< Return to Video

The Games That Designed Themselves

  • 0:04 - 0:09
    It's almost impossible to imagine the game
    Ape Out without an ape.
  • 0:09 - 0:12
    And yet, that's exactly how it started life.
  • 0:12 - 0:17
    According to designer Gabe Cuzzillo, this
    was supposed to be a time-looping stealth
  • 0:17 - 0:21
    game where you'd use push and grab
    mechanics to slink along walls.
  • 0:21 - 0:26
    But if there were going to be guards in the
    game, then naturally you should be able to
  • 0:26 - 0:31
    use those same mechanics on them, leading
    to gameplay that has you holding guards hostage
  • 0:31 - 0:33
    and chucking them at walls.
  • 0:33 - 0:39
    This turned out to be the most interesting
    part of the game: and so Gabe decided to wildly
  • 0:39 - 0:44
    change direction and actually build the game
    around this core concept.
  • 0:44 - 0:48
    He removed everything that didn't need to
    be there, like stealth and time-loops.
  • 0:48 - 0:53
    And did whatever he could to emphasise this
    idea - most notably, by swapping the bald
  • 0:53 - 0:59
    guy for a rampaging, 300-pound gorilla.
  • 0:59 - 1:04
    This is an example of a game design methodology
    called "Follow the Fun".
  • 1:04 - 1:10
    It’s the deceptively simple idea that designers
    should ignore their plans and preconceived
  • 1:10 - 1:15
    ideas - and instead look to the game itself
    to find out where the development should lead.
  • 1:15 - 1:19
    So take the microscopic tactics gem, Into
    the Breach.
  • 1:19 - 1:24
    This game started life as a pretty standard
    Advance Wars-style game, where enemies chose
  • 1:24 - 1:28
    attacks at random and hid their intentions
    until their turn.
  • 1:28 - 1:33
    But one foe in the game would show you exactly
    what they were about to do on their turn,
  • 1:33 - 1:36
    by highlighting the tile they were going to
    attack.
  • 1:36 - 1:41
    The developers at Subset realised that this
    was the single most enjoyable part, and so
  • 1:41 - 1:47
    decided to focus the rest of the game almost
    exclusively on these telegraphed attacks.
  • 1:47 - 1:51
    And this actually helped dictate the rest
    of the design decisions that the studio had
  • 1:51 - 1:52
    to make.
  • 1:52 - 1:56
    Because, if you know what the enemies are
    going to do, can't you just move your own
  • 1:56 - 1:58
    units out of their attack zone?
  • 1:58 - 2:03
    Alright, maybe the game is actually about
    protecting static buildings.
  • 2:03 - 2:07
    And so now it's about pushing the enemies
    around so their attacks will miss.
  • 2:07 - 2:11
    But actually, you could use this to trick
    the enemies into killing each other.
  • 2:11 - 2:16
    You can probably see why the designers who
    use this method often say that their game,
  • 2:16 - 2:19
    to some extent, designed itself.
  • 2:19 - 2:23
    Here's Sam Coster from Crashlands-developer
    Butterscotch Shenanigans.
  • 2:23 - 2:28
    SAM COSTER: "We like to think about this process
    as the game discovering itself over time.
  • 2:28 - 2:34
    Because as iterators, rather than designers,
    it's our job to simply play the game, listen
  • 2:34 - 2:39
    to it, feel it, and kind of feel out what
    it seems to want to become - and just follow
  • 2:39 - 2:41
    the trails of what's fun."
  • 2:41 - 2:47
    Now, the idea of a game designing itself is
    surely rather exciting for those looking to
  • 2:47 - 2:49
    make the next big hit.
  • 2:49 - 2:53
    But, it's not like amazing game ideas just
    appear from the ether.
  • 2:53 - 2:54
    So, where do they come from?
  • 2:54 - 3:00
    Well, let's look at the origins of the rhythm-based
    roguelike Crypt of the Necrodancer.
  • 3:00 - 3:05
    Designer Ryan Clark wanted to see if he could
    put Spelunky's quick-fire decision making
  • 3:05 - 3:08
    into a more traditional turn-based dungeon
    crawler.
  • 3:08 - 3:13
    So he made a quick prototype of a roguelike
    where you only have a second to make your
  • 3:13 - 3:14
    next turn.
  • 3:14 - 3:19
    When he played it, Ryan realised that it had
    an almost rhythmic-like quality - and it became
  • 3:19 - 3:25
    obvious that the game should be set to music.
  • 3:25 - 3:30
    Or perhaps we should take a look at the iconic
    mid-air movement of Rocket League.
  • 3:30 - 3:35
    When Psyonix was working on the game's predecessor,
    Supersonic Acrobatic Rocket-Powered Battle-Cars
  • 3:35 - 3:38
    - they've learned a lot about marketing since
    then.
  • 3:38 - 3:43
    Uh, they had built a game about battling cars,
    but wanted to add a speed boost mechanic.
  • 3:43 - 3:47
    So the devs simply applied a physics force
    to the back of the car.
  • 3:47 - 3:52
    In testing, they discovered that players could
    use that force in mid-air to rocket about
  • 3:52 - 3:53
    the arena.
  • 3:53 - 3:59
    That wasn't the plan, but the developers realised
    that this actually added enormous depth and
  • 3:59 - 4:02
    a whole extra dimension to the game - so they
    kept it.
  • 4:02 - 4:08
    The studio says “we developed this mechanic
    almost by accident”.
  • 4:08 - 4:13
    In fact, there's a whole history of games
    where bugs, glitches, and accidents in the
  • 4:13 - 4:15
    development process were turned into features.
  • 4:15 - 4:20
    For example, Hideki Kamiya found a bug in
    Onimusha: Warlords that let you juggle enemies
  • 4:20 - 4:22
    in the air by repeatedly slashing them.
  • 4:22 - 4:26
    It was fixed in Onimusha, but Kamiya developed
    it further, and turned it into the premiere
  • 4:26 - 4:29
    game mechanic of Devil May Cry.
  • 4:29 - 4:35
    The point being, this process involves taking
    some initial idea - however loose, fuzzy,
  • 4:35 - 4:39
    or unoriginal it might be - and actually building
    a working prototype.
  • 4:39 - 4:45
    And it's here - during the process of coding
    and playing - that new ideas can spring up.
  • 4:45 - 4:50
    And so it's up to the designer to be open
    and attentive to what the game is saying.
  • 4:50 - 4:55
    To realise what's interesting, and be willing
    to explore those aspects… even if they don't
  • 4:55 - 4:58
    totally align with what you originally had
    in mind.
  • 4:58 - 5:03
    That's how Gunpoint went from being about
    a robot in space who drops fridges on people,
  • 5:03 - 5:07
    to being a puzzle game about a spy who re-wires
    buildings.
  • 5:07 - 5:13
    That re-wire mechanic was just one possible
    idea for a hacking mini-game in a side-scrolling
  • 5:13 - 5:15
    Deus Ex-inspired game.
  • 5:15 - 5:20
    But as soon as designer Tom Francis started
    prototyping it, the game that would eventually
  • 5:20 - 5:22
    become Gunpoint started to emerge.
  • 5:22 - 5:23
    Here's Tom:
  • 5:23 - 5:27
    TOM FRANCIS: “It just immediately became
    obvious that this should become a puzzle game.
  • 5:27 - 5:29
    That was just a puzzle mechanic.
  • 5:29 - 5:31
    And so Gunpoint just kind of told me what
    it wanted to be.
  • 5:31 - 5:33
    It just wanted to be a puzzle game, just obviously.
  • 5:33 - 5:39
    And I just rolled with that, I just expanded
    the hacking mechanic to a crazy extent.
  • 5:39 - 5:41
    I built the whole game around it."
  • 5:41 - 5:46
    So this process generally causes the most
    significant changes towards the beginning
  • 5:46 - 5:51
    of a game’s development - which is the point
    that Sam Coster describes the game as a white
  • 5:51 - 5:54
    hot ball of malleable magma.
  • 5:54 - 5:58
    But it can still be used as development goes
    on, and the game starts to form and settle
  • 5:58 - 6:00
    into rock.
  • 6:00 - 6:05
    Like, for content generation: Jonathan Blow
    has said that the puzzles in Braid were simply
  • 6:05 - 6:10
    a showcase of the unexpected consequences
    of his time-travelling game engine.
  • 6:10 - 6:14
    Blow says "I had a curator role, cleaning
    up the answers and presenting them in such
  • 6:14 - 6:17
    a way that they could be enjoyed by the game’s
    players.”
  • 6:17 - 6:19
    More on that in this video.
  • 6:19 - 6:22
    Or, it can be used for listening to player
    feedback.
  • 6:22 - 6:28
    When Chris Hecker made SpyParty, players found
    all sorts of exploits and unintended ways
  • 6:28 - 6:29
    to play the game.
  • 6:29 - 6:34
    Instead of fixing these “bugs”, Chris
    leaned into them and made them an official
  • 6:34 - 6:38
    part of the game - pushing the experience
    towards being more about
  • 6:38 - 6:41
    mind-games and psychological tricks.
  • 6:41 - 6:45
    And it can simply be used to help guide the
    general development of a game.
  • 6:45 - 6:47
    Here's Subnautica designer Charlie Cleveland:
  • 6:47 - 6:50
    CHARLIE CLEVELAND: "You kind of think you
    know where you're going.
  • 6:50 - 6:52
    You have some place on the horizon.
  • 6:52 - 6:54
    And there's many paths and you don't know
    how to get there.
  • 6:54 - 6:58
    But if you listen to the game it will tell
    you where it wants to go."
  • 6:58 - 7:02
    That's how his studio made a horror game,
    without that ever being the intention at the
  • 7:02 - 7:05
    start of the project.
  • 7:05 - 7:11
    Now obviously, this sort of design process
    can make it very difficult to predict how
  • 7:11 - 7:13
    long a game will take to make.
  • 7:13 - 7:18
    This is one reason why the methodology is
    more popular in the world of indies - rather
  • 7:18 - 7:21
    than the fiercely regimented world of blockbuster
    game production.
  • 7:21 - 7:27
    Like, when Tom Francis made his second game,
    Heat Signature, he hoped that the fuzzy idea
  • 7:27 - 7:32
    of “you go inside spaceships” would magically
    lead to good stuff - just like had happened
  • 7:32 - 7:34
    with Gunpoint.
  • 7:34 - 7:38
    But… it just didn't.
    At least, not for a very long time.
  • 7:38 - 7:43
    In truth, Tom realised that he had to make
    a butt-load of stuff in order to find out
  • 7:43 - 7:47
    what made the game interesting, which lead
    to a protracted development where he made
  • 7:47 - 7:52
    a ship generation system, artificial intelligence,
    a combat system, a whole galaxy map with an
  • 7:52 - 7:54
    economy, and so on.
  • 7:54 - 8:00
    It took Tom years to to figure out that the
    on-ship combat was the most interesting bit.
  • 8:00 - 8:04
    And so that's why it’s worth remembering
    that the real phrase is actually a bit longer
  • 8:04 - 8:06
    than just "Follow the Fun".
  • 8:06 - 8:10
    I traced the coinage of the phrase back to
    this guy - Marc LeBlanc.
  • 8:10 - 8:15
    He’s a designer who worked on Thief and
    System Shock, and an educator who helped come
  • 8:15 - 8:17
    up with ideas like the MDA framework.
  • 8:17 - 8:22
    When he coined this phrase, he actually started
    it with a well-known idiom from the world
  • 8:22 - 8:26
    of design and entrepreneurship: "fail fast".
  • 8:26 - 8:30
    That’s the process of throwing something
    together as quickly as possible, to see what
  • 8:30 - 8:32
    works and what doesn't.
  • 8:32 - 8:36
    It doesn't matter if you fail, because you
    didn't waste much time - but that so-called
  • 8:36 - 8:41
    "failure" will tell you so much about what
    direction the next attempt should take.
  • 8:41 - 8:46
    So, perhaps there are some concrete techniques
    for speeding up the iteration process?
  • 8:46 - 8:52
    Well, one is something all GMTK viewers will
    be familiar with: Game Jams.
  • 8:52 - 8:56
    Those frantic game creation marathons where
    you have to try and make a game in, perhaps,
  • 8:56 - 8:58
    a single weekend.
  • 8:58 - 9:03
    Arvi Teikari, who dreamt up the award-winning
    puzzler Baba is You at a Game Jam, speaks
  • 9:03 - 9:04
    to the power of these events:
  • 9:04 - 9:07
    ARVI TEIKARI: "The whole idea
    is you can take a prototype that you have
  • 9:07 - 9:10
    in your head and try to make something around
    it.
  • 9:10 - 9:12
    if it doesn't work, that's fine.
  • 9:12 - 9:17
    you can toss it away after the game jam. you
    are not committed to the idea for longer than
  • 9:17 - 9:19
    the game jam takes".
  • 9:19 - 9:24
    Another technique is to use tools that suit
    rapid prototyping, like Game Maker and Godot.
  • 9:24 - 9:31
    Or perhaps paper prototypes, LEGO, or the
    PS4 game-creation suite Dreams.
  • 9:31 - 9:35
    If you've already made most of the game and
    just want to generate content, you can develop
  • 9:35 - 9:40
    some custom level creation tools to speed
    up the creative process - and get more people
  • 9:40 - 9:41
    on board to help.
  • 9:41 - 9:47
    So, for Mario Galaxy 2, Nintendo made simple
    level creation tools to encourage everyone
  • 9:47 - 9:50
    on the team to think up unique mechanics.
  • 9:50 - 9:56
    And to quickly focus on design and mechanics,
    you can use placeholder art, music, and plot.
  • 9:56 - 10:02
    When Klei made the very first game jam prototype
    of Don't Starve, the hero of the game was
  • 10:02 - 10:03
    actually represented by…
  • 10:03 - 10:05
    Link, from Zelda.
  • 10:05 - 10:08
    And finally, it can actually help to have
    something
  • 10:08 - 10:11
    about the game that absolutely cannot change.
  • 10:11 - 10:17
    Sunni Pavolic from thatgamecompany says the
    studio used a very iterative methodology when
  • 10:17 - 10:23
    making Journey, but always with the idea that
    this game would explore the theme of love.
  • 10:23 - 10:28
    This gave everyone on the team a singular
    direction to follow, and helped narrow the
  • 10:28 - 10:32
    range of possible ideas that they might discover
    and develop.
  • 10:34 - 10:39
    So if there’s one thing I’d want you to
    take away from this video: it’s to stop
  • 10:39 - 10:42
    waiting for the perfect game idea to come
    along.
  • 10:42 - 10:46
    It’s easy to look at something like Ape Out,
    Crypt of the Necrodancer,
  • 10:46 - 10:50
    or Crashlands and assume that
    these games were designed in a flash of insight
  • 10:50 - 10:53
    - which seamlessly transitioned into the final
    game.
  • 10:53 - 10:57
    And so if you can’t come up with an idea
    as good as these ones - why bother trying?
  • 10:57 - 11:03
    But as I’ve shown in this video, nothing
    could be further from the truth.
  • 11:03 - 11:08
    In reality, the thing that ties all of these
    developers together is that they got started
  • 11:08 - 11:09
    and they built something.
  • 11:09 - 11:14
    And it was only then - as the designers tried
    new ideas, played their prototypes, and even
  • 11:14 - 11:18
    created bugs - that the games we know today
    started to form.
  • 11:18 - 11:23
    They’re great designers not because they
    came up with amazing ideas - but because they
  • 11:23 - 11:29
    knew how to listen to the game, knew which
    avenues to follow, knew how to fail fast and
  • 11:29 - 11:35
    fail often, and knew how to coalesce these
    disparate ideas into something coherent.
  • 11:35 - 11:39
    So if you watch Game Maker’s Toolkit and
    think you might like to make a game - don’t
  • 11:39 - 11:41
    wait for the perfect idea.
  • 11:41 - 11:43
    Build something.
  • 11:43 - 11:49
    And then you can listen to the game, follow
    the fun - and you might just discover that
  • 11:49 - 11:53
    the game, in some small way, designs itself.
Title:
The Games That Designed Themselves
Description:

more » « less
Video Language:
English
Duration:
12:15

English subtitles

Revisions