There comes a time when you're
producing a game, you look for a feature, only to find that there's a
lot of ambiguous information regarding its function and overall
use/implementation. Often an issue in any design document, its a
concern , after all having all the answers so your team can do what
they need to do, maintaining the core of your product, is the most
essential element of any game design document. However, when is to
much, simply to much? Executive summaries, financial plans, marketing
directives, prose for the first parts of your game, etc. Is all of
this necessary? Who's going to actually read it?
The basic building blocks of any
document should involve 3 major things, the way I see it: Core
Statement, written for your team who read it, and lastly, no
ambiguity (though that doesn't mean there is no elasticity in what
can/cannot transpire with regard to mechanics and what not, there
shouldn't be any direct questions regarding whats suppose to happen,
or how things are suppose to work with any given feature or
scenario). Clearly, I'm not alone in that sentiment, as others like
Brenda Brathwaite with her take on ambiguity and core statements, or Tom Sloper with his belief indetail and even Black isle studiosleaked Van Buren documents present a clear standard.
Over time, however, it's become
apparent that game design documents have become biblical – only in
the sense of their immense size. It's not uncommon for publishers and
other departments to have a say in the overall GDD, and often end up including a wide array of things that simply aren't necessary or beneficial to development –
clearly I'm of similar opinion with Mr. Tadhg Kelly. There comes a
point where everything that your document is about becomes veiled by
clutter – elements that no one but executive would ever look at, if
they weren't already busy listening to you and watching your
presentations instead. No one in the design team is going to care,
and they're the very people these documents are really meant for.
Of course, there are other developers
who have their own opinion even on that – these documents are
worthless in their eyes, something they feel is a waste of time to write, according to Joe Danger's Sean Murray.
I admit, there's a certain appeal to game design as a form of purely
elastic, reiterative prototyping, rather than design documents backed
with concept artwork galore. Raph Koster has a great article
regarding less design documents, art, and more prototyping, like in the image to the right – as
well as learning to make products cheaper. It's certainly insightful,
and definitely relevant in a world where games can cost as much as fifty million and higher
– in the hundreds of millions, as it did with Star Wars: The Old Republic.
Ultimately, there's always going to be
room for design documents. They're truly beneficial, though only if
they continue to focus on the design, remain elastic, and revolve
around prototyping (even if that prototyping is some flash cards and
paper cut-outs). There's a point where we seem to get focused on the
'idea' of what we like, rather than on the implementation and
functionality of 'fun' with those ideas. While it's clearly not
everyone's cup of tea, a good foundation, and a good place to
finalize information that you're actually using as you prototype and
iterate your designs.



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