Breaking Open the Black Box

The Secrets and Stories of Game Design

Pages

  • Game Design Lessons
  • Learning From My Past
  • Post-Mortems
  • Who am I?
Follow @Xelnath [mc4wp_form]

Powered by Genesis

Starting from the Beginning…

2012.06.23 by Xelnath

“It is easier to make a complex thing than a simple thing”

This can’t surely be true, right? Sadly, especially in game design, this is true.

A complex thing can have many moving parts, many knobs to tweak and have a thousand miniature rules to handle the edge cases. A simple thing does not have this luxury.  It just works and – if well enough designed – you ignore its elegance.

Simple is not crude

Just because a thing is simple, doesn’t mean it is difficult to use or poorly thought out. Compare these two axes. Thousands of years apart, they both serve similar purposes of chopping up wood. 

Yet for all of these things, the differences are astounding:
Material, Size, Weight, Balance, Shape, Features.  
The ability to design comes from two skills. The ability to see these differences and the ability to conceive new ones. Many people become unfortunately hung up on one or the other aspect of design. Either they steal everything they see – or they make everything new – and lose all of the lessons someone else has learned.

Theft is Flawed

I started out by stealing every idea I ever had from somewhere. The first comic book I drew was mostly a retelling of Super Mario World, but with me as the hero.  The first story I wrote was a thinly veiled fantasy version of the cold war. The first boss I created in WoW was stolen off the white board of my manager, Scott Mercer.  
This last point is important – he handed me the pre-planned design, told me to steal it and simply focus on creating it.  This is the great thing about theft – it allows you to focus on the physical labor required to bring an idea to life. 
If you look back at most of the stories that filled the apprenticeship period in the US and Europe – it was filled with tales of young kids whose masters forced them into rote creation, rather than innovative or creative creation. Generations of iteration had shown that you are a stronger creator if you’ve started out mimicing someone else first. 
However, if you stall out and rely on mimicry forever, you are unable to adapt to the changing needs of your environment.

Innovation is Flawed, too

After working on Attumen, my next boss was a guy known as the Shade of Aran. Stretching my wings a little bit further, I tried to stick to a lot of basic, easy stuff and only mix in a little new stuff.  The result turned out okay – I actually learned so many lessons working on him that I’ll dedicate a full post to him later. 
What is more important right now, is what happened to me after finishing him. I was riding so high on having successfully brought my own personal concept to life, that my brain surged from the recognition of having created something that balanced common with cool. 
Credit to the talented John Polidora
This told me, “Everything you believed was right – you can innovate even further now. No limits!” 
Boy, was that a mistake. I quickly lost sight of the basic things I had done right on Shade and decided to go into crazy land. In fact, I straight up OD’ed on Innovation and the result was… Netherspite.
Netherspite was a boss fight so far removed from the reality of the game that it constantly broke the game’s rules. Tanking was defined by a perfect execution of a positioning dance. Healers had infinite resources, while dps had massively increased damage. 
Sounds amazing, right?  Well, sure! All of those things are great.  The problem is – when you make that many changes at once, your boss encounter ceases to be part of World of Warcraft and instead is part of BDR – Brazie Dance Revolution. 
In fact, the encounter was so far detached from the rest of the game that elabourate diagrams and planning was required for a normal group to execute it properly. 
Please don’t misunderstand – planning is an excellent part of a deep, fulfilling multiplayer gaming experience. However, this encounter required such high levels of execution according to what were ultimately my whims, that many players chose to skip this encounter every week.
Furthermore, this encounter was extreme bug prone and about half of the work I did in Karazhan involved fixing bugs, timing issues and random AI quirks that occurred under the bizzare rules of Netherspite. 
I made that picture of Netherspite my desktop background at work for about a year, to remind me of what happens when you let your personal lust for innovation take over. 

Innovation’s Price

I’ve been really lucky – I have an incredibly forgiving team that has allowed me to extend myself far further than I should have. Coming from an tech-savvy background, I was able to script my way out of the hole I created for myself on Netherspite. 
However, it came at a price. After Netherspite, I was reassigned to work on the most basic content in the game. Basically told that until I mastered the basics, I needed to stay away from content that allowed me to get away with overly complex designs.

“But I MUST Innovate, or else I mean nothing”

The above sentence is a crying voice that still haunts me everyday. In fact, I regularly succumb to this fear and go too far.  That’s okay, you’re totally normal.  There’s one thing to keep in mind, one thing that is incredibly hard to accept and incredibly powerful once you do:
“There will always be another chance”
Maybe not on this boss, maybe not in this situation, maybe even not in this game, but another opportunity will come up again. As long as you don’t give up on yourself, you’ll continue to grow. 

A Balance is Required

Steal until you learn the rules. Innovate less than the maximum you can handle.  
Steal too much and you never develop the mental muscle required to handle the more complex problems you’ll face down the road. Innovate too much and you’ll consume all of your resources fixing bugs and solving newly created problems. 
In my experience, it generally takes 4-8x more time to create a new thing than it does to improve an old thing. So if you’re like me and constantly feel the call to innovate – plan ahead.
Next time, I’ll describe the most fundamental piece of World of Warcraft’s combat system… can you guess what it is?

Filed Under: Uncategorized

Why is Game Design a Black Box?

2012.06.17 by Xelnath

I frequently hear people refer to Game Design as a “Black Art”, voodoo or just a sixth sense you develop.

While I understand what they mean, I do not believe that game design, or at least the skills related to game design, cannot be taught. However, I do believe that some people are more open to learning the skills required to become a successful designer.

Since starting in this business, a few hundred people have asked me: “So what classes does it take to become a good game designer?”  I always replied, “it’s not what you do in school, but what you do outside of it.”

This rule has been true of just about every game designer I’ve ever met. While the rules and process for making games become increasingly clear, no amount of rote training can overcome the handicap of not being passionately connected to your craft.

In future posts, I hope to share some of the lessons I’ve accrued over the years, but none of them trump this one:

Pursue something you love.



Filed Under: Uncategorized

Who Were My Teachers?

2012.06.09 by Xelnath

As flattering as it is to wish otherwise, I am only here because of the incredible influence of the people who have filled my life. Every person I meet gives me a shard of something new. This is a short list of a few from my past who have had the greatest impact:
Right: Tom Cadwell

Tom Cadwell (Zileas)

Tom and I were roommates and before that internet friends through Starcraft. Tom’s example by starting his own company (Ethermoon Entertainment) encouraged me to explore game design as a realistic life option. Similarly, as he learned from his own mistakes, he shared the seeds that became the framework for improving my own designs.

Later he invited me to the beta tests for the games he worked on for Blizzard Entertainment. After going back to college for his MBA, Tom Cadwell joined up with Marc Merrill, Colt Hallum, Steve Mescon and several others and founded Riot Games, known for the incredibly successful League of Legends.

Justin Crites (Xiphoris)

When the World of Warcraft Beta started, UI modification was close to anarchy. No two people could adjust the UI without utterly stomping on the other. Justin originally proposed a confederation of the most passionate developers and the hardware to host our projects. Incredibly inspirational, Justin enlisted me early on to help organize and manage the addons while he recruited additional authors.

He was also wise enough to take my advice that the name “Cosmos” was a better one than “EverythingScript”. As with all passions, Justin moved on and is now a senior software developer for Amazon.

Bill Dyess (Thott)

Possibly the most well-read man I have ever met, Bill understood two things well – the scope of technology and the power of reducing the barrier to entry. When Justin and I were struggling to make our scripts available to the growing World of Warcraft player base, Bill offered hardware in exchange for letting him datamine our users. I shot him down completely the first time.

Wise as he was, he came back a few weeks later, this time offering a one-stop solution which automated our patching woes, allowed users to regularly update before launching the game and made the data mining an opt-in feature, which gave users credit for the items they found. I relented and Bill became an incredible mentor.

From technology, to health and love, he always had words of experience. Bill created Thottbot, and handled all of the controversy created by such a site. After some legal issues, Bill retired the site to manage his ISP business and I remain impressed with the degree of commitment he has shown to his family since then.

Michael Heiberg

When I first started at Blizzard Entertainment, I knew little of the people who worked there, only that they made incredible things. In a company like Blizzard, individually glory is often discarded to the credit of the whole.  Mike is the living incarnation of this philosophy – always passing on the glory while doing his best to support those who seek it.

Mike was my first mentor at Blizzard and taught me much about the important of attention to detail in our work. Mike knew more about the “why” things were done than perhaps any other designer at Blizzard. If you ever thought casting a Fireball was a simple thing, you need only need ask Mike about all of the parts that make it relevant, important and responsive.

While training me, Mike wrote an incredibly detailed document that continues to live on the World of Warcraft Wiki to this day, given to each new encounter designer when they start out. While many of the lessons are missed, it persists as a prime example of the level of thought Mike put into everything he created.

Wyatt Cheng

There are few people who have been properly instructed in the Wyatt Cheng school of Game Design… and I wasn’t one of them. However, I don’t think any other designer has had as much indirect influence on my work. Wyatt Cheng is most famously known for the statement “Any horrible mechanic, no matter how bad, is considered fun if sufficiently overpowered.”

When I started at Blizzard, I frequently compared my work against his. Wyatt’s work regularly espoused the virtues of visible game mechanics, avoidable damage and using numbers to create emotional tension. Wyatt’s greatest virtue is his ability to create situations that allow players to exploit his game mechanics while promoting challenge and tension in his work.

Wyatt is also incredibly talented at encouraging and accepting feedback. He famously said the words: “No feedback is wrong, but you should never act on more than 25% of it.”

Darren F. and Rob Bridgman

While not directly connected to the games industry, I want to give a quick shout out to the two guys who taught me the importance of both embracing who you are and accepting that your identity is a fluid, growing concept.

Rob taught me what it was to be accepted. Darren taught me the difference between making a joke and being one. They both drove me to take risks and grow as a person.

Not surprisingly, Rob and Darren both served our nation in the armed forces and I have been incredibly fortunate to have crossed paths with both of you.

Mom and Dad (And Family)

I love you both. You taught me well, even when you taught me wrong. Enough said.

Why is this important?

While we’re all alone in deciding to change, the people who support us along the way make the process infinitely more bearable.

Filed Under: Uncategorized

  • « Previous Page
  • 1
  • …
  • 22
  • 23
  • 24
  • 25
  • 26
  • Next Page »

Archives

  • August 2022
  • July 2019
  • October 2018
  • May 2018
  • February 2018
  • June 2017
  • February 2017
  • November 2016
  • September 2016
  • August 2016
  • May 2016
  • March 2016
  • December 2015
  • September 2015
  • August 2015
  • February 2015
  • January 2015
  • November 2014
  • October 2014
  • September 2014
  • July 2014
  • June 2014
  • January 2014
  • October 2013
  • September 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • January 2012
  • September 1816