0:00:03.860,0:00:09.480 It's almost impossible to imagine the game[br]Ape Out without an ape. 0:00:09.480,0:00:12.410 And yet, that's exactly how it started life. 0:00:12.410,0:00:17.430 According to designer Gabe Cuzzillo, this[br]was supposed to be a time-looping stealth 0:00:17.430,0:00:21.370 game where you'd use push and grab[br]mechanics to slink along walls. 0:00:21.370,0:00:25.540 But if there were going to be guards in the[br]game, then naturally you should be able to 0:00:25.540,0:00:30.750 use those same mechanics on them, leading[br]to gameplay that has you holding guards hostage 0:00:30.750,0:00:33.350 and chucking them at walls. 0:00:33.350,0:00:38.840 This turned out to be the most interesting[br]part of the game: and so Gabe decided to wildly 0:00:38.840,0:00:43.500 change direction and actually build the game[br]around this core concept. 0:00:43.500,0:00:48.320 He removed everything that didn't need to[br]be there, like stealth and time-loops. 0:00:48.320,0:00:53.480 And did whatever he could to emphasise this[br]idea - most notably, by swapping the bald 0:00:53.480,0:00:59.239 guy for a rampaging, 300-pound gorilla. 0:00:59.239,0:01:03.840 This is an example of a game design methodology[br]called "Follow the Fun". 0:01:03.840,0:01:09.510 It’s the deceptively simple idea that designers[br]should ignore their plans and preconceived 0:01:09.510,0:01:15.350 ideas - and instead look to the game itself[br]to find out where the development should lead. 0:01:15.350,0:01:19.330 So take the microscopic tactics gem, Into[br]the Breach. 0:01:19.330,0:01:24.260 This game started life as a pretty standard[br]Advance Wars-style game, where enemies chose 0:01:24.260,0:01:28.240 attacks at random and hid their intentions[br]until their turn. 0:01:28.240,0:01:32.810 But one foe in the game would show you exactly[br]what they were about to do on their turn, 0:01:32.810,0:01:35.890 by highlighting the tile they were going to[br]attack. 0:01:35.890,0:01:41.030 The developers at Subset realised that this[br]was the single most enjoyable part, and so 0:01:41.030,0:01:46.630 decided to focus the rest of the game almost[br]exclusively on these telegraphed attacks. 0:01:46.630,0:01:51.009 And this actually helped dictate the rest[br]of the design decisions that the studio had 0:01:51.009,0:01:52.009 to make. 0:01:52.009,0:01:55.940 Because, if you know what the enemies are[br]going to do, can't you just move your own 0:01:55.940,0:01:58.150 units out of their attack zone? 0:01:58.150,0:02:02.509 Alright, maybe the game is actually about[br]protecting static buildings. 0:02:02.509,0:02:06.640 And so now it's about pushing the enemies[br]around so their attacks will miss. 0:02:06.640,0:02:11.370 But actually, you could use this to trick[br]the enemies into killing each other. 0:02:11.370,0:02:16.340 You can probably see why the designers who[br]use this method often say that their game, 0:02:16.340,0:02:19.340 to some extent, designed itself. 0:02:19.340,0:02:23.180 Here's Sam Coster from Crashlands-developer[br]Butterscotch Shenanigans. 0:02:23.180,0:02:27.950 SAM COSTER: "We like to think about this process[br]as the game discovering itself over time. 0:02:27.950,0:02:33.701 Because as iterators, rather than designers,[br]it's our job to simply play the game, listen 0:02:33.701,0:02:39.200 to it, feel it, and kind of feel out what[br]it seems to want to become - and just follow 0:02:39.200,0:02:40.700 the trails of what's fun." 0:02:40.700,0:02:46.980 Now, the idea of a game designing itself is[br]surely rather exciting for those looking to 0:02:46.980,0:02:48.550 make the next big hit. 0:02:48.550,0:02:52.560 But, it's not like amazing game ideas just[br]appear from the ether. 0:02:52.560,0:02:54.430 So, where do they come from? 0:02:54.430,0:03:00.420 Well, let's look at the origins of the rhythm-based[br]roguelike Crypt of the Necrodancer. 0:03:00.420,0:03:05.180 Designer Ryan Clark wanted to see if he could[br]put Spelunky's quick-fire decision making 0:03:05.180,0:03:08.450 into a more traditional turn-based dungeon[br]crawler. 0:03:08.450,0:03:12.970 So he made a quick prototype of a roguelike[br]where you only have a second to make your 0:03:12.970,0:03:14.420 next turn. 0:03:14.420,0:03:19.410 When he played it, Ryan realised that it had[br]an almost rhythmic-like quality - and it became 0:03:19.410,0:03:25.280 obvious that the game should be set to music. 0:03:25.280,0:03:29.989 Or perhaps we should take a look at the iconic[br]mid-air movement of Rocket League. 0:03:29.989,0:03:35.099 When Psyonix was working on the game's predecessor,[br]Supersonic Acrobatic Rocket-Powered Battle-Cars 0:03:35.099,0:03:37.900 - they've learned a lot about marketing since[br]then. 0:03:37.900,0:03:42.870 Uh, they had built a game about battling cars,[br]but wanted to add a speed boost mechanic. 0:03:42.870,0:03:46.769 So the devs simply applied a physics force[br]to the back of the car. 0:03:46.769,0:03:52.080 In testing, they discovered that players could[br]use that force in mid-air to rocket about 0:03:52.080,0:03:53.080 the arena. 0:03:53.080,0:03:58.690 That wasn't the plan, but the developers realised[br]that this actually added enormous depth and 0:03:58.690,0:04:02.360 a whole extra dimension to the game - so they[br]kept it. 0:04:02.360,0:04:07.550 The studio says “we developed this mechanic[br]almost by accident”. 0:04:07.550,0:04:12.739 In fact, there's a whole history of games[br]where bugs, glitches, and accidents in the 0:04:12.739,0:04:14.870 development process were turned into features. 0:04:14.870,0:04:20.110 For example, Hideki Kamiya found a bug in[br]Onimusha: Warlords that let you juggle enemies 0:04:20.110,0:04:22.180 in the air by repeatedly slashing them. 0:04:22.180,0:04:26.139 It was fixed in Onimusha, but Kamiya developed[br]it further, and turned it into the premiere 0:04:26.139,0:04:28.710 game mechanic of Devil May Cry. 0:04:28.710,0:04:34.860 The point being, this process involves taking[br]some initial idea - however loose, fuzzy, 0:04:34.860,0:04:39.289 or unoriginal it might be - and actually building[br]a working prototype. 0:04:39.289,0:04:44.910 And it's here - during the process of coding[br]and playing - that new ideas can spring up. 0:04:44.910,0:04:49.629 And so it's up to the designer to be open[br]and attentive to what the game is saying. 0:04:49.629,0:04:54.800 To realise what's interesting, and be willing[br]to explore those aspects… even if they don't 0:04:54.800,0:04:57.960 totally align with what you originally had[br]in mind. 0:04:57.960,0:05:02.949 That's how Gunpoint went from being about[br]a robot in space who drops fridges on people, 0:05:02.949,0:05:07.360 to being a puzzle game about a spy who re-wires[br]buildings. 0:05:07.360,0:05:13.439 That re-wire mechanic was just one possible[br]idea for a hacking mini-game in a side-scrolling 0:05:13.439,0:05:15.189 Deus Ex-inspired game. 0:05:15.189,0:05:19.830 But as soon as designer Tom Francis started[br]prototyping it, the game that would eventually 0:05:19.830,0:05:22.349 become Gunpoint started to emerge. 0:05:22.349,0:05:23.349 Here's Tom: 0:05:23.349,0:05:27.360 TOM FRANCIS: “It just immediately became[br]obvious that this should become a puzzle game. 0:05:27.360,0:05:28.719 That was just a puzzle mechanic. 0:05:28.719,0:05:30.649 And so Gunpoint just kind of told me what[br]it wanted to be. 0:05:30.649,0:05:33.210 It just wanted to be a puzzle game, just obviously. 0:05:33.210,0:05:38.879 And I just rolled with that, I just expanded[br]the hacking mechanic to a crazy extent. 0:05:38.880,0:05:40.960 I built the whole game around it." 0:05:40.960,0:05:46.360 So this process generally causes the most[br]significant changes towards the beginning 0:05:46.369,0:05:51.089 of a game’s development - which is the point[br]that Sam Coster describes the game as a white 0:05:51.089,0:05:53.589 hot ball of malleable magma. 0:05:53.589,0:05:58.310 But it can still be used as development goes[br]on, and the game starts to form and settle 0:05:58.310,0:05:59.529 into rock. 0:05:59.529,0:06:04.889 Like, for content generation: Jonathan Blow[br]has said that the puzzles in Braid were simply 0:06:04.889,0:06:09.689 a showcase of the unexpected consequences[br]of his time-travelling game engine. 0:06:09.689,0:06:14.379 Blow says "I had a curator role, cleaning[br]up the answers and presenting them in such 0:06:14.379,0:06:17.249 a way that they could be enjoyed by the game’s[br]players.” 0:06:17.249,0:06:19.249 More on that in this video. 0:06:19.249,0:06:22.349 Or, it can be used for listening to player[br]feedback. 0:06:22.349,0:06:28.029 When Chris Hecker made SpyParty, players found[br]all sorts of exploits and unintended ways 0:06:28.029,0:06:29.499 to play the game. 0:06:29.499,0:06:33.969 Instead of fixing these “bugs”, Chris[br]leaned into them and made them an official 0:06:33.969,0:06:37.900 part of the game - pushing the experience[br]towards being more about 0:06:37.900,0:06:40.680 mind-games and psychological tricks. 0:06:40.680,0:06:44.999 And it can simply be used to help guide the[br]general development of a game. 0:06:44.999,0:06:47.059 Here's Subnautica designer Charlie Cleveland: 0:06:47.059,0:06:49.729 CHARLIE CLEVELAND: "You kind of think you[br]know where you're going. 0:06:49.729,0:06:51.729 You have some place on the horizon. 0:06:51.729,0:06:53.810 And there's many paths and you don't know[br]how to get there. 0:06:53.810,0:06:57.900 But if you listen to the game it will tell[br]you where it wants to go." 0:06:57.900,0:07:01.959 That's how his studio made a horror game,[br]without that ever being the intention at the 0:07:01.960,0:07:05.200 start of the project. 0:07:05.200,0:07:10.560 Now obviously, this sort of design process[br]can make it very difficult to predict how 0:07:10.569,0:07:12.860 long a game will take to make. 0:07:12.860,0:07:17.529 This is one reason why the methodology is[br]more popular in the world of indies - rather 0:07:17.529,0:07:21.179 than the fiercely regimented world of blockbuster[br]game production. 0:07:21.179,0:07:26.930 Like, when Tom Francis made his second game,[br]Heat Signature, he hoped that the fuzzy idea 0:07:26.930,0:07:32.409 of “you go inside spaceships” would magically[br]lead to good stuff - just like had happened 0:07:32.409,0:07:33.800 with Gunpoint. 0:07:33.800,0:07:37.580 But… it just didn't. [br]At least, not for a very long time. 0:07:37.580,0:07:42.599 In truth, Tom realised that he had to make[br]a butt-load of stuff in order to find out 0:07:42.599,0:07:46.590 what made the game interesting, which lead[br]to a protracted development where he made 0:07:46.590,0:07:52.360 a ship generation system, artificial intelligence,[br]a combat system, a whole galaxy map with an 0:07:52.360,0:07:53.589 economy, and so on. 0:07:53.589,0:07:59.770 It took Tom years to to figure out that the[br]on-ship combat was the most interesting bit. 0:07:59.770,0:08:03.649 And so that's why it’s worth remembering[br]that the real phrase is actually a bit longer 0:08:03.649,0:08:05.509 than just "Follow the Fun". 0:08:05.509,0:08:09.699 I traced the coinage of the phrase back to[br]this guy - Marc LeBlanc. 0:08:09.699,0:08:14.879 He’s a designer who worked on Thief and[br]System Shock, and an educator who helped come 0:08:14.879,0:08:17.489 up with ideas like the MDA framework. 0:08:17.489,0:08:22.009 When he coined this phrase, he actually started[br]it with a well-known idiom from the world 0:08:22.009,0:08:25.550 of design and entrepreneurship: "fail fast". 0:08:25.550,0:08:30.139 That’s the process of throwing something[br]together as quickly as possible, to see what 0:08:30.139,0:08:32.029 works and what doesn't. 0:08:32.029,0:08:35.890 It doesn't matter if you fail, because you[br]didn't waste much time - but that so-called 0:08:35.890,0:08:40.979 "failure" will tell you so much about what[br]direction the next attempt should take. 0:08:40.979,0:08:45.940 So, perhaps there are some concrete techniques[br]for speeding up the iteration process? 0:08:45.940,0:08:51.699 Well, one is something all GMTK viewers will[br]be familiar with: Game Jams. 0:08:51.699,0:08:56.360 Those frantic game creation marathons where[br]you have to try and make a game in, perhaps, 0:08:56.360,0:08:57.870 a single weekend. 0:08:57.870,0:09:03.019 Arvi Teikari, who dreamt up the award-winning[br]puzzler Baba is You at a Game Jam, speaks 0:09:03.019,0:09:04.469 to the power of these events: 0:09:04.469,0:09:07.320 ARVI TEIKARI: "The whole idea[br]is you can take a prototype that you have 0:09:07.320,0:09:09.829 in your head and try to make something around[br]it. 0:09:09.829,0:09:11.910 if it doesn't work, that's fine. 0:09:11.910,0:09:16.600 you can toss it away after the game jam. you[br]are not committed to the idea for longer than 0:09:16.600,0:09:18.610 the game jam takes". 0:09:18.610,0:09:24.480 Another technique is to use tools that suit[br]rapid prototyping, like Game Maker and Godot. 0:09:24.480,0:09:30.769 Or perhaps paper prototypes, LEGO, or the[br]PS4 game-creation suite Dreams. 0:09:30.769,0:09:34.839 If you've already made most of the game and[br]just want to generate content, you can develop 0:09:34.839,0:09:39.889 some custom level creation tools to speed[br]up the creative process - and get more people 0:09:39.889,0:09:41.250 on board to help. 0:09:41.250,0:09:46.930 So, for Mario Galaxy 2, Nintendo made simple[br]level creation tools to encourage everyone 0:09:46.930,0:09:49.839 on the team to think up unique mechanics. 0:09:49.839,0:09:55.910 And to quickly focus on design and mechanics,[br]you can use placeholder art, music, and plot. 0:09:55.910,0:10:01.589 When Klei made the very first game jam prototype[br]of Don't Starve, the hero of the game was 0:10:01.589,0:10:03.200 actually represented by… 0:10:03.200,0:10:04.960 Link, from Zelda. 0:10:04.960,0:10:07.860 And finally, it can actually help to have[br]something 0:10:07.860,0:10:11.000 about the game that absolutely cannot change. 0:10:11.000,0:10:16.620 Sunni Pavolic from thatgamecompany says the[br]studio used a very iterative methodology when 0:10:16.620,0:10:23.170 making Journey, but always with the idea that[br]this game would explore the theme of love. 0:10:23.170,0:10:27.560 This gave everyone on the team a singular[br]direction to follow, and helped narrow the 0:10:27.560,0:10:31.920 range of possible ideas that they might discover[br]and develop. 0:10:33.780,0:10:39.319 So if there’s one thing I’d want you to[br]take away from this video: it’s to stop 0:10:39.319,0:10:42.200 waiting for the perfect game idea to come[br]along. 0:10:42.200,0:10:45.820 It’s easy to look at something like Ape Out, [br]Crypt of the Necrodancer, 0:10:45.820,0:10:50.279 or Crashlands and assume that[br]these games were designed in a flash of insight 0:10:50.279,0:10:53.490 - which seamlessly transitioned into the final[br]game. 0:10:53.490,0:10:57.230 And so if you can’t come up with an idea[br]as good as these ones - why bother trying? 0:10:57.230,0:11:02.510 But as I’ve shown in this video, nothing[br]could be further from the truth. 0:11:02.510,0:11:07.569 In reality, the thing that ties all of these[br]developers together is that they got started 0:11:07.569,0:11:09.019 and they built something. 0:11:09.019,0:11:13.970 And it was only then - as the designers tried[br]new ideas, played their prototypes, and even 0:11:13.970,0:11:17.829 created bugs - that the games we know today[br]started to form. 0:11:17.829,0:11:22.519 They’re great designers not because they[br]came up with amazing ideas - but because they 0:11:22.519,0:11:28.649 knew how to listen to the game, knew which[br]avenues to follow, knew how to fail fast and 0:11:28.649,0:11:34.750 fail often, and knew how to coalesce these[br]disparate ideas into something coherent. 0:11:34.750,0:11:39.339 So if you watch Game Maker’s Toolkit and[br]think you might like to make a game - don’t 0:11:39.339,0:11:41.120 wait for the perfect idea. 0:11:41.120,0:11:42.579 Build something. 0:11:42.579,0:11:48.550 And then you can listen to the game, follow[br]the fun - and you might just discover that 0:11:48.550,0:11:53.320 the game, in some small way, designs itself.