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Worlds of Design: Game Design Rules of Thumb - Part 1
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<blockquote data-quote="lewpuls" data-source="post: 8191510" data-attributes="member: 30518"><p>There are plenty of rules for game designers and even more for role-playing games. Listed here are principles, extreme likelihoods, and observations of behavior, including some "laws."</p><p></p><p style="text-align: center">[ATTACH=full]132358[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/conte-legend-dragon-fantasy-3d-4542810/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p>I’m not trying to dictate these observations to anyone, they are what I’ve known to work and be relevant. These are not presented in any order of importance: to me, they’re all important.</p><h3>Murphy's Law</h3><p></p><p>We can't really leave out <strong>Murphy's Law</strong>, but it's pretty extreme. The point for game developers is, don't assume that things are going well, rather monitor what's happening to be sure it's going well, or if it isn’t you can do something about it.</p><h3>Law of Realism</h3><p></p><p>In fact, if you want to get filthy rich, you're better off playing the lottery. Phenomena like <em>Minecraft </em>and <em>Clash of Clans</em> and <em>Terraforming Mars</em> are much less common than enormous lottery wins. It’s hard enough even to make a living as a game designer, let alone get rich. <a href="https://www.enworld.org/threads/owen-stephens-continues-real-game-industry-posts.673069/" target="_blank">See Owen K. C. Stephens’ tweets about the life of a professional RPG maker</a>.</p><h3>Learn to Love Constraints</h3><p></p><p>Contemporaries have been taught to dislike constraints, but games are inherently an artificial set of constraints intended to result in interesting play. These constraints have been demonstrated in many arts such as music and painting. When you design a game, set limits for yourself to work within and you'll be a lot better off.</p><h3><strong>Laws of Game Creativity</strong></h3><p></p><p>Most of game design is a form of science and engineering. Furthermore, “<em>you can't wait for creativity to come by and knock you on the head</em>.” It's often an active, not passive endeavor, and while you don't want to discount creativity, problem-solving (the science/engineering part of game design) matters much more.</p><h3><strong>Nielsen's First Law of Usability</strong></h3><p></p><p>It's actually a law for website development, but applies equally to game design.</p><h3><strong>Law of Inevitability</strong></h3><p></p><p>In other words, don't rely on sportsmanship, players being gentlemanly, or any other vague notion to prevent someone from playing within the rules. Instead, design the game so that what you don't like is either impossible or impractical because it doesn't lead to success. Fortunately, we have GMs to sort this out in (most of) RPGland, but it’s better not to have to rely heavily on the GM. This is not about loopholes in the rules. Of course these are undesirable, something you don’t want. No, I’m talking about rules being followed as intended, yet the result ends up with a line of play that you as designer don’t like. You can’t say “but that’s not the way I intended it to be played.” Often, the reason people play in what <strong>you </strong>might think are undesirable ways, is because they found a strategy that works. Camping in video games (turtling in board games) is the obvious example. If the game rules make camping a successful strategy, some people are going to do it, but you can design a game so that camping is not going to be successful; then there will still be some people trying to camp but it won't bother the other players because they know it won’t be successful, consequently rarely played.</p><h3><strong>Sturgeon's Law</strong></h3><p></p><p>This law derives from a statement made by a science fiction author long ago. This applies more to academic debate and research than most of life, but in the era where we've lost trust in many institutions, perhaps it’s becoming more apparent how much of life is stuff you should ignore or stuff not worth bothering with. And in game design, most of the ideas and solutions you come up with will be crud; you have to keep searching to find one that’s right.</p><h3><strong>Law of Varied Preferences</strong></h3><p></p><p>Beyond debunking myths, the most important thing for learning game design is this law. The corollary is “<em>you are not your target audience</em>” and another corollary is “<em>design games for your target audience not for yourself</em>.” This doesn't mean it never happens that people design games for themselves that become very popular. The video game <em>Doom </em>is an example. It worked for them very well, but you can't rely on that if you want a commercial success.</p><p></p><p>I'll add more rules of thumb in a future article, but for now...</p><p></p><p><strong>Your Turn: What game design rules of thumb would you add to this list?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8191510, member: 30518"] There are plenty of rules for game designers and even more for role-playing games. Listed here are principles, extreme likelihoods, and observations of behavior, including some "laws." [CENTER][ATTACH type="full" alt="conte-4542810_960_720.jpg"]132358[/ATTACH] [URL='https://pixabay.com/illustrations/conte-legend-dragon-fantasy-3d-4542810/']Picture courtesy of Pixabay.[/URL][/CENTER] I’m not trying to dictate these observations to anyone, they are what I’ve known to work and be relevant. These are not presented in any order of importance: to me, they’re all important. [HEADING=2]Murphy's Law[/HEADING] We can't really leave out [B]Murphy's Law[/B], but it's pretty extreme. The point for game developers is, don't assume that things are going well, rather monitor what's happening to be sure it's going well, or if it isn’t you can do something about it. [HEADING=2]Law of Realism[/HEADING] In fact, if you want to get filthy rich, you're better off playing the lottery. Phenomena like [I]Minecraft [/I]and [I]Clash of Clans[/I] and [I]Terraforming Mars[/I] are much less common than enormous lottery wins. It’s hard enough even to make a living as a game designer, let alone get rich. [URL='https://www.enworld.org/threads/owen-stephens-continues-real-game-industry-posts.673069/']See Owen K. C. Stephens’ tweets about the life of a professional RPG maker[/URL]. [HEADING=2]Learn to Love Constraints[/HEADING] Contemporaries have been taught to dislike constraints, but games are inherently an artificial set of constraints intended to result in interesting play. These constraints have been demonstrated in many arts such as music and painting. When you design a game, set limits for yourself to work within and you'll be a lot better off. [HEADING=2][B]Laws of Game Creativity[/B][/HEADING] Most of game design is a form of science and engineering. Furthermore, “[I]you can't wait for creativity to come by and knock you on the head[/I].” It's often an active, not passive endeavor, and while you don't want to discount creativity, problem-solving (the science/engineering part of game design) matters much more. [HEADING=2][B]Nielsen's First Law of Usability[/B][/HEADING] It's actually a law for website development, but applies equally to game design. [HEADING=2][B]Law of Inevitability[/B][/HEADING] In other words, don't rely on sportsmanship, players being gentlemanly, or any other vague notion to prevent someone from playing within the rules. Instead, design the game so that what you don't like is either impossible or impractical because it doesn't lead to success. Fortunately, we have GMs to sort this out in (most of) RPGland, but it’s better not to have to rely heavily on the GM. This is not about loopholes in the rules. Of course these are undesirable, something you don’t want. No, I’m talking about rules being followed as intended, yet the result ends up with a line of play that you as designer don’t like. You can’t say “but that’s not the way I intended it to be played.” Often, the reason people play in what [B]you [/B]might think are undesirable ways, is because they found a strategy that works. Camping in video games (turtling in board games) is the obvious example. If the game rules make camping a successful strategy, some people are going to do it, but you can design a game so that camping is not going to be successful; then there will still be some people trying to camp but it won't bother the other players because they know it won’t be successful, consequently rarely played. [HEADING=2][B]Sturgeon's Law[/B][/HEADING] This law derives from a statement made by a science fiction author long ago. This applies more to academic debate and research than most of life, but in the era where we've lost trust in many institutions, perhaps it’s becoming more apparent how much of life is stuff you should ignore or stuff not worth bothering with. And in game design, most of the ideas and solutions you come up with will be crud; you have to keep searching to find one that’s right. [HEADING=2][B]Law of Varied Preferences[/B][/HEADING] Beyond debunking myths, the most important thing for learning game design is this law. The corollary is “[I]you are not your target audience[/I]” and another corollary is “[I]design games for your target audience not for yourself[/I].” This doesn't mean it never happens that people design games for themselves that become very popular. The video game [I]Doom [/I]is an example. It worked for them very well, but you can't rely on that if you want a commercial success. I'll add more rules of thumb in a future article, but for now... [B]Your Turn: What game design rules of thumb would you add to this list?[/B] [/QUOTE]
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