Aartform Games

Indie games studio dev log. Currently working on a trading and city management game. A rich plot drives the single player campaign, and a sandbox mode, easy to mod data tables and lua scripting lets the play continue beyond the campaign.

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Location: London, United Kingdom

Saturday, 3 October 2009

Managing Complexity in Design and Gameplay


I've been spreading out my designs for a new game the last two weeks - while individual bits of the design are quite straight forward keeping the whole plan in mind is rather tricky. It would be so much easier if I was just cloning a RTS or FPS - but forging new gameplay styles out of 100 different gameplay details is really hard. If you multiply that by factions/tech levels/variety it is easy to end up juggling 10,000 gameplay items! Keeping all this in order is a massive (but enjoyable) task.



I manage all this with a pile of A3 Notebooks full of calculations and ideas, and piles of A4 with Lists (lots), Mindmaps (Rarely) and Flow diagrams. Then I scrunch all of this into a big bunch of Spreadsheets. If there is a better way I would love to know!

Complexity effects the player too: once a feature has been detailed - I have to decide if it will be fun or a chore when the player does it the 100th time.

I think the two tier approach of micro-management and auto-management is useful here. Let the player learn the basics of micro management, but then give them a choice of using auto when their power base expands and the micro would be overwhelming. Similarly micro-fighting and auto-resolution of battles lets a lot of the complexity buildup relax, leaving more time for having fun with the more interesting bits. Happily some chore-like activities are actually crazy addictive, and will stay in the final mix as a pleasurable time sink.

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