Lectures 16 and 17 (15 November 07)

Success/Failure Cases on Online Game Development 1--(Pre-Production Stage)


Abstract: This lecture will present findings from case studies in online game development that address topics, issues, or challenges that arise during game pre-production.

The purpose is to review both what has worked successfully, what problems have emerged, and what now to consider in future game pre-production.

This will include examination of issues associated with the cross-licensing of game content that originates in other media sources (for example, feature films, broadcast television, Web sites, theme parks, science centers/museums, books, or comics), integrating use of future game devices and interfaces, and establishing future game venues.

Pre-production technical activities



Pre-production business activities


SPORE: Pre-production case notes

E-J. Waugh, Gamasutra.com, 29 March 2006

"What is pre-production? It's what you are going to build" and "how you are going to do it".

Pre-production is a working sketch of the design concepts you have buzzing in your head, that you can throw together to see if they really work and to better illustrate the ideas to the rest of your design team – much as with thumbnail sketches, storyboards, or the "pre-viz" animatics.

Pre-production is a form of planning before actually putting expensive pencil to paper, as it were.

The audience for pre-production includes studio engineers, designers, and other team members. Most objectively, a prototype is used to convince others that your concept is "worth the risk of a full production".

The importance of polish -- a prototype, though humble, should possess a degree of user design put into it. Objects were depicted by clean, round-edged boxes that became highlighted when clicked. There was some minimal work put into a color scheme and to get the whole package to feel smooth and friendly to use. Though you don't want to obsess, Todd said, "a little aesthetics goes a long way" toward making your prototype something that people will actually use.

Part of the point of a prototype: "When you are in pre-production, you're not making the game."

Example prototype scenes from SPORE (c. 2006) -- scene01, scene02, and scene03

It's important to know from the outset, what problem a prototype is intended to solve.

Work in 2D before moving to 3D, since if you cannot successfully the concept in 2D, why believe you can in 3D.

Recent scenes from SPORE (2007) -- scene04 and scene05

Another pre-production case 

Project X happens to be an MMO based on a hugely successful TV show/book/boardgame/movie - take your pick. Your are told 20 levels must be designed.

Q & A - How, What, When, Why, Where, & Who

How many exterior zones do we need? How many 'dungeons'? How should they be connected? Where are these zones? Who lives there? How does the player get around? When does the game take place? What kind of gameplay is to be expected there? How many players do we expect to be in a zone/level at one time? Will there be any PvP? What about player housing? etc. The last thing you want to do is dive right into level design without knowing at least preliminary answers to these questions, unless you are prepared to redo your work and in the process look very silly and unprofessional.

A good level designer is always asking questions from the engineers, the artists, the systems designers, the studio head, the coffee man, whoever you bump into. Know the answers to these questions so that when asked, you regurgitate the answers without even thinking. You should probably consider brainstorming meetings.

Do not limit your questions to those that specifically pertain to world construction.

Make it your business to know the game inside and out. How does combat work? How many different mob models will the art team create total? How many quests will there be? How much money is in the budget for this game?

The more you know about the minutiae of the game, the better you'll be able to do your job as a world builder/level designer. This could be considered true for everyone on the team. 

Research

Know thy subject matter. A good world builder will always take some time to learn about the world he is going to build before he paints a single height map pixel or drops in even one bush.

Good research involves lots of reading, or even watching movies and/or TV shows related to the subject. Play other games with similar themes and geography. What have they done? How can you do it better?

Go to the museum and make sketches and notes of artifacts from similar periods, if that is possible.

Study books on architecture and geography. If there are books or TV episodes about the franchise, be sure to make it your business to read and watch as many of them as you can.

Browse the web for snippets of knowledge that are otherwise hard to find.

Collect images and articles in your user directory and share them with the rest of the team.

Immerse yourself in the universe. As world builders it is our responsibility to know the subject matter well enough that we can portray the franchise's 'heart' in our worlds.

If you have access to franchise experts, make it your business to get as much info from them as possible. Sometimes you'll learn things from them that you would never have been able to through the normal channels of research, and this goes a long way toward helping you capture the spirit of the franchise in your designs.

Quiz on game preproduction

From Teaching Gamecraft: The theory, planning, art, production, and design of video games, Lane Daughtry, John Gabriel, Ryan Greene, Jason MacCoy, Rick McCann, and Anthony Rossano.