 Worse yet, it led to

behavior that was

“unpredictable”

Vegas Design Dilemma



 The gameplay was

deeply rooted in two

places

 Ultimately we had to

pick one:

 “It’s about the room,

not the individual”

Final Thoughts

Final Thoughts



 Pillar Verbs, Pillar

Values and Game Scale

are just tools

 …not very scientific ones

either

 They make you think

about what you really

want to provide the

player with

Final Thoughts



 What are people going

to take away after

playing your game?

 It doesn’t matter

whether you are trying

to entertain them or

teach them

Final Thoughts



What will impact your

players the most?

Questions?



Patrick Lipo Unconventional but

useful reading:

Email:  Generating Buy-in:

Mastering the Language

patlipo@yahoo.com of Leadership

Website:  Mark S. Walton



www.patricklipo.com  Positioning: The Battle

for Your Mind

 Al Reis, Jack Trout



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