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How I think game design should work (Forums : General Banter : How I think game design should work) Locked
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Aug 24 2015 Anchor

How I think game design should work is that you first conceptualize your game, second make the framework, third add the content. Meaning create an outline or document detailing every physical feature inside the game. And after the concept is written I think it should be a matter of following some scientific formula to fabricate the framework. And after the framework is made I think you should be able to use template based hierarchies to make limitless amounts of content.

I think it should all be a matter of putting the correct scripts/actors together in well constructed hierarchies... then copy/pasting those hierarchies and modifying them and importing your assets.

Imagine you are trying to create your RPG and you know that you want Items, Classes, Monsters... and you want a lot of them. You should be able to add in tons of monsters/items/quests etc. without changing your original framework. So say you build your framework for the game and it includes all kinds of scripts... scripts for the network, scripts for the hud and inventory, scripts for movement and combat. The framework also includes hierarchies for your Items/classes/monsters/quests etc. So you take these hierarchies and you import your assets into them after you copy and modify them so you don't have to worry about having to rewrite your whole game.

The point I'm trying to make is that when you create the "framework"... it shouldn't take you a long time... it shouldn't even take you a few days. And I think if it takes you any longer than that it means that you are actually LEARNING how to make your game... meaning you are trying to FIGURE SOMETHING OUT... meaning you don't actually know what you are doing.

So say if you wanted to make a clone of WoW or Halo or CoD or StarCraft or GTA... even in a different language/IDE then what they were originally made in. It shouldn't take you more than a few days to craft the framework because the scientific theory on how to build all of those features already exists.Now, I'm never going to learn because I think that I would get too frustrated and I think it would be 1000x times easier just for someone to share their secrets. Basically I think the whole industry is a conspiracy and the people you meet on message boards and chat rooms are all wasting their time.

I'm not going to change my convictions... and my convictions are basically this: I believe you can build the framework for a fully fledged MMO(with Quests, Instances, Classes, Monsters, Items, Skills, Abilities)... basically a clone of WoW... in any IDE... in a matter of hours just by combining the correct scripts and actors. And that the industry doesn't want you to know that its that easy... and that the message boards and chat rooms don't know that this is the case.

Basically if you put my theory to use, where you construct everything as a framework and use copy/paste hierarchies to make your content... you could take creativity to a whole new level. You could make games with thousands of classes, millions of items.

Again, I think making a game is a matter of "FIGURING OUT" how to put the correct scripts and actors together. I think you can do a lot with just simple rigged materialed 3d models with basic animation clips. And I think anyone who tells you that it would take hundreds of hours to make an MMO is either lying or doesn't know what they're talking about. I truly think the whole world is messed up and that you really can put together an MMO in a few hours. I really think its about compiling graphics/actors/scripts inside of an editor and packaging your game to distribute it and run it in tandem with a server and a website. And I think this all can be done scientifically one step at a time... and thus mathematically very quickly.

Aug 24 2015 Anchor

and that you really can put together an MMO in a few hours.

I wonder about MMO's quality. Even for single player offline game, I have to play test my games to find any possible bugs and design flaws. And this take some hours.

I really think its about compiling graphics/actors/scripts inside of an editor and packaging your game to distribute it and run it in tandem with a server and a website

You forget the most important part: concept. Designing the game is more than just technical aspects, you need concept from picking theme e.g fantasy, medieval, modern, sci fi and wacky to design balance of the game. These takes more than just couple hours

I think making a game is a matter of "FIGURING OUT" how to put the correct scripts and actors together.

I don't think "FIGURING OUT" takes only couple hours

Creating game has been easier now thanks to some free engines, mods, shared scripts and other stuffs available in Internet but creating great and memorable game isn't easy

Aug 25 2015 Anchor

And you're free to believe all that seeing as you haven't changed philosophy since your last two exactly the same threads, if it was two.

You're also free to prove your cause and theory as well.


Oh, by the way, scientifically and mathematically correct things does not equal into subjective opinions. Perhpas once you have a framework with everything you want included, you could build a MOBA in a few hours, but would it be the next dota 2?


I recommend Project Spark. A game about game making. It has lots of stuff implemented and people share "kode" a lot. So paste, copy-paste away and test your way forward. Have fun.

Aug 25 2015 Anchor

I think you can put together the framework in a few hours for a WoW clone because I think the theory on how the scripts/actors etc. are put together is probably already well documented and studied... albeit a secret. Now we're talking about framework... basically a few handfuls of hierarchies that put all the features in motion. And I think if you could put together this framework either through your own discovery or by learning through an inside source, or if somehow this type of production(clone production) became famous... then everyone would be in a position to create hundreds of pieces of content for their favorite games.

And I think if my method of production were put into practice(where the framework is made first) and then the content starts being made and nothing has to be debugged or revised or fixed or whatever... then games could realistically be made faster and WITH millions of items.

And of course you're going to argue "well that's impossible"... how can there be no debugging or fixing or revising etc. Well my point is that I believe that games can be made scientifically and based on theory. I'm not smart enough to prove it but I think that you can compile a game where you would not need to do any debugging.

You would just be able to start importing your assets and attaching them to hierarchies as a way to make content. And I think if you could just run full steam ahead... and not worry about debugging/fixing/changing/rewriting anything... you could save a lot of time and make cooler games with more expansive content and features more quickly.

Say you're creating a WoW clone in Unity and for some reason you have all the scripts for it saved on your computer. Why wouldn't you be able to arrange everything for it together in a few hours? Everything ends up being a game object inside the hierarchy. Granted its not just scripts, but what would be stopping you? I think it would be basically that you didn't know exactly mathematically how to put it together... and if you did know how... you WOULD be able to.


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