addict
Joined: Sep 2022
|
Thanks for the recommendation! It was really interesting to see the developper lay out the design guidelines for BG2. BG3 seems to follow them fairly closely. For reference, from the article: Basic Design Rules:
The player must always feel as if it is HIS actions that are making him succeed. He should feel that through his smart decisions and actions that he has solved a puzzle or battle. The player must feel as if he is having an effect on the environment. His actions are making a VERY visible difference with how things are running in the game world. His actions have consequences. When designing, a good and evil path must be considered. Several plots should be marked as changing according to the player's alignment. Story Design:
The story should always make the player the focus. The player is integral to the plot, and all events should revolve around him. It is important that the player is kept informed about the progress of the villain. This can be done through cutscenes during chapter transitions, or through integrating him/her into the main plot from time to time. It is important that there be a twist in the story (or even more than one). This is where a revelation is made to the player that makes him reevaluate what's going on with the story. All of the twists should involve the main player. Twists that the player figures out on his own are also better. It is good to keep the ending of the story open ended, especially if a sequel or expansion packs are being planned. Environment Design:
The game world should be divided into chapters. Each chapter should be of equal size and exploration potential. Each of these chapters should have a rather obvious goal, but one that the player can achieve in any fashion that he wants. Certain areas should be marked as core areas. These areas are usually towns or similar places that the player will be returning to often. Core areas should change as the environment changes. As the player performs actions in other areas, there should be changes to reflect this in the core areas. The player must always feel that he or she is exploring interesting areas. This means that areas always need to have a unique feel to the art. It is not a good idea to have the player moving between areas often. This becomes annoying. Plots should be kept within the confines of a single area. 5. It's good to show things to the player that he cannot use or places that he cannot go. Later on, these objects or places will become enabled.
A well thought out reward system must be created. The player should be rewarded OFTEN during the course of the game. These rewards can come in the form of XP, items, story rewards, new spells, new monsters, new art, romances, etc. It is important that the player is able to personalize his character. This means that he should feel that the character he is playing is his own. It is important that the world reflect the ways in which the player has personalized his character.
Writing Guidelines:
No modern day profanity. This excludes lesser profanity, i.e. damn, hell, bitch, bastard. Each of the dialogue nodes (dialogue piece) spoken by an NPC should be limited to two lines. Only in VERY RARE circumstances are more than two used. All character responses should be one line when they appear in the game. There should be no reason for them to be longer than this. Try not to use accents in dialogue. For certain characters (Elminster, sailor types) it is all right, but for the most part it should be avoided. When using player choices, try to keep the visible number to about three. Two or four are all right, but only when really necessary. When an NPC talks directly to the main player, this should be noted for scripting purposes. Other dialogue should be included for when someone other than the main player talks to this character. Random dialogue should be avoided, or at least used sparingly. Commoners should have only a few random dialogue lines, but there should be several different commoners to talk with.
Yes I think its a great piece on basic game design (and the difficulty in making sequels...). Really shows how even with new incredible technology, the basics really remains the same to make a timeless great game 
Last edited by Count Turnipsome; 12/09/22 08:52 AM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
|