Title: Designing Power-Ups for Action Games
1 Designing Power-Upsfor Action Games
- Randy Smith
- rsmith_at_ionstorm.com
2Takeaways
- A structured design process which can help
- Tailor your power-ups to your game and
development environment - Improve communication and documentation
- Design analysis that you can apply to improve
your power-up designs
3Scope of this Presentation
- We are going to talk about
- Generating ideas
- Refining
- Documenting
- We are not going to talk about
- Implementing
- Tuning
4Action Games Only
- Action games, such as
- First Person Shooters
- Platform
- Fighting
- Racing
- Etc.
- But not
- RPGs
- Adventure games
- Etc.
5What do I mean by Designer?
- Not (necessarily) a
- Manager
- Producer
- Project Director
- Level Builder
- A game systems designer.
- Or a group of game systems designers.
6Collaboration
- Other disciplines
- Programmer
- Artist
- Producer
- Audio
- Director
7Outline of this Presentation
- Deconstructing Power-ups
- Brainstorming
- Culling and Refining
- Goals and Constraints
- Documenting
8DeconstructingPower-Ups
9Questions About Power-Ups
- What are the components of a power-up?
- What categories of power-ups are there?
- Why are power-ups in games?
- Whats the definition?
- lets look at some examples to think about these
questions.
10Armor
Ammo
11Cross
Holy Water
Stop Watch
12Energy Tank
Morph Ball
13Vision Enhancement
Run Silent
14Mushroom
15Hammer
16Components of Power-Ups
- Acquisition Method
- Storage
- Activation Method
- Delivery method
- Payload / Utility
- Deactivation method
- Resource Cost
17Doom Armor
- Acquisition Collide with it
- Storage N/A
- Activation Upon pick-up
- Delivery N/A
- Payload Sets Armor100
- Deactivation N/A
- Resource cost N/A
18Castlevania Holy Water
- Acquisition Collide with it
- Storage Special Item Slot
- Activation Up and Attack
- Delivery Short range arc
- Payload Holy water puddle
- Deactivation Time out
- Resource cost Hearts, Slot
19Deus Ex Vision Enhancement
- Acquisition Augmentation Installment Process
- Storage Eye Aug Slot
- (De-)Activation F5 or Inventory Screen
- Payload Vision mode
- Resource cost Aug Power
20Categories of Power-Ups
- By Payload
- Unlock Player Powers
- Resource Change
- Environment Manipulation
- AI Manipulation
- Character Manipulation
- By Storage
- Inventory
- Hands
- Special Item Slot
21Why are Power-Ups in Games?
- Player Agency
- Player Reward
- Player Motivation
- Manage Challenge Level / Character Power Curve
- Player Learning Curve
- Unlock New Content
- Reinvent Gameplay
22Why are Power-Ups in Games?
- Maintain Player Interest
- Player Agency
- Player Reward
- Player Motivation
- Manage Challenge Level / Character Power Curve
- Player Learning Curve
- Unlock New Content
- Reinvent Gameplay
23Definition of a Power-Up
- A Power-Up An Acquired Character Benefit
- Acquired Dont have it at the beginning of the
game - Character The player character
- Benefit Resource, Power, etc..
24The development process2) Brainstorming
25Goal of Brainstorming
- Generate a big document full of ideas.
- Collect lots of creative energy, dont let it get
away. - Sometimes its OK to smoke crack.
- Get early feedback and info from other
disciplines.
26Documenting Brainstorms
27Generating Ideas
- Ideas can come from
- Core Fantasy
- Fiction
- Other Games
- Understanding of Goals and Constraints
- Design Philosophy
28The development process3) Culling and Refining
29Goal of Culling and Refining
- Eliminate ideas from the brainstorm list.
- In the process, refine your sense of your
- Design Goals
- Development Constraints.
- Grow your ability to make informed, deliberate
design decisions
30Cull an Idea from the Brainstorm List
- Someone pick an idea they dont like
- Someone else flesh it out, explain it
- Cull the idea for any reason
31Culling Deconstruction
- Ok, now why did you cull that idea?
- Categorize your reason
- Development Constraints
- Design Goals
- Ratio of the two
- Keep track of this data
32Goals and Constraints
- Development Constraints
- Schedule / Budget
- Technology
- Controller Hardware
- Target Player
- Etc.
- Design Goals
- What gameplay are you trying to create?
33Refining
- Use what youve learned to improve the idea.
- How can this idea better meet the Design Goals?
- How can this idea fit within the Development
Constraints? - If improved, send the idea back to the brainstorm
list. - If not, just throw it out.
34A Feedback-Intensive Process
35When do you stop?
- When youve considered every idea in the
brainstorm list? - When enough of the ideas make the cut.
- Whats the right number of power-ups for your
game? - Answer Constraints and goals.
36The development process4) Goals and
Constraintsexamples from Thief 3
37Ideas from Thief Thief 2
Fire Arrow
- Not stealthy enough
- Something more utilitarian?
38Mine
- Also not stealthy, but
- Its a trap for enemies
39Flashbomb
- Too useful for attack
- Should be an escape tool blinding and stunning
40New Ideas
Lead Arrow, Laughing Gas
- Too redundant with existing tools
Dog Whistle
- Not broadly applicable enough
41Climbing Gloves
- Expensive but worth it
- There are vertical stone walls everywhere
42Cloak of Flattening
- Expensive and not worth it
- Not enough systemic applicability
43Thief 3 Power-Up Design Goals
- Reinforce core stealth gameplay
- Empower interesting ways for player to thwart
enemies - Make getting caught more fun
- Empower player expression via systemic
interactions
44Thief 3 Power-Up Constraints
- Budget and Schedule
- Reuse UI Infrastructure for Activation and
Delivery Arrows and Bombs - Avoid implementation work with little reuse (new
player movement modes) - Work with existing systems instead of inventing
new ones
45Thief 3 Power-Up Constraints
- Simple Interface
- Reuse UI Infrastructure for Activation and
Delivery Arrows and Bombs - Keep overall number of power-ups small
- Keep Payloads/Utilities orthogonal
46Noise Suppressor
- Interesting and cheap
- Makes simple, systemic use of existing tech
47The development process5) Documentation
48Goals of Documentation
- Formalize ideas, Write a spec
- Think it through
- Communicate with the other disciplines
- What the plan is
- What they need to do to implement your power-up
ideas - How theyll know when the work is finished
49Principles for good design documentation
- Overall
- Clarity
- Efficiency
- Use fewer words
- Use more visuals
- Target your audience(s) hint it isnt you.
50Donts
- Defend your ideas.
- Emphasize fiction or design philosophy
unnecessarily. Dont ramble. - Feel the need to have excruciating level of
detail. - Leave stuff up to the other disciplines.
- Theyre in the same building as you, right? They
can come talk to you.
51Example Documentation
- ltsee documentgt
- ltsee templategt
52Why use a template?
- For Document Writers
- Enforce completeness
- Provide direction
- For Document Readers
- Provide consistency
53Conclusion
54What This Process Can Get You
- A well-documented set of power-up ideas tailored
to your game - A better understanding of your Design Goals and
Development Constraints
55Broader Applicability
- With some simple translation, this can also be
applied to - Other genres
- Other types of game elements (such as enemies)
56What is game design about?
- Making informed, deliberate decisions.
- Working within Constraints to meet Goals.
Maximizing the ratio. - Communicating with other disciplines.
57What are power-ups about?
- Empowering the player
- Maintaining player interest
- Opening up the games boundaries
- Reinventing gameplay
58Q A
Randy Smith rsmith_at_ionstorm.com