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THE 400 PROJECT RULE LIST |
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© 2006 Hal Barwood & Noah Falstein All Rights Reserved
version GDC06 032306 |
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ID |
Imperative Statement |
Explanation in 250 words or less |
Domain |
Contributors |
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1 |
Fight Player Fatigue |
Games are a challenge, and playing takes effort — actively work to keep
the player involved, and make sure the appeal of your game always
exceeds its difficulty. (The Flow idea, where the designer neatly
guides players between boredom & frustration, is a subset of this rule.) |
Basic, Variety, Flow |
Hal Barwood |
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2 |
Maximize Expressive Potential |
Get the most out of your (always limited) material -- either find ways
to exploit an element of your game, or cut it out |
Simplicity |
Hal Barwood |
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3 |
Maintain Level of Abstraction |
Immersion is easily disturbed -- don't make the player re-calibrate his
"suspension of disbelief" and lose touch with your game |
Psych |
Hal Barwood |
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4 |
Concretize Ideas |
All your game ideas must find a concrete expression in playable elements |
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Hal Barwood |
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5 |
Make Subgames |
Players want to participate in the course they take through your game --
so give them plenty of opportunities to voluntarily take up ancillary
challenges |
Basic |
Hal Barwood |
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6 |
Provide Clear Short-Term Goals |
Always make it clear to the player what their short-term objectives
are. This can be done explicitly by telling them directly, or
implicitly by leading them towards those goals through environmental
cues. This avoids the frustration of uncertainty and gives players
confidence that they are making forward progress. |
Basic |
Noah Falstein, others |
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7 |
Let the Player Turn the Game Off |
A player should be able to save and exit the game at any point, losing
at most a few seconds of progress as a result. Our objective as
designers is to entertain, not punish – and many games force players to
play for extra minutes, even hours, until they can reach a “save game
point”, forcing them to recapitulate those minutes if they quit
prematurely, in frustrating repetition of now-familiar events. It’s a
commercially important rule, akin to the old adage, “the customer is
always right”. Players have been known to give up on games that did not
follow this rule, and even return them. |
Single Player Games (?) |
Noah Falstein, Dale Geist |
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8 |
Identify Constraints |
The first step in any design should be to identify the critical
constraints on that design – what must be done, what should be done, and
what cannot be done. Specific areas of constraints can include creative
constraints (required game genre or sequel to existing game, the
designer’s previous experience), technical (the need to use a specific
engine or work within the capabilities of a specific programming team),
business/sales/marketing (budget, hard delivery date, license), and
personalities (boss’s preferences, lead artist’s love of anime,
producer’s fixation on Monty Python, etc.) Often, the biggest
constraint is budget – all games have to justify how much can be spent
on them, and usually the vision exceeds the funds. |
Meta, Production |
Noah Falstein |
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9 |
Detailed Design Docs for Novice Teams |
Design documents should be detailed in inverse proportion to the skill
of the team and their familiarity with the genre. |
Meta, Production |
Noah Falstein |
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10 |
Maintain Suspension of Disbelief |
In any game which uses or relies on narrative content, the player should
be encouraged to suspend their disbelief and become imaginatively
involved in the work. Once so engaged, the player should be protected
from other elements which might shatter their imaginative experience. |
Meta, Story |
Mark Barrett, others |
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11 |
Emphasize Exploration and Discovery |
Players like to figure out the territory of your game — it's a basic
human impulse to investigate the unknown — so let 'em do it. |
Basic |
Noah Falstein |
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12 |
Provide Parallel Challenges with Mutual Assistance |
When presenting the player with a challenge – a monster to kill, a
puzzle to solve, a city to capture – provide several such challenges and
set it up so accomplishing one challenge makes it a little easier to
accomplish the others (that’s the mutual assistance component). It is
also effective to set up these parallel challenges on many levels of
scale of the game, from the ultimate goal down to the small short-term
steps. This eliminates bottlenecks and makes the game accessible to a
wider range of players. Ideally the different challenges use different
domains of player skills, e.g. strategy and action. |
Meta, Balance |
Noah Falstein |
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13 |
Turn Constants into Variables |
Create variety without overburdening the game system by identifiying
constant values or other system elements and turning them into
variables. For example, taking a constant rate of damage and making
objects or spells that change it, or taking a constant rate of fire and
creating weapons that fire more or less rapidly. |
Basic, but best applied late in design process |
Jurie Horneman |
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14 |
Differentiate Interactivity from Non-Interactivity |
Always make it clear to the player when they are expected to shift from
interactive to passive (e.g. cut scenes) and back. Switching to
wide-screen mode is often used for passive scenes. But it is best to
use multiple sensory cues, e.g. shape, color, and sound so the player is
never left in doubt. |
Meta, Psych |
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15 |
Localize Narrative with a Two Step Process |
While the goal may be to find one individual who can localize text and
other story elements, it should be remembered that this individual will
still be doing two tasks. The first task is the translation of the
current elements into the language of the country into which the product
is being localizes. The second task is infusing the result with the mood
and drama of the original, which has almost certainly been lost in
translation. |
Production, Localization, Story |
Mark Barrett |
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16 |
Distribute Game Assets Asymmetrically |
When there are objects or experiences the player can encounter in a
game, place them asymmetrically, both spatially in the sense of clumping
some together and spreading others thinly, and temporally in the sense
of having some be common, some uncommon, and some rare over time. Of
course, particularly useful or powerful items are good candidates to be
the rarest. |
Basic |
Teut Weidemann, Noah Falstein |
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17 |
Begin at the Middle |
When you are setting about to develop a game, rather than starting with
the first level or initial scene of a game, pick a representative point
near the middle and start there. The best order to develop a game is
middle, beginning, then end. (cf. book,
The Illusion of Life, wherein Disney's similar
method of ordering scenes into production for animated films is
discussed) |
Meta |
Noah Falstein |
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18 |
Balance Units Starting with the Middle of the Pack |
When balancing a variety of characteristics, abilities, or powers of
individual units (e.g. Pokemon creatures, RTS military units, or RPG
characters), begin with a unit that has near-median statistics, instead
of starting with the weakest/strongest/fastest or other extremes. |
Development, Balance |
Noah Falstein, others |
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19 |
Make the Game Fun for the Player, not the Designer or Computer |
This may seem obvious, but often game designers forget that it is the
player who is the final audience. It’s hard enough to make a game fun
for the player – in fact, that’s what most of the craft of game design
is about – but it’s even harder when you lose sight of your audience. |
Basic, Psych |
Sid Meier |
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20 |
Make the Effects of the AI Visible to the Player |
It can be tempting to model subtle choices in your AI, but unless the
final results are clear to the player, you may well be wasting your
time. One way to do this is to choose to model clearly visible choices
– a possible Sims mate can touch your character’s arm and laugh, or turn
a cold shoulder. Or to flip that around, you can alert the player
directly when a subtle choice is made – for instance when an enemy
sniper is responding to a player’s choice to run straight ahead instead
of crawling stealthily around the flank, an audio cue like “Look, there
he is!” lets the player know the AI is on to them. |
Basic, Psych, Simplicity, Feedback |
Noah Falstein |
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21 |
Use Real-World Formulas and Minimize Cheating with Simulations |
Avoiding early shortcuts often saves time in the long run. It can be
tempting to cut corners with canned animation or table-driven behaviors,
but use real formulas to simulate real-world consequences and you’ll
find that later expansions to the AI that also stick with actual physics
can fit in seamlessly. For instance in a racing game it may be tempting
to have an AI car jump a gap with a preprogrammed animation, but if an
opponent’s race car is subject to the same constraints as a player’s car
when jumping a gap the level designers can add new jumps or adjust old
ones without having to go back and change all the previous enemy
behaviors. |
Games that simulate real-world systems, Simplicity, Balance |
Noah Falstein |
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22 |
Add a Small Amount of Randomness to AI Calculations |
A little randomness can make a dumb AI look very smart. If an enemy
responds exactly the same every time, they’ll feel robotic and
predictable. But just 5% variation can shock a player out of
complacency and make an opponent seem alive. Sometimes the easiest way
is to add plus or minus a few percent to a basic calculation of distance
or direction. This is particularly effective for animal behavior. |
Basic, Variety, Psych |
Noah Falstein |
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23 |
Create AI in the Mind of the Player |
The ideal AI implementation is not actual intelligent behavior but the
illusion of intelligent
behavior. Much like Sun Tzu’s precept in The Art of War that the best
way to win a battle is to make fighting unnecessary, the best way to
provide AI is to let the players imagine it with no coding necessary.
Simply implying that special behavior might occur can plant it in your
player’s imagination. Call an enemy unit “elite” and give it a special
color and players will treat it differently, crediting it with superior
abilities. |
Psych |
Noah Falstein |
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24 |
Don’t Penalize the Player |
It’s often tempting to design a penalty for the player to emphasize
failure at a task or to discourage the player from attempting to do
something in the game you don’t like. But “failing” and “being
discouraged” just aren’t fun. There’s always a way to turn it around
and reward the player for success, or encourage them to do what you
want. |
Meta |
Noah Falstein |
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25 |
Provide an Enticing Long Term Goal |
Many (but not all) games benefit by having an ultimate goal that is made
clear to the player fairly early on. Making this goal enticing is one
way to pull the player into the game world and encourage passion. |
Basic, but most important for Narrative-based games |
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26 |
Make the First Player Action Painfully Obvious |
The first thing a player can do in a game should be painfully obvious.
Even if you are sure that everyone will understand what to do, go out of
your way to make it easy to do. Don't make someone click on a doorknob,
make the whole door active - or better yet, have it standing open with a
flashing sign saying "Enter". |
Psych |
Noah Falstein |
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27 |
Keep the Interface Consistent (many trumps of this one) |
Make the player learn as little as possible to control your game — if
you have several avatars and/or vehicles available, try to make them all
work the same way. |
Psych |
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28 |
Be Consistent in Feedback to the Player |
One of the stronger "consistency" rules, it is best to remain consistent
when giving feedback to the player because variation merely for the sake
of relieving boredom is particularly likely to result in frustration
when the player reads intent that is not present. For example, the old
Adventure Game classic "I can't do that" - "I can't do that here"
implies there is a place where it can be done, and "I can't do that yet"
implies there is a time where it will be possilble. |
Basic, Feedback |
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29 |
Implement the Hardest Part of the Game First |
Resist the temptation to start implementing the best-understood parts of
the design first - by starting with the hardest parts you force yourself
(and the team) to test and possibly change difficult design decisions
that may in turn affect the rest of the game development process. |
Production |
Noah Falstein |
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30 |
Provide a Consistent Single Vision for the Game |
It is vital from the beginning of design to make sure that there is one
consistent single vision of the user's experience as he or she plays the
game. It is most often a problem with shared design responsibility, but
even a single designer can make the mistake of being inconsistent in
vision. The vision can change during development, but everyone must
know and be informed of the change immediately. |
Production, Meta |
Noah Falstein |
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31 |
Use Common Sense When Applying Rules |
The Uber-trump. Any rule, carried to extremes, can become
non-functional. It's impossible to consider every possible situation
when drafting rules and identifying trumps, so don't follow any rule
blindly. |
Basic, Meta |
Noah Falstein |
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32 |
Ask "What does the user do?" |
One of the most basic rules, a designer must always stay focused on the
choices and actions available to the user. Games must be fundamentally
about interactivity, and interactivity is fundamentally about the
choices the player makes. |
Basic |
Chris Crawford |
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33 |
Begin Each Project with a One-Page Specification of the Gameplay |
A good general-case rule for the early design phase, but trumpable by
alternative methods. This is one way to ensure the team (or an
individual designer) follows the "Provide a Consistent Single Vision"
rule. |
Production |
Chris Crawford |
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34 |
Emphasize Micromanagement for German Speakers |
This rule is an instance of a more general rule to "consider national
sensibilities" |
Games for Germany and Austria |
Noah Falstein |
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35 |
Address Needs of Instructors, Teachers, and Trainers |
Make sure a serious game is easily usable by teachers - provide ways to
assess learning and make the game customizable to specific curriculums. |
Serious Games, Meta |
Ben Sawyer |
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36 |
Make Even Serious Games Fun |
Don't let pedagogical content "suck the fun out" of a game. |
Serious Games |
Prensky |
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37 |
Design to the Medium's Strengths Instead of Struggling with its
Limitations |
With an untested medium or new platform, consider what it does well and
focus on that, rather than trying to shoehorn in concepts from a
previous medium. But see Judo Rule: "Turn Your Limitations into
Strengths". |
Mobile Games (or other new platforms?) |
Greg Costikyan |
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38 |
Design to Fit the Revenue Stream |
The "Show Me the Money" rule - similar to the previous rule, but
focusing on specific revenue streams. For example if an MMORPG has a
monthly subscription, design to maximize "stickiness", but if it is free
and gets revenue from buying special items, design to maximize the
desire to use those items. |
Production |
(several - column 26) |
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39 |
Vary Rate of Difficulty Increase within the Flow Channel |
A specific rule addressing "Fight Player Fatigue". Over the course of
time a game should increase in difficulty in rough proportion to the
player's increasing expertise - but that rate should vary like a sine
wave (or think of it as vibratto) to provide peaks and valleys of
increasing difficulty. |
Meta, Variety |
Noah Falstein |
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40 |
Use Camera Position to Elicit Emotional Involvement |
A rule from the film/TV industry, the position of the camera will convey
emotional content, and game designers must take this into account. |
Depict Physical Surroundings, Psych |
Hal Barwood, Noah Falstein |
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41 |
Every Person and Idea has Equal Worth |
A "Training Wheels" rule for beginning brainstormers, this rule
encourages people to contribute "wild" ideas. |
Brainstorming for Beginners |
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42 |
Critique Ideas, Not People |
Focus discussion on ideas, not the people who propose them. |
Brainstorming |
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43 |
No Bosses in Brainstorming Sessions |
Another "Training Wheels" rule meant to encourage participation from the
timid. Even as an observer a boss can elicit sub-optimal brainstorming,
causing some to withhold ideas, and others to emphasize ideas for
purpose of brown-nosing only. |
Brainstorming for Beginners |
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44 |
Challenge Assumptions |
"Everyone Knows That" is not a valid proof. |
Brainstorming |
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45 |
Alternate Discussion Between Theme (Story) and Game Mechanics |
When a brainstorming discussion stalls while talking about a
theme/story, try switching for a while to talking about the gameplay
mechanisms, and vice versa. |
Brainstorming |
Noah Falstein |
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46 |
Raise the Emotional Stakes to Maximize Player Involvement |
A meta-rule with many more specific examples, this should be the
underlying rule behind many design decisions about story, characters,
and theme, as well as choices of gameplay |
Meta, Story |
Noah Falstein |
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47 |
Game Play Comes First |
A more specific version of "Make it Fun" - more important to emphasize
game play than other elements, like story, special effects, or fidelity
to license. |
Basic, Meta |
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48 |
Provide for Friend or Virtual Leader to Demo Gameplay |
Many girls and women generally prefer to learn games by example or
observing someone else play for the first time, and many males prefer to
learn by having a chance to simply try out every interface and gameplay
mechanism safely without external direction. |
Games for Girls |
Sheri Graner Ray |
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49 |
Provide Indirect Competition |
Many girls prefer to compete indirectly instead of head to head.
Providing for gameplay mechanisms that allow competition without a pure
winner/loser split can increase the appeal to women. |
Games for Girls |
Sheri Graner Ray |
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50 |
Simple as Possible |
"Everything should be as simple as possible, but no simpler" - find ways
to simplify any game element or system of game elements, but only to the
point where further simplification takes away more interest than it
compensates for with clarity. The master simplicity rule |
Simplicity |
Albert Einstein |
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51 |
Make the Interface "Desperately Simple" |
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