Game Design Notation (via)

Jan 18, 2006 half past eight am

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

I am the first poster again.

Posted by Someone on Jan 18, 2006 quarter to noon

First poster, more like worst poster

Zing!

Posted by Ron Gilbert on Jan 18, 2006 quarter past noon

Be nice or I'm pulling over right now!

Posted by PissedOff on Jan 21, 2006 twenty five past ten am

That was teh lame.

Posted by AccessAngel on Mar 13, 2006 five to three pm

congratulations!!!

Posted by Ogni on Jan 18, 2006 ten am

So if I apply this system to adventure games it seems that there are way too long periods of low reward activity and almost only expected rewards (since you set out to solve a given puzzle there are almost no unexpected rewards).

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

I thought we'd been using graphics as reward factors for awhile now? But mainly for dating sims (I guess the motivating factor here is pretty strong).

Posted by Haggis on Jan 18, 2006 quarter past ten am

And here I was thinking designing games was easy.

Posted by ggy on Jan 18, 2006 half past noon

No, no, no... That's why confused designers start out designing a next generation horror adventure game and end up with Yet Another FPS, albeit with scary elements.
[/tongue-in-cheek]

Posted by Rob Merritt on Jan 18, 2006 twenty past two pm

"Adventure Games (oh yeah, don't have to worry about those anymore)"

I think.. I think... I think I'm going to cry

Posted by Rhett on Jan 18, 2006 five past ten pm

I'm with Ron on this one.  Games are so non-linear, that any attempt to notate a game that uses a linear representation seems doomed to fail.

The best notation of a game seems to be the game itself.

Posted by teamonkey on Jan 21, 2006 ten past six am

Yeah, we still don't have the facilities to describe an interactive story as well as we can define, say, the plot of a movie or a book.

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

wow, what a great idea. Why hasn't anyone else thought of that? it will be so easy to do, now that you've given the world this great idea.

Posted by teamonkey on Jan 27, 2006 three pm

Of course! In the fine tradition of scientific discovery I think up radical and innovative ideas, post them in the comments section of someone's blog and they just happen. It works that way. Can't be arsed with tackling World Peace or a Cure for Cancer at the moment, but make sure you bookmark LJ's recent comments page for when I do!

Posted by Rodi on Jan 19, 2006 twenty five past midnight

Setting a standard might be interesting. I think especially for the big corps who would like to see things more alike so they can compare better between similar projects. But, since a design document is inherently a linear affair, I think there'll always be a good dose of handpuppeteering involved. But hey, isn't that fun as well?

So the real question is, Ron, what do you have against handpuppeteering?

Posted by Marek on Jan 25, 2006 ten to four am

The way movie scripts are standardized (even down to the font) is totally awesome. The focus is on the words, not how it's laid out, and everyone almost always understands what the author means. Great for big corporations and everyone else.

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

@Ogni: I agree that adventure games reward you with animation, dialogue and plot progression, as well as the "solving the puzzle" buzz.

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

My biggest complaint with the model proposed is that its very one-dimensional. Not only is its depiction a simple string, but the thing is measuring is basically dopamine release, which is only the most obvious aspect of the player experience.

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

One ring to unite them all...

Posted by The Wondersaurus Fantabulorus on Jan 20, 2006 five past eight am

So, Danc's model is not really good for notating up games.  It's a method for getting feedback on a game so you can tweak it.  I understand there are better methods in use at, like, Microsoft's secret game research cave.

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

We need a whole genre/trend of parody games making fun of all the crap we got fed for the past 10 years! bring out the anti-hero mockup poking fun at hardasses brainless thugs we're forced to control in cold emotionless 3D environments!

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

insert mindless "controversial" violence here

Posted by m0 on Jan 25, 2006 half past nine am

Especially the whole violence experience, let's all make fun of this by creating aggressively-marketed educational games instead, thus the bigger brained hero will be the "badass" instead of the bigger gun carrying homicidal maniac on steroids. We deserve a better experience than that!

Posted by Stranger on Jan 21, 2006 five to one pm

Wow, I don't care.

Posted by spaceship789 on Jan 24, 2006 five past one am

good for shoot 'em ups I suppose

Posted by Beef on Jan 25, 2006 twenty five past one am

A new (or, one at all) for game design will not solve the innovation crisis we are having at the moment.  
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

That kind of annotation seems useful for finetuning gameplay. It'd be great if you could import data from QA testers into a program that averages them out and converts them into these graphs.

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

Oh, can I see? Can I see? Please, can I see?

Posted by YOUOWN on Jan 27, 2006 twenty five to four pm

i play monkey island series 1-4(i know you didnt make last 2 but still guybrush is cool!) your games own!! you are cool!

Posted by Me2 on Jan 29, 2006 quarter to four pm

Look above me - a three headed cheerleader!

Posted by scalpmed on Jan 31, 2006 eight pm

Stranger. I think you it the nail on the head. A creative game designer could gradually make "smart" the thing that is cool rather than the scum bag criminal that runs around shooting people.

Posted by slav on Mar 1, 2006 twenty five to eleven pm

Wow! No comments! Me thinks they protest too much.

Posted by Emanueldomenico on Jul 26, 2006 seven am

Right now i'm studying Software Engineering, strange to say it since i'm not really doing that right now... and i'll have the exam tomorrow :D
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.


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