Posts Tagged design
Design roundup #3.
Posted by The Management in design on March 11, 2010

- Robbing Gods – An interesting article on The Escapist about the thematic aspects of Thief: The Dark Project and how they fit into the title’s atmosphere and gameplay.
- Bungie Publications – Various papers on Bungie’s development of the Halo series. Lots of interesting info outside of game design per se, but also some good AI breakdowns.
- Movement Mechanics in “The Legend of Zelda” – A fairy detailed article on Link’s moveset in the original game and its sequel, and another example of why Nintendo’s games often just “feel” so good.
The art of Zeno Clash.
Posted by The Management in art on October 4, 2009

When it comes to in-game assets, Zeno Clash takes the opposite approach of what you’d expect from a small studio. The game is absolutely packed with art resources, and very few of them are re-used. It’s all pretty stylish, too.
In various interviews, its creators mentioned The Dark Crystal and the works of Hieronymus Bosch and John Blanche as inspirations, and it’s easy to see why. The Dark Crystal was packed with wondrous locations and anthropomorphic characters, Hieronymus Bosch was famous for his fantastically twisted paintings, and Johan Blanche had that Heavy Metal edge. The end result is a style that reminds me of various late-80s Belgian comic books I used to read as a kid; the palette is varied and colourful, but the world appears dangerous and cobbled together.
It all makes for some pretty pictures.
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Design roundup #1.
Posted by The Management in design on August 28, 2009

Whenever I sit down to write an article about some aspect of game design, I always do a bit of research first. Often I run into works that already cover the topic, usually more extensively than I would have, so I scrap it. That doesn’t make these existing pieces any less valid, though, so I’ve decided to periodically highlight them.
Also, there’s a lot of information out there that isn’t specifically aimed at videogame design: neuroscience, prose, psychology, etc. Articles that discuss these topics can still be quite useful for a designer, so I’ll try to include them as well.
- An Easy Way to Increase Creativity – The concept of creativity is somewhat ethereal, but this Scientific American article goes over some concrete techniques for “thinking outside the box.”
- Yomi Layer 3: Knowing the Mind of the Opponent – David Sirlin’s excellent piece on predicting and conditioning one’s foe in competitive gaming.
- Intelligent Brawling – Tom Smith’s Gamasutra post on the more subtle mechanics of 3D brawlers and how they influenced the production of Nihilistic’s/THQ’s Conan.
Early prototyping lessons.
Posted by The Management in design, projects on July 13, 2009

As I previously stated, Tribes of Mexica is not intended to be wholly original. Of course most games build on top of their ancestors; the gameplay analogues are fairly easy to spot. However, that doesn’t mean that most games are devoid of creativity. For example, Braid took existing elements such as platforming (very refined) and time travel (somewhat new), and combined them into a unique experience. With ToM, I aim to do something similar.
RPGs and fighting games matched what I had in mind for ToM — i.e., combat-heavy gameplay with a variety of tactics — so I browsed through their toolboxes for inspiration. From these, I could safely assume that stunning an enemy or implementing recharging spells wouldn’t be a problem. My match-three core mechanic, though, relied on rotating concentric rings, which was a bit more unique. As such, it was a key focus for prototyping.
Granted as soon as I got this idea, I was flooded with visions of various units performing distinct animations that matched their respective Aztec gods. This sort of stuff was fairly rooted in aesthetics and not gameplay, though, so I had to set it aside and concentrate on cold, hard mechanics.
Here’s a bullet-point overview of those early prototypes:
- I started off with 4 main colours on account of wanting to associate four major Aztec gods with the face buttons of the Xbox 360’s controller. This is a relatively small number for a matching game, but adding more didn’t seem to make sense. I wanted to maintain the relationship between the gods’ “spells” and the face buttons, and throwing more colours into the mix just broke this symmetry.
I did briefly experiment with more unit types (the coloured circles) to see if I could add non-attacking troops. In Puzzle Quest: Galactrix, for example, the blue hexagons simply fill up your shields, but this muddled things up. It seemed confusing that some units didn’t directly attack the enemy, and any benefits they granted could simply be implemented via a regular yellow/red/blue/green spell.
- Most colour matching games only need 3 or more consecutive colours to register a match, and that seems like a magic number. If it’s 4 or more, then it takes a significantly longer time to spot a possible match, and it makes randomization of the game board that much harder to balance. Because of this, I decided to go with 3 rings of units (at least for the core mechanic). This also had the added benefit of making it quicker to select any single ring, i.e., the player was always only one click away from selecting his desired ring.
- 6 units in the first ring is pretty much the minimum possible number. Any fewer, and the player doesn’t have enough parts to perform the matching mechanic in any satisfactory fashion. I didn’t use any more units than that, however, as they’re humanoids that take up more physical space than your typical gems or spheres. They also need to be recognizable and exude some personality all the while accommodating for lower resolutions (for possible PC/Mac/Linux ports and the TV Safe Area issue), but I think I’ll further experiment with this number when I get the final animation sets.
- Each ring contains double the amount of units as the ring that preceded it, i.e., the first one has 6, the second one 12, and the third one 24. This gives us a total of 42 units, which isn’t quite as many as Bejeweled’s 64, but we also only have 4 colour-types instead of 7.
To give the game more symmetry, I tried putting the same number of units in each ring, but that didn’t work out very well. It greatly reduced the total number of “matching parts” and made the area around the enemy seem a bit barren. All in all, I think it stands to reason that the further the ring is from the enemy, the bigger its circumference, and the more units it can house.
- When a match is performed, the three units rush to attack the enemy, disappear upon contact, and get replaced by three new units that run in from an off-screen area. At first, I kept these fully randomized, but this created scenarios where the player couldn’t always perform his desired match. For example, if he saw two green units aligned in the second and third ring, he’d naturally look for a green unit in the first ring. If the first ring contained no green units, the player would feel a little cheated and would have wasted time seeking out the third green unit.
Since the player’s spells fill up as their unit counterparts perform attacks, this also meant that — at times — the player simply wouldn’t be able to execute certain attacks. A lot of intended strategy of the combat is picking specific spells from a common pool and casting them at desired intervals, so I had to make sure that each ring had at least one unit representing each of the 4 colour types.
- A lot of matching games rely on planning ahead and visualizing the game board’s arrangement following a move. This is used to perform multiple matches at one time, or to plan ahead cascading matches, i.e., when 3 blue gems are matched and disappear, the gems above them may fall in such a way that 3 more yellow gems are matched automatically.
Since the units are all attached to the rings and don’t move within them, this sort of planning was very limited and difficult to visualize. Furthermore, due to the controlled nature of the randomization, the player couldn’t know what new units would run onto the field until a match was actually executed. The ring alignment basically prevented planning “combos,” so I ultimately decided against making them an integral part of the gameplay.
- Making sure that each ring had at least one unit type also increased the amount of accidental matches. Unless these led to infinite loops, though, I was fine with them. They presented a quick reward that the player understood visually, and resulted in the player feeling like he got a lucky break.
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Hi, my name’s Radek Koncewicz, and I work as a videogame design consultant. I'm also the creative lead of