Re: Game Design in General.


26 Aug 1995 10:22:50 GMT

In article <41mj4k$3ln$1@mhadf.production.compuserve.com>,
Jim Newland <76461.2144@CompuServe.COM> wrote:
>
>WARNING! THE FOLLOWING IS FAIRLY LONG (BUT NOT NEARLY SO LONG AS A
>PSYCH PROFESSOR'S PERORATION, SO TAKE HEART)...

Long perhaps, but certainly interesting.

>Having settled on the plot, puzzles, and etc., I've learned that (at
>least in my case; if anyone disagrees about this method, I'd be
>interested in hearing their comments) its best to code the story in
>"passes." The aim of the first pass is to get a complete, working game,

[snipage throughout post.]

So far, we have a very similar method. First I write the rooms, then I
test the exits, then I dump it to a text file and spellcheck it, then I
go through pulling out every object in every room, for incarnation as
decorations.

>Sorry about that. Ok, after the skeleton game is done and I've beat up
>object as completely as I can, with the sole exception of NPCs'
>dialogue. I pull out my printed copy of the verb library--as well as
>considering any new verbs and commands I have added, of course--and run
>down the list for each object, trying to imagine the various ways an
>item might be used and giving due attention to the various locations in
>the game, since it may seem entirely reasonable to the player to try
>using an object in some very particular way in some particular location
>me the ideal to be strived for in the second pass, even if it is never
>likely to be achieved.

I don't worry about total coverage yet. I try to make sure the puzzles
work at this stage. Later I worry about the frills.

>Finally, after all this, I will make the last pass, in which the major
>task is the consideration of NPC dialogue, encyclopedia entries, and
>the like. In the case of NPC dialogue, my experience has been that if I
>try to "make it up as I go along," I invariably end up with either a
>very dull character or a decidedly schizophrenic one (since I will have
>forgotten by the end many of the particulars of his/her personality
>which I had in mind in the beginning). Also, after the game is more or

Here's the main difference I see. For me, my characters evolve as I go
along, and I add to/edit them when inspiration/the mood strikes me. I DO
have a final consistancy check on NPCs though, to check that they remain
in character. Generally, I have a very distinct personality in mind for
the NPC though, so it isn't too hard.

As for not releasing a game yet, I wouldn't feel bad. I talk the talk,
but I'm still trying to walk the walk. Of course, I'm getting quite
close to doing so, but we'll see.

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