{"id":1426,"date":"2006-07-19T01:44:59","date_gmt":"2006-07-19T08:44:59","guid":{"rendered":""},"modified":"2006-07-19T03:51:55","modified_gmt":"2006-07-19T10:51:55","slug":"","status":"publish","type":"post","link":"https:\/\/cesspit.net\/drupal\/node\/1426\/","title":{"rendered":"The romantic theory of game design (prototyping Vs reiterating)"},"content":{"rendered":"<p>It&#8217;s from a while that I believe that &#8220;prototyping&#8221; is an overrated design approach. I always believed that a game should be done <i>exactly<\/i> as it was imagined, as close as possible to the idea that sits in the mind of the designer. I believe in a strong &#8220;vision&#8221; and direction and I don&#8217;t accept that a &#8220;prototype&#8221; is going to tell me what works and what doesn&#8217;t. I think it&#8217;s just a way to get fooled.<\/p>\n<p>In short I think that prototyping is a bad way to figure out whether an idea works or not, whether it&#8217;s fun or not. In fact I believe that the conclusions coming as a result of those tests will likely be <u>misleading<\/u>.<\/p>\n<p>To explain myself better I could oppose to that approach its theoretical negation: take the worst concept and reiterate long enough, and I&#8217;m sure you can make something fun out of it.<\/p>\n<p>That&#8217;s what I believe making games is like. You persist doing something that just doesn&#8217;t seem to work, trying instead to make it work as you imagined it. It&#8217;s a strife. A prototype will just tell you that the idea sucks. But persist long enough and I&#8217;m sure you&#8217;ll finally reach your goal, and suddendly everything will start to work exactly as you imagined. Making a great game that finally can be <u>recognized<\/u> by everyone else. &#8220;Recognizing&#8221; is the key because that&#8217;s the function of a prototype, and, still, it&#8217;s what that approach does worse.<\/p>\n<p>I believe that &#8220;game design&#8221; is &#8220;working against the odds&#8221;. A designer is a fool that noone can understand what he is saying. Someone who speaks in a tongue you don&#8217;t understand. A stranger. But, one day, he arrives and shows what he meant for all that time. And a standing ovation explodes, like an epiphany.<\/p>\n<p>Game design is an epiphany. It&#8217;s a concrete way to let people step in your head and finally understand and participate. It&#8217;s an happy end. A catharsis.<\/p>\n<p>And you cannot &#8220;test&#8221; a catharsis. You cannot anticipate an epiphany. Those things only happen when there&#8217;s a strong will behind.<\/p>\n<p>This is why I believe that game design should always start from a strong *necessity* and that should always follow a definite direction. It&#8217;s a volitional act. <u>NOT experimentation<\/u>. The experimentation is just for the scientist, for someone who cannot shape anything in his own mind. For a designer in search of ideas.<\/p>\n<p>But the &#8220;true&#8221; designer isn&#8217;t in search of ideas. He has an overflow of ideas.<\/p>\n<p>I believe that prototyping is necessary only in the measure it becomes an &#8220;enabler&#8221; for the reiteration: a prototype is often something self-contained, so offering the requirements for the reiteration to start and refine the model. It&#8217;s about execution, not about the concept. The concept is a &#8220;black box&#8221;. It should never be tested, never doubted. It&#8217;s&#8230; faith.<\/p>\n<p>&#8212;<br \/>\nAll this after the announce of Valve&#8217;s Portal. It&#8217;s not really something that Valve built, but more something that Valve <a href=\"http:\/\/en.wikipedia.org\/wiki\/Narbacular_Drop\">bought<\/a> (the <a href=\"http:\/\/www.nuclearmonkeysoftware.com\/\">company website<\/a> is currently down due to high bandwidth usage).<\/p>\n<p>I tried the <a href=\"http:\/\/www.nuclearmonkeysoftware.com\/downloads\/narbacular_drop.exe\">concept demo<\/a> (<a href=\"http:\/\/www.vgpro.com\/file\/10873_narbacular_drop.exe.html\">mirror<\/a>) but I wasn&#8217;t so impressed. It gave me a strong nausea right away (due to the inertia in the walking movement more than the portaling stuff, most likely) and I had to stop just past the third or fourth room (the one with the boulders). It&#8217;s a quite simple puzzle game, without some dynamism it&#8217;s just about discovering the right trick to move to the next room. Immersivity is next to none.<\/p>\n<p>Then dress it up with a retro sci-fi\/realistic mood, add a portal-shooting gun, add some more dynamics elements, picking things on the fly and a more realistic physics system and&#8230; wow! It&#8217;s <a href=\"http:\/\/www.poetv.com\/video.php?vid=5120\">simply awesome<\/a>.<\/p>\n<p>Great idea to time this on the release of Prey, like if they are mocking them by using the portal technology for something way more innovative.<\/p>\n<p>It&#8217;s time to go develop a netcode for that. Multiplayer madness.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s from a while that I believe that &#8220;prototyping&#8221; is an overrated design approach. I always believed that a game should be done exactly as it was imagined, as close as possible to the idea that sits in the mind of the designer. I believe in a strong &#8220;vision&#8221; and direction and I don&#8217;t accept [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[3,12],"class_list":["post-1426","post","type-post","status-publish","format-standard","hentry","tag-f00lies","tag-game_design"],"_links":{"self":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1426","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/comments?post=1426"}],"version-history":[{"count":0,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/posts\/1426\/revisions"}],"wp:attachment":[{"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/media?parent=1426"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/categories?post=1426"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cesspit.net\/drupal\/wp-json\/wp\/v2\/tags?post=1426"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}