• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:49
CET 23:49
KST 07:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA15
StarCraft 2
General
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
2v2 maps which are SC2 style with teams together? Data analysis on 70 million replays BGH Auto Balance -> http://bghmmr.eu/ soO on: FanTaSy's Potential Return to StarCraft A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1933 users

A common mistake of begining game designers - Page 3

Blogs > 0x64
Post a Reply
Prev 1 2 3 All
Winchestro
Profile Joined November 2012
Germany10 Posts
December 10 2012 18:34 GMT
#41
That was a insightful and hillarious post. Thanks for pointing out the variety of game design fields. There are in fact plenty of specializations out there.

I personaly don't see game designers as just video game designers, because most game designers I know also make board and card games, some even design pretty cool physical games. I actualy don't even like to put a lot of weight in the word "game" in "game design", because there are some techniques that work well outside of the games. So I'm totaly with you on that point, even though I personaly don't have much experience in polishing my board and card game prototypes to a professional level... maybe because I always got sidetracked by having more fun with the digital prototypes I created for balancing purposes.

As you pointed out correctly most of what was said here before isn't even getting close to truely representing game design as a whole, maybe because the theme of the thread was more "common mistakes of beginning game designers" and general oversimplified wisdoms one could give them, that will be benificial for them in most cases.

How would you prefer to break down the immense complexity of game design in order for people who don't have your experience to orient themselves and maybe find the right specialization they can become extremely good in?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-12-10 21:30:09
December 10 2012 21:25 GMT
#42
On December 06 2012 05:04 Winchestro wrote:
Im curious what you mean with "value". From what i've learned about evaluation of game design descisions, its a good practice to find and define the core gameplay of a game, and then value each descision by asking yourself "How well does this support my core gameplay?". For example the core gameplay of star craft 2 could be defined as something like "Fighting with units". Then you can watch some aspect about the game, like base building or economy and ask yourself "how well the way i build my base and my buildings support fighting with units?"


I was gonna do a bigger post but I don't have the time . I will just answer this question here.

This is really my own theory, so feel free to disagree.

Customer value is what adds money to your game, and keeps people playing it.

Examples
- Good packaging adds value, when you buy a game in a box you play it more because of sentimental value
- The amount of time spent in a game is valuable to the user, its what gives online games that feeling of "weight"
- Progression adds value, you are probably less likely to quit when you have a well geared character
- Cash items add value, when a player buys a cash item he is less likely to quit the game
- Community adds value, the more friends you have, the less likely you are gonna quit
- You get the idea

Indie games often neglect many of these, which is why most of them never get customer reattainment or make much money. They are always entirely concerned with the game mechanics on a pure level. Value is often what makes the game fun, the gear, the friends, the time you spent.

Many game designers long miss the idea of arcade games, where it was all about the game your score and nothing else. However they do not realise that other forms of value that we see in online games came into play, the money you put into the coin slot, the feeling of a big arcade machine, to the friends you make at the arcade.

sluggaslamoo wrote: Alignment of design and value, is the reason WoW was so successful. Whether or not you think its a good game, it is extremely popular. Value are things like friends, investment (money or time), progression, skill level, etc. Its interesting that Blizzard afterwards went in the opposite direction, by making BNet 2 feel like a barren wasteland, hiding stats from the players, and locking people into divisions.


EDIT: Just reworded some of my statements to sound a little less dichotomous.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
Last Edited: 2012-12-13 12:59:21
December 13 2012 12:53 GMT
#43
How would you prefer to break down the immense complexity of game design in order for people who don't have your experience to orient themselves and maybe find the right specialization they can become extremely good in?


I think there are really three core issues new games designers have to address (and I stress game designer. You can be a perfectly fine game developer without doing this hardcore shit, just as you can be a perfectly good plumber, brickie or carpenter without learning architecture. So long as you don't actually try and build the blueprints of the final product, this is helpful but unnecessary. If you ever want to actually design a genuinely great game though, it's absolutely fucking mandatory.)

1) scope/rhetoric: the first is that games are bigger than big. There is so much that can be used to inform game design it's just silly and it's rooted in disciplines from every field of creative practice and academia. The best text I have encountered for demonstrating this scope is Sutton-Smith's The Ambiguity of Play which examines various interpretations of what play and games are comprised of and what they mean, using 'rhetorics' to categorise them- for example the rhetoric that games are a civilising tool that abrogate all out conflict into abstracted contests, or the rhetoric that games arise from the brain learning about its environment and recombining it in a variously random or directed fashion and so on. The work is impressive not just in its scope, which is vast, but in that it presents such a variety of different opinions and ideologies around games and play that you can't help but be shocked out of your own way of thinking, if it is at all naive (which it inevitably is). Once this shock has occured, I would hope that the designer would be more open to examing theory, methodology and practice from other disciplines and rhetorics, plus be more aware that they have their own and that it is not the only one.

2) Authorship/stewardship: A dichotomy in all game design is you are designing something (a toy, a set of rules, a scenario) which is ultimately to be experienced by another through action and interaction. This places the game designer in an interesting space. Is one conveying meaning in the traditional authorial sense, where the author wishes to communicate certain patterns of narrative through their text, or is one merely a custodian of a structure which encourages the user to create their own narrative patterns and meaning. The analogy can be made to lego bricks: does one present them as a kit that is to be assembled a certain way to be considered successful, or as a system through which the user can invent and create their own structures within the constraints of the bricks.

It is a crucial point for all potential game designers to understand this dichotomy, their status as authors on the one hand, and their role in encouraging their players to, well, play, always a creative and individual activity. The interactions between these two roles are subtle, complex and diverse. When I say they must be understood I mean not that they must be mastered and their interactions perfectly grasped. Merely that the implications and a basic understanding of the issues must be had in order to make mature and intelligently designed games. There are few if any texts that address this deeply, so to engage with the literature one must combine videogame design texts that take the authorial appraoch (guys like adams, crawford and so on) with theory of games texts (caillois, bartle etc) that emphasise the player's experience and position.

3) Internal/external: The dichotomy between physical and magic (or external/internal) constraints. I use magic in the sense of the Huizingian magic circle (not the Salen&Zimmerman magic circle), the individually defined, internally maintained rules that limit the space of play in most games. The sorts of rules that say the paint lines on the edge of a soccer field are as good as a wall, that the card with a 2 on it is worth less than the card with a 4 on it and so on. These contrast with the rules of videogames which are physical, externally imposed by someone other than the player. Of course, magic rules arise in videogames, but they are rarely anticipated or intended by the designer.

This is the burden of the modern videogame designer. Historically games self-mediate and self-adjust, ironing out problems, adding features and becoming more and more polished through a process of memetic natural selection. (memetics derives from memes, the information equivalent of the gene, which serves the same purpose in the evolution of information as the gene does in biology). Designed games, particularly the heavily regulated modern videogame with its IP controls, antimodification encryption and incredibly complex code, lack much of this capability for adaptive development in the hands of their players. Players can only consensually limit the space further (eg, no sniper rifles allowed), not adjust (sniper rifles deal 10 less damage) or expand (new weapon to balance out sniper rifles) it. In a traditional game this would typically be as easy as a few words between bouts. In videogames it is often impossible, which places incredible responsibility on a designer to get it absolutely perfect.

You don't make things perfect by throwing darts at a board, nor by failing to understand context and theory, so being a game designer is a heavy, heavy burden of responsibility to learn a lot about a lot.


Once these three concepts are understood, games design appears to be a far, far more intimidating prospect, but also a far, far more rewarding and interesting one. There are a lot more things to explore, examine, theorise upon, test and ultimately discover, and these have far greater importance than just getting the next my little pony game's metascore up a few points.


Indie games often neglect many of these, which is why most of them never get customer reattainment or make much money. They are always entirely concerned with the game mechanics on a pure level. Value is often what makes the game fun, the gear, the friends, the time you spent.

Many game designers long miss the idea of arcade games, where it was all about the game your score and nothing else. However they do not realise that other forms of value that we see in online games came into play, the money you put into the coin slot, the feeling of a big arcade machine, to the friends you make at the arcade.


This is a perfect example of what I'm talking about. To design the game you must also understand the social context of the game, its position in space and in player's life. Though I think this would be better phrased as 'engagement' or 'positioning' rather than 'value', Slugga shows he's thinking not just about the mechanics of the game in a systems sense, but in a social sense, a kinaesthetic sense and a contextual sense. A mechanic may work better on a home computer than an arcade machine, even if the interface is identical simply because of the different contexts. A player may value a game that has a large community around it more than an identical game with no community, even if that community plays no part within the game itself. A good designer works this sort of thing into their design.
Poisonous Sheep counter Hydras
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO16 TieBreaker - Group B
StRyKeR vs Artosis
OyAji vs KameZerg
ZZZero.O438
LiquipediaDiscussion
IPSL
20:00
Ro16 Group C
StRyKeR vs OldBoy
Sziky vs Tarson
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 282
JuggernautJason127
StarCraft: Brood War
Calm 2735
ZZZero.O 438
Dota 2
LuMiX1
Heroes of the Storm
Khaldor293
Other Games
Grubby6166
FrodaN1996
Mlord563
B2W.Neo420
Pyrionflax213
Maynarde79
Organizations
Other Games
EGCTV1971
gamesdonequick1006
BasetradeTV43
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• davetesta87
• Hupsaiya 76
• HeavenSC 26
• musti20045 23
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Airneanach32
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2848
• Ler99
League of Legends
• Doublelift2892
Other Games
• imaqtpie1572
• tFFMrPink 10
Upcoming Events
OSC
11m
OSC
10h 11m
Wardi Open
13h 11m
Monday Night Weeklies
18h 11m
OSC
1d
Wardi Open
1d 13h
Replay Cast
2 days
Wardi Open
2 days
Tenacious Turtle Tussle
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
LAN Event
4 days
Replay Cast
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.