Game Design Notation (via)
Danc of Lost Garden has an interesting article up about creating a system of game play notation.
As any designer knows, creating a design document that doesn't have to be augmented by the designer acting it out like a 3rd grade play in order to be understood is not an easy task. As Danc points out, there is a common notation for music and the movie script is a completely standardized form, so why not games.
Defining a notation system for games, or any interactive medium, is inherently difficult. The fact that the player (our worst enemy) can do anything they want complicates matters a great deal. Much like the plans for War, the best laid Game Design become worthless once the play has begun.
It also seems that there are so many structures for so many different types of games that coming up with a unified system to cover them all is unrealistic. Platformers, Sim Games, Adventure Games (oh yeah, don't have to worry about those anymore), FPS, etc.
But it's a worthwhile goal.

Other people's comments:
Posted by PissedOffMonkeyIslandFan on Jan 18, 2006 twenty five to ten am
Posted by Someone on Jan 18, 2006 quarter to noon
Zing!
Posted by Ron Gilbert on Jan 18, 2006 quarter past noon
Posted by PissedOff on Jan 21, 2006 twenty five past ten am
Posted by AccessAngel on Mar 13, 2006 five to three pm
Posted by Ogni on Jan 18, 2006 ten am
I like the conclusion that new grafics are also thought of as a reward factor. To me adventure games rewards are not only "solving the puzzle" but seeing a neat animation for the solution/progress you just achived. (but I am a special case for that matter, I think)
Very interesting read, eventhough I am far from being a game designer.
@POMIF: Want a cookie?
Posted by chaostheorem on Jan 18, 2006 midnight
Posted by Haggis on Jan 18, 2006 quarter past ten am
Posted by ggy on Jan 18, 2006 half past noon
[/tongue-in-cheek]
Posted by Rob Merritt on Jan 18, 2006 twenty past two pm
I think.. I think... I think I'm going to cry
Posted by Rhett on Jan 18, 2006 five past ten pm
The best notation of a game seems to be the game itself.
Posted by teamonkey on Jan 21, 2006 ten past six am
I never got into the whole RPG/LARP scene, but can't help but think that the computer should act as some sort of dungeon master, adapting to the different situations created by the player, creating puzzles and sub-plots on the fly, while ensuring that the planned story arc is maintained (or perhaps even creating a tight plot as the game progresses).
Posted by bacon on Jan 24, 2006 ten past eight am
Posted by teamonkey on Jan 27, 2006 three pm
Posted by Rodi on Jan 19, 2006 twenty five past midnight
So the real question is, Ron, what do you have against handpuppeteering?
Posted by Marek on Jan 25, 2006 ten to four am
Whoops, movie tangent. I don't know how (if) this applies to game design docs.
Posted by Tim on Jan 19, 2006 five to one am
I'm currently playing through Kameo on my 360 (not an adventure game in the classic sense, but still classed as one) and it's interesting that the designers have added many arcade game and platform game style rewards along with the classic puzzle solving. In fact, many of the "modern" adventure games (which are glorified platform games in my eyes) do something similar. Beyond: Good and Evil is another good example of this.
I'm not quite sure whether I like this progression in genre or not!
Unfortunately, the modern gamer is much like the modern consumer in that it is assumed we have a concentration span of about 1 second. I guess designers feel they have to keep us more interested than just hanging on for the next puzzle solution or plot twist.
Sorry, gone a bit off topic here, but what I'm trying to say is that design documentation must be fairly difficult when designers are trying to sell an idea as being appealing to as wider audience as possible!
Posted by Patrick Dugan on Jan 19, 2006 ten to ten am
This guy critiques it much better than I do: (http://projectperko.blogspot.com/2006/01/languages-marching-on.html)
Posted by m0 on Jan 19, 2006 ten to ten am
Posted by The Wondersaurus Fantabulorus on Jan 20, 2006 five past eight am
Koster's model is much better for game design. It has all the same problems of working with interactive media, but it's not just measuring reward schedules.
-Wuh Fuh
(my first post here lol!)
Posted by m0 on Jan 20, 2006 twenty to six pm
A few years back games were a parody of bad, b rated cinema, now cinema is a parody of real bad videogames, we got to switch back something in the right order in the first place!
Posted by Tim on Jan 23, 2006 five past one am
Posted by m0 on Jan 25, 2006 half past nine am
Posted by Stranger on Jan 21, 2006 five to one pm
Posted by spaceship789 on Jan 24, 2006 five past one am
Posted by Beef on Jan 25, 2006 twenty five past one am
For one, a methodology is a poor substitute for common sense and too often use as such.
Secondly, I have too much faith in game designers to think the reason we are having 'wanna-be-movie-game-on-rails' is because they don't have a good notation to put down their ideas.
Posted by Marek on Jan 25, 2006 quarter to four am
The solution to writing for non-linear games (a problem mentioned above) already exists though: write your design doc in hypertext.
I'm using a wiki for a game right now, not necesserily for the collaborative environment it provides (that's a plus), but because of how easy it is to split the design doc into many small pages that are linked together. It allows you to zoom in and zoom out at will, and people on the team are more likely to read the stuff they need to know because it's not hidden on page onehundredandsomething of a massive design doc that's probably outdated anyway because the newer version didn't get distributed.
The wiki format has also probably doubled my productivity. I tend to stare less at empty pages or mull on single paragraphs or pages. Instead I just enter ideas quickly knowing I can always smooth them out later (or revert to an earlier version).
I'm not working on an adventure game, so I don't have any experience using a wiki for setting up elaborate stories, but I will definitely try it out if I get to work on a story game in the future.
Posted by Sam on Jan 25, 2006 five to four am
Posted by YOUOWN on Jan 27, 2006 twenty five to four pm
Posted by Me2 on Jan 29, 2006 quarter to four pm
Posted by scalpmed on Jan 31, 2006 eight pm
Posted by slav on Mar 1, 2006 twenty five to eleven pm
Posted by Emanueldomenico on Jul 26, 2006 seven am
but... during my study i found out that a good combination of graphic and text is optimal, and that the "values" and the "functions" are mostly empirically chosen.