The Hobbit Hole

In a hole there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort.

12/10/2004

Game Design Axioms

Filed under: Programming,RPG — bilbo @ 11:02 am

I know, I know, there really aren’t any, and if there are, they would be so vague and prone to exceptions, that it really isn’t worth it. (I’m surprised at how many exceptions there are to rules in Noah Falstein’s Game Developer column.) Still, I can’t help myself but to sit down and in the chapter titled “What Every Game Needs”, talk about the necessity for good design. I want to be brief and not preachy, so I came up with the 5 C’s of good game design, as applied to an Action RPG.

(BTW, does it seems wrong to write Action RPG all the time in capitals, or is just me? How should you write it? action RPG, action rpg, Action RPG, or some other genre name altogether?)

The game design axioms are:

  • Creativity
  • Consistency
  • Clip
  • Control
  • Complete

None are more important than the others, though creativity and consistency balance against each other, and complete some might consider to encompass the other four.

I’ll be writing one entry a day on each topic, and I would appreciate feedback on each of them.