Rules We Don’t Break

Martin Pichlmair 2:04 pm on March 25, 2011 Counting comments...

Instead of continuing my series about people. We’re making 2D games because with our team of five we could simply not make a full-fledged 3D game. We’ve settled for a game world before we’ve developed most of the gameplay, because once you know what world your game is playing in you can just look at it and pick those elements of that world that you currently need for your game. We’ve tried to make gameplay fun when it was played with the accelerometer alone, before we introduced buttons. We’re working with prototypes with wireframe graphics to focus on the gameplay alone. Some constraints we’re experiencing are external – budget, time, platform technology, and team size are examples for those – and we have to work within those limits. Other constraints are internal and we set them up explicitly in order to fuel our creativity.

The Single Invention Rule

This is maybe something indie-specific. Since we’ve got no publisher backing and are completely free in our game design decisions, we’ve come up with one specific constraint that’s central to our design philosophy. The Single Invention Rule is actually based on a talk by Kellee Santiago (from thatgamecompany) that I can’t find right now. Our interpretation goes like this: There should be no more and no less than one gameplay, one technological and one conceptual innovation per title. With our upcoming games we’re trying exactly that. We’ve got revolutionary gameplay, but only in one aspect. Some of the tech we’re working on is to be considered innovative for our standards. And the concept of the games we’re working on is innovative, too. I can’t go into detail because the game’s not announced yet. The idea of this rule is that it’s far too easy for an independent game developer to invent something completely new. Yet players want games that are approachable. And they want to understand what’s going on when they see a screenshot. The single invention rule keeps us from letting our creativity run loose.

Kill Your Darlings

Richard Fine wrote about this the other day: Don’t get too attached to anything. Be prepared to throw away key parts of your game if it is necessary. Every time we run into a dead end – and we’re running into dead ends a lot during the initial design of our games – we’ve found our way out by throwing something away. It might be a key game mechanic or the graphical style. Sometimes it’s the target platform or the control method. Just because you sunk a lot of time, effort and money into it does not mean that it was a good decision in the first place. The challenge is to isolate the piece to get rid of. A Brain Day helps to get some distance between you and the project. Or a pair of fresh eyes.

These four rules are cornerstones of our design process. They’ve helped us open up the design space. Currently, we’d need some new rules that help us to narrow the design space again. But I’m sure we’ll come up with those once we really need them. And I’ll keep you posted.