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Random Terrain's Game Design Guidelines |
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Below are my personal guidelines for making Atari 2600 games. I've been slowly working on them since 1982. Although this page was made with Atari 2600 games in mind, most of the guidelines can be applied to all games.
End of Game + Fire Button = Reset Switch Any game released after May of 1982 should start/restart using the fire button. It's more than a courtesy, it's an expected feature that was famously used in Yars' Revenge, but it was also used in games that were released earlier such as Maze Craze and Pac-Man. The joystick is essentially turned into an Atari 2600 remote control and the player can restart a game without getting up a million times. Not everyone sits on the floor, a foot away from the Atari and not everyone plays emulated games with the keyboard (some players use a controller).
You might be tempted to use the fire button to restart a game and ignore the Reset Switch. Not a good idea. It should be the player's choice. When the game ends, the player should be able to play again by pressing the fire button or the Reset Switch. It should never be one or the other. The Reset Switch is also supposed to work if the player presses it while playing a game, so make sure your games always allow the player to do that.
No matter how the player chooses to restart the game, remember to have some type of short game over sequence that makes sure the player can't restart accidentally. The player will still be able to restart using the fire button, but only when he or she wants to.
If you want more than my opinion, the following is from Atari's Game Standards and Procedures: A GAME OVER message should be displayed at the end of each player's game telling which player is out of the game. When all games in progress are over, the game freezes on the screen and the fire button is disabled for 2 seconds while the GAME OVER message is displayed. After the 2 second freeze, if the player presses the fire button, the game restarts at the same difficulty level and with the same number of players as was previously selected. If this action is not taken, after 20-30 seconds the game automatically goes to the TITLE PAGE and IDLE SEQUENCE.
Randomness and Replayability Controlled Randomness should be used to place enemies, objects, bonus items, platforms in a platform game (when possible), and so on to keep the game fresh. A game should be about on-the-spot decision making and pure fun, not memorization of patterns, enemy locations, or game event trigger locations that never change when the game is replayed.
Perfect Timing Tribulations Don't give the player irritating perfect timing chores that are like playing a deadly game of laser jump rope. One tiny mistake and you're dead and usually have to go back and replay that level or a bunch of levels. Don't be like game designers who say "Dance for me monkey boy! Be perfect or die! Now do it all over again! Ha ha ha ha!" Perfect timing is usually an essential part of Die and Remember games. Yes, I know that many of the things I say go against everything you've learned over the years, but we need to stop the same old 'monkey see, monkey do' game design. We don't have to continue to make the same mistakes that other game designers have made. We can try to do better.
No Mindless Enemies Never have mindless enemies that jump back and forth or move up and down. Enemies should have some type of intelligence. They don't have to be geniuses, but they should at least have a spark of intelligence that makes them seem alive. They should be able to see you or smell you or track you by the sounds you make. And if possible, they should have some kind of emotional reaction (fear, anger, surprise or whatever fits the game). Some enemies might hold a grudge if you make them angry and will come after you long after other enemies have moved on.
Platform Game + Fire Button = Jump Never make the player jump by pressing up on the joystick. It's unpleasant, uncomfortable, unnatural, and unintuitive. If the character must shoot a weapon or throw things, how about having the player hold down on the joystick to switch between shoot mode and jump mode or maybe the player could press the fire button for a certain amount of time (similar to Mouse Trap)? Or what about a double tap of the fire button to jump and a single tap to shoot (or the other way around)?
Resist Frustration and Competition Try to eliminate frustration and competition whenever possible. Frustration was a highly successful villainous tactic for getting people hooked on games and squeezing as much money out of them as possible, but a fun game without frustration is healthier for gamers. Try to focus on what is truly fun, not some perverted version of it. Most of us have come to believe that frustration and competition are essential ingredients of fun. We've been bombarded with that idea for so long that it's hard for us to see any other way, but we have to break free from these fallacies. Speaking of competition, it seems like most people are addicted to it and one way to help them move away from competition and focus on play and untainted fun is to rip out the score.
Related Links Quotes on Competition and Cooperation Emory brain imaging studies reveal biological basis for human cooperation Cooperative Games That Teach Solidarity
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Jump List Definitions Controlled Randomness The randomness is limited to a preset number of choices, similar to traditional dice that are limited to only 6 numbers or a traditional deck of cards that are limited to 52. The spine-chilling power of randomness is reined in and carefully used to make games more enjoyable by giving players a fresh experience where it's all about playing and not about memorizing placements and patterns. Controlled randomness can be used in various ways, including selecting enemy starting positions and placing platforms, rooms, bonus items and so on.
Die and Remember Games Die repeatedly until you learn a specific sequence of 'dance steps' that you must perform perfectly before you can continue. It has very little to do with play. It's mostly tedium and torture with small amounts of fun thrown in. A Die and Remember Game is usually a Static Action Puzzle Toilet Paper Game.
Static Action Puzzle Games Enemies start in the same positions every time and usually perform a prearranged set of moves that never seem to change when the game is replayed. A Static Action Puzzle Game is usually a Die and Remember Toilet Paper Game. There is no replay value. You solve the 'puzzle' or memorize all of the 'dance steps' and you're work is done. And that's exactly what it is, work, not play.
Toilet Paper Games Single use. Wipe and flush. Zero replay value. A Toilet Paper Game is usually a Die and Remember Static Action Puzzle Game. Related Links |
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Disclaimer View this page and any external web sites at your own risk. I am not responsible for any possible spiritual, emotional, physical, financial or any other damage to you, your friends, family, ancestors, or descendants in the past, present, or future, living or dead, in this dimension or any other.
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