TAILIEUCHUNG - Game Design: Theory & Practice- P13

Game Design: Theory & Practice- P13: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 338 Chapter 17 The Design Document Inauspicious Design Documents As I previously recommended it may be useful to try to get your hands on some professional game design documents in order to give you an idea of what the industry expects in such specifications. However you must be careful. It is likely that the document you obtain will not be any good. Many of the documents that have been used for published games and which were written by experienced professionals are truly terrible. By way of example and in order to best teach you what to avoid I will explore a few of the different types of horrible design documents and why they fail so miserably at what they are supposed to accomplish. The Wafer-Thin or Ellipsis Special Document These thin little volumes certainly none longer than thirty pages startle and amaze the experienced game designer with their total and complete lack of any useful content whatsoever. They use meaningless descriptions like gameplay will be fun and responsiveness will be sharp. In these documents many comparisons to other games are made This plays like Super Mario 64 or The game has a control scheme similar to Quake. While such comparisons can be slightly useful as I have discussed the writer of the Wafer-Thin Document almost always fails to go on to explain the control scheme of Super Mario 64 or Quake in any detail let alone the scheme to be used by the game in question. Often these documents spend a lot of time maybe half their pages talking about back-story. Usually this back-story is very weak and poorly developed and is only tangentially related to the game being developed. The Wafer-Thin Document also spends a lot of time talking about how the menus will work. Not the in-game menus but the system menus where the user selects what type of game he wants to play sets his options and so forth. Many mock-ups are made and options carefully listed. What exactly the options will affect in the game is seldom described in any detail since the .

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