1 00:00:03,860 --> 00:00:09,480 It's almost impossible to imagine the game Ape Out without an ape. 2 00:00:09,480 --> 00:00:12,410 And yet, that's exactly how it started life. 3 00:00:12,410 --> 00:00:17,430 According to designer Gabe Cuzzillo, this was supposed to be a time-looping stealth 4 00:00:17,430 --> 00:00:21,370 game where you'd use push and grab mechanics to slink along walls. 5 00:00:21,370 --> 00:00:25,540 But if there were going to be guards in the game, then naturally you should be able to 6 00:00:25,540 --> 00:00:30,750 use those same mechanics on them, leading to gameplay that has you holding guards hostage 7 00:00:30,750 --> 00:00:33,350 and chucking them at walls. 8 00:00:33,350 --> 00:00:38,840 This turned out to be the most interesting part of the game: and so Gabe decided to wildly 9 00:00:38,840 --> 00:00:43,500 change direction and actually build the game around this core concept. 10 00:00:43,500 --> 00:00:48,320 He removed everything that didn't need to be there, like stealth and time-loops. 11 00:00:48,320 --> 00:00:53,480 And did whatever he could to emphasise this idea - most notably, by swapping the bald 12 00:00:53,480 --> 00:00:59,239 guy for a rampaging, 300-pound gorilla. 13 00:00:59,239 --> 00:01:03,840 This is an example of a game design methodology called "Follow the Fun". 14 00:01:03,840 --> 00:01:09,510 It’s the deceptively simple idea that designers should ignore their plans and preconceived 15 00:01:09,510 --> 00:01:15,350 ideas - and instead look to the game itself to find out where the development should lead. 16 00:01:15,350 --> 00:01:19,330 So take the microscopic tactics gem, Into the Breach. 17 00:01:19,330 --> 00:01:24,260 This game started life as a pretty standard Advance Wars-style game, where enemies chose 18 00:01:24,260 --> 00:01:28,240 attacks at random and hid their intentions until their turn. 19 00:01:28,240 --> 00:01:32,810 But one foe in the game would show you exactly what they were about to do on their turn, 20 00:01:32,810 --> 00:01:35,890 by highlighting the tile they were going to attack. 21 00:01:35,890 --> 00:01:41,030 The developers at Subset realised that this was the single most enjoyable part, and so 22 00:01:41,030 --> 00:01:46,630 decided to focus the rest of the game almost exclusively on these telegraphed attacks. 23 00:01:46,630 --> 00:01:51,009 And this actually helped dictate the rest of the design decisions that the studio had 24 00:01:51,009 --> 00:01:52,009 to make. 25 00:01:52,009 --> 00:01:55,940 Because, if you know what the enemies are going to do, can't you just move your own 26 00:01:55,940 --> 00:01:58,150 units out of their attack zone? 27 00:01:58,150 --> 00:02:02,509 Alright, maybe the game is actually about protecting static buildings. 28 00:02:02,509 --> 00:02:06,640 And so now it's about pushing the enemies around so their attacks will miss. 29 00:02:06,640 --> 00:02:11,370 But actually, you could use this to trick the enemies into killing each other. 30 00:02:11,370 --> 00:02:16,340 You can probably see why the designers who use this method often say that their game, 31 00:02:16,340 --> 00:02:19,340 to some extent, designed itself. 32 00:02:19,340 --> 00:02:23,180 Here's Sam Coster from Crashlands-developer Butterscotch Shenanigans. 33 00:02:23,180 --> 00:02:27,950 SAM COSTER: "We like to think about this process as the game discovering itself over time. 34 00:02:27,950 --> 00:02:33,701 Because as iterators, rather than designers, it's our job to simply play the game, listen 35 00:02:33,701 --> 00:02:39,200 to it, feel it, and kind of feel out what it seems to want to become - and just follow 36 00:02:39,200 --> 00:02:40,700 the trails of what's fun." 37 00:02:40,700 --> 00:02:46,980 Now, the idea of a game designing itself is surely rather exciting for those looking to 38 00:02:46,980 --> 00:02:48,550 make the next big hit. 39 00:02:48,550 --> 00:02:52,560 But, it's not like amazing game ideas just appear from the ether. 40 00:02:52,560 --> 00:02:54,430 So, where do they come from? 41 00:02:54,430 --> 00:03:00,420 Well, let's look at the origins of the rhythm-based roguelike Crypt of the Necrodancer. 42 00:03:00,420 --> 00:03:05,180 Designer Ryan Clark wanted to see if he could put Spelunky's quick-fire decision making 43 00:03:05,180 --> 00:03:08,450 into a more traditional turn-based dungeon crawler. 44 00:03:08,450 --> 00:03:12,970 So he made a quick prototype of a roguelike where you only have a second to make your 45 00:03:12,970 --> 00:03:14,420 next turn. 46 00:03:14,420 --> 00:03:19,410 When he played it, Ryan realised that it had an almost rhythmic-like quality - and it became 47 00:03:19,410 --> 00:03:25,280 obvious that the game should be set to music. 48 00:03:25,280 --> 00:03:29,989 Or perhaps we should take a look at the iconic mid-air movement of Rocket League. 49 00:03:29,989 --> 00:03:35,099 When Psyonix was working on the game's predecessor, Supersonic Acrobatic Rocket-Powered Battle-Cars 50 00:03:35,099 --> 00:03:37,900 - they've learned a lot about marketing since then. 51 00:03:37,900 --> 00:03:42,870 Uh, they had built a game about battling cars, but wanted to add a speed boost mechanic. 52 00:03:42,870 --> 00:03:46,769 So the devs simply applied a physics force to the back of the car. 53 00:03:46,769 --> 00:03:52,080 In testing, they discovered that players could use that force in mid-air to rocket about 54 00:03:52,080 --> 00:03:53,080 the arena. 55 00:03:53,080 --> 00:03:58,690 That wasn't the plan, but the developers realised that this actually added enormous depth and 56 00:03:58,690 --> 00:04:02,360 a whole extra dimension to the game - so they kept it. 57 00:04:02,360 --> 00:04:07,550 The studio says “we developed this mechanic almost by accident”. 58 00:04:07,550 --> 00:04:12,739 In fact, there's a whole history of games where bugs, glitches, and accidents in the 59 00:04:12,739 --> 00:04:14,870 development process were turned into features. 60 00:04:14,870 --> 00:04:20,110 For example, Hideki Kamiya found a bug in Onimusha: Warlords that let you juggle enemies 61 00:04:20,110 --> 00:04:22,180 in the air by repeatedly slashing them. 62 00:04:22,180 --> 00:04:26,139 It was fixed in Onimusha, but Kamiya developed it further, and turned it into the premiere 63 00:04:26,139 --> 00:04:28,710 game mechanic of Devil May Cry. 64 00:04:28,710 --> 00:04:34,860 The point being, this process involves taking some initial idea - however loose, fuzzy, 65 00:04:34,860 --> 00:04:39,289 or unoriginal it might be - and actually building a working prototype. 66 00:04:39,289 --> 00:04:44,910 And it's here - during the process of coding and playing - that new ideas can spring up. 67 00:04:44,910 --> 00:04:49,629 And so it's up to the designer to be open and attentive to what the game is saying. 68 00:04:49,629 --> 00:04:54,800 To realise what's interesting, and be willing to explore those aspects… even if they don't 69 00:04:54,800 --> 00:04:57,960 totally align with what you originally had in mind. 70 00:04:57,960 --> 00:05:02,949 That's how Gunpoint went from being about a robot in space who drops fridges on people, 71 00:05:02,949 --> 00:05:07,360 to being a puzzle game about a spy who re-wires buildings. 72 00:05:07,360 --> 00:05:13,439 That re-wire mechanic was just one possible idea for a hacking mini-game in a side-scrolling 73 00:05:13,439 --> 00:05:15,189 Deus Ex-inspired game. 74 00:05:15,189 --> 00:05:19,830 But as soon as designer Tom Francis started prototyping it, the game that would eventually 75 00:05:19,830 --> 00:05:22,349 become Gunpoint started to emerge. 76 00:05:22,349 --> 00:05:23,349 Here's Tom: 77 00:05:23,349 --> 00:05:27,360 TOM FRANCIS: “It just immediately became obvious that this should become a puzzle game. 78 00:05:27,360 --> 00:05:28,719 That was just a puzzle mechanic. 79 00:05:28,719 --> 00:05:30,649 And so Gunpoint just kind of told me what it wanted to be. 80 00:05:30,649 --> 00:05:33,210 It just wanted to be a puzzle game, just obviously. 81 00:05:33,210 --> 00:05:38,879 And I just rolled with that, I just expanded the hacking mechanic to a crazy extent. 82 00:05:38,880 --> 00:05:40,960 I built the whole game around it." 83 00:05:40,960 --> 00:05:46,360 So this process generally causes the most significant changes towards the beginning 84 00:05:46,369 --> 00:05:51,089 of a game’s development - which is the point that Sam Coster describes the game as a white 85 00:05:51,089 --> 00:05:53,589 hot ball of malleable magma. 86 00:05:53,589 --> 00:05:58,310 But it can still be used as development goes on, and the game starts to form and settle 87 00:05:58,310 --> 00:05:59,529 into rock. 88 00:05:59,529 --> 00:06:04,889 Like, for content generation: Jonathan Blow has said that the puzzles in Braid were simply 89 00:06:04,889 --> 00:06:09,689 a showcase of the unexpected consequences of his time-travelling game engine. 90 00:06:09,689 --> 00:06:14,379 Blow says "I had a curator role, cleaning up the answers and presenting them in such 91 00:06:14,379 --> 00:06:17,249 a way that they could be enjoyed by the game’s players.” 92 00:06:17,249 --> 00:06:19,249 More on that in this video. 93 00:06:19,249 --> 00:06:22,349 Or, it can be used for listening to player feedback. 94 00:06:22,349 --> 00:06:28,029 When Chris Hecker made SpyParty, players found all sorts of exploits and unintended ways 95 00:06:28,029 --> 00:06:29,499 to play the game. 96 00:06:29,499 --> 00:06:33,969 Instead of fixing these “bugs”, Chris leaned into them and made them an official 97 00:06:33,969 --> 00:06:37,900 part of the game - pushing the experience towards being more about 98 00:06:37,900 --> 00:06:40,680 mind-games and psychological tricks. 99 00:06:40,680 --> 00:06:44,999 And it can simply be used to help guide the general development of a game. 100 00:06:44,999 --> 00:06:47,059 Here's Subnautica designer Charlie Cleveland: 101 00:06:47,059 --> 00:06:49,729 CHARLIE CLEVELAND: "You kind of think you know where you're going. 102 00:06:49,729 --> 00:06:51,729 You have some place on the horizon. 103 00:06:51,729 --> 00:06:53,810 And there's many paths and you don't know how to get there. 104 00:06:53,810 --> 00:06:57,900 But if you listen to the game it will tell you where it wants to go." 105 00:06:57,900 --> 00:07:01,959 That's how his studio made a horror game, without that ever being the intention at the 106 00:07:01,960 --> 00:07:05,200 start of the project. 107 00:07:05,200 --> 00:07:10,560 Now obviously, this sort of design process can make it very difficult to predict how 108 00:07:10,569 --> 00:07:12,860 long a game will take to make. 109 00:07:12,860 --> 00:07:17,529 This is one reason why the methodology is more popular in the world of indies - rather 110 00:07:17,529 --> 00:07:21,179 than the fiercely regimented world of blockbuster game production. 111 00:07:21,179 --> 00:07:26,930 Like, when Tom Francis made his second game, Heat Signature, he hoped that the fuzzy idea 112 00:07:26,930 --> 00:07:32,409 of “you go inside spaceships” would magically lead to good stuff - just like had happened 113 00:07:32,409 --> 00:07:33,800 with Gunpoint. 114 00:07:33,800 --> 00:07:37,580 But… it just didn't. At least, not for a very long time. 115 00:07:37,580 --> 00:07:42,599 In truth, Tom realised that he had to make a butt-load of stuff in order to find out 116 00:07:42,599 --> 00:07:46,590 what made the game interesting, which lead to a protracted development where he made 117 00:07:46,590 --> 00:07:52,360 a ship generation system, artificial intelligence, a combat system, a whole galaxy map with an 118 00:07:52,360 --> 00:07:53,589 economy, and so on. 119 00:07:53,589 --> 00:07:59,770 It took Tom years to to figure out that the on-ship combat was the most interesting bit. 120 00:07:59,770 --> 00:08:03,649 And so that's why it’s worth remembering that the real phrase is actually a bit longer 121 00:08:03,649 --> 00:08:05,509 than just "Follow the Fun". 122 00:08:05,509 --> 00:08:09,699 I traced the coinage of the phrase back to this guy - Marc LeBlanc. 123 00:08:09,699 --> 00:08:14,879 He’s a designer who worked on Thief and System Shock, and an educator who helped come 124 00:08:14,879 --> 00:08:17,489 up with ideas like the MDA framework. 125 00:08:17,489 --> 00:08:22,009 When he coined this phrase, he actually started it with a well-known idiom from the world 126 00:08:22,009 --> 00:08:25,550 of design and entrepreneurship: "fail fast". 127 00:08:25,550 --> 00:08:30,139 That’s the process of throwing something together as quickly as possible, to see what 128 00:08:30,139 --> 00:08:32,029 works and what doesn't. 129 00:08:32,029 --> 00:08:35,890 It doesn't matter if you fail, because you didn't waste much time - but that so-called 130 00:08:35,890 --> 00:08:40,979 "failure" will tell you so much about what direction the next attempt should take. 131 00:08:40,979 --> 00:08:45,940 So, perhaps there are some concrete techniques for speeding up the iteration process? 132 00:08:45,940 --> 00:08:51,699 Well, one is something all GMTK viewers will be familiar with: Game Jams. 133 00:08:51,699 --> 00:08:56,360 Those frantic game creation marathons where you have to try and make a game in, perhaps, 134 00:08:56,360 --> 00:08:57,870 a single weekend. 135 00:08:57,870 --> 00:09:03,019 Arvi Teikari, who dreamt up the award-winning puzzler Baba is You at a Game Jam, speaks 136 00:09:03,019 --> 00:09:04,469 to the power of these events: 137 00:09:04,469 --> 00:09:07,320 ARVI TEIKARI: "The whole idea is you can take a prototype that you have 138 00:09:07,320 --> 00:09:09,829 in your head and try to make something around it. 139 00:09:09,829 --> 00:09:11,910 if it doesn't work, that's fine. 140 00:09:11,910 --> 00:09:16,600 you can toss it away after the game jam. you are not committed to the idea for longer than 141 00:09:16,600 --> 00:09:18,610 the game jam takes". 142 00:09:18,610 --> 00:09:24,480 Another technique is to use tools that suit rapid prototyping, like Game Maker and Godot. 143 00:09:24,480 --> 00:09:30,769 Or perhaps paper prototypes, LEGO, or the PS4 game-creation suite Dreams. 144 00:09:30,769 --> 00:09:34,839 If you've already made most of the game and just want to generate content, you can develop 145 00:09:34,839 --> 00:09:39,889 some custom level creation tools to speed up the creative process - and get more people 146 00:09:39,889 --> 00:09:41,250 on board to help. 147 00:09:41,250 --> 00:09:46,930 So, for Mario Galaxy 2, Nintendo made simple level creation tools to encourage everyone 148 00:09:46,930 --> 00:09:49,839 on the team to think up unique mechanics. 149 00:09:49,839 --> 00:09:55,910 And to quickly focus on design and mechanics, you can use placeholder art, music, and plot. 150 00:09:55,910 --> 00:10:01,589 When Klei made the very first game jam prototype of Don't Starve, the hero of the game was 151 00:10:01,589 --> 00:10:03,200 actually represented by… 152 00:10:03,200 --> 00:10:04,960 Link, from Zelda. 153 00:10:04,960 --> 00:10:07,860 And finally, it can actually help to have something 154 00:10:07,860 --> 00:10:11,000 about the game that absolutely cannot change. 155 00:10:11,000 --> 00:10:16,620 Sunni Pavolic from thatgamecompany says the studio used a very iterative methodology when 156 00:10:16,620 --> 00:10:23,170 making Journey, but always with the idea that this game would explore the theme of love. 157 00:10:23,170 --> 00:10:27,560 This gave everyone on the team a singular direction to follow, and helped narrow the 158 00:10:27,560 --> 00:10:31,920 range of possible ideas that they might discover and develop. 159 00:10:33,780 --> 00:10:39,319 So if there’s one thing I’d want you to take away from this video: it’s to stop 160 00:10:39,319 --> 00:10:42,200 waiting for the perfect game idea to come along. 161 00:10:42,200 --> 00:10:45,820 It’s easy to look at something like Ape Out, Crypt of the Necrodancer, 162 00:10:45,820 --> 00:10:50,279 or Crashlands and assume that these games were designed in a flash of insight 163 00:10:50,279 --> 00:10:53,490 - which seamlessly transitioned into the final game. 164 00:10:53,490 --> 00:10:57,230 And so if you can’t come up with an idea as good as these ones - why bother trying? 165 00:10:57,230 --> 00:11:02,510 But as I’ve shown in this video, nothing could be further from the truth. 166 00:11:02,510 --> 00:11:07,569 In reality, the thing that ties all of these developers together is that they got started 167 00:11:07,569 --> 00:11:09,019 and they built something. 168 00:11:09,019 --> 00:11:13,970 And it was only then - as the designers tried new ideas, played their prototypes, and even 169 00:11:13,970 --> 00:11:17,829 created bugs - that the games we know today started to form. 170 00:11:17,829 --> 00:11:22,519 They’re great designers not because they came up with amazing ideas - but because they 171 00:11:22,519 --> 00:11:28,649 knew how to listen to the game, knew which avenues to follow, knew how to fail fast and 172 00:11:28,649 --> 00:11:34,750 fail often, and knew how to coalesce these disparate ideas into something coherent. 173 00:11:34,750 --> 00:11:39,339 So if you watch Game Maker’s Toolkit and think you might like to make a game - don’t 174 00:11:39,339 --> 00:11:41,120 wait for the perfect idea. 175 00:11:41,120 --> 00:11:42,579 Build something. 176 00:11:42,579 --> 00:11:48,550 And then you can listen to the game, follow the fun - and you might just discover that 177 00:11:48,550 --> 00:11:53,320 the game, in some small way, designs itself.