Archive for December, 2006

+3 Saving Throw Vs. Bad Design

Monday, December 25th, 2006

chessOver the years, I’ve seen a lot a poor and misguided game design. Both in games that I’ve played (going all the way back to tabletop games) and in many of the products that I’ve worked on. The industry as a whole suffers from a lot of copy-cats and me-tooisms.

Back when I worked at New World Computing, I overheard a conversation between two our lead designers.

“So, how do we want to handle modifiers to ranged attacks?”

“Between 0 and 50 feet, let’s have no modifier, from 51 to 75 a -1, from 76 to 100 -2, and beyond that a – 3.”

“That’s good, but let’s extend it out to 200 feet.” (more…)

Lock Down

Wednesday, December 13th, 2006

polishHow do you keep your project on schedule? How do you hit your milestones at the end of the project? You have to take feature lock down seriously. Let’s say that your features are considered locked three-months prior to first submission. That gives you three months to do a real polishing.

The “polish pass” is something that is paid a lot of lip-service in the industry but doesn’t seem to be taken seriously. Sure, Valve delivers polished content, but Valve spent five years delivering Half-Life 2. Not an option that many of us have. Let’s think of polishing as post-production instead. Post, from the Latin postquam, meaning afterwards. That’s right, after production has ended. (more…)