Game Development Reference
In-Depth Information
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ing_An_Awesome_Videogame.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 .
References
When thinking about a concept for a game, look for references. Are there any games
which make use of the same or similar mechanics? How do they work? What would
you change in those games? Such questions will help you find a clear direction for
your game. By examining what worked and didn't work for other titles is the best
way to avoid common errors and to save the time and money needed to reinvent the
wheel.
Be aware that your references need not to be video games at all. Any kind of game
or human activity in general can be a reference for a video game mechanics. Always
try to keep your mind and eyes as open as possible.
You don't need a large number of references, two or three should be enough to give
your reader the feeling of how your game will work. Remember that popular games
are usually those that take a well-known game mechanics and change just what it
takes to make it feel fresh again! If you take too many references into consideration,
it will be harder to focus around that one central element which adds fun to your title.
Prototypes
As you try to focus around an idea and search for references, it is very important that
you begin to test that idea immediately with pen and paper prototypes. Does your
idea work in practice? Testing is the only way to quickly understand if an idea actu-
ally works and it also can help you spot special cases which could lead to minor (or
even major, sometimes!) changes to the mechanics you are sketching.
Stuck?
Should you find yourself stuck on a dead end, we suggest you to get some distrac-
tions and move away from your desk for a while. It is very likely that once you go
back to work, you will be able to come out from the impasse you found yourself stuck
in and move on with your design.
 
 
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