Another great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes.
A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features.
How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
"If you develop a program for a long period of time by only adding features but never reorganizing it to reflect your understanding of those features, then eventually that program simply does not contain any understanding and all efforts to work on it take longer and longer.” — Ward Cunningham
In our cultural obsession with billionaire entrepreneurs we laud new features more than the maintenance and incrementalism work of making old features better and more accessible. Maintenance looks like red minus signs in the spreadsheet. New features look like green plus signs. New features look better on our LinkedIn profiles. New features have that pizzazz, baby.
When gardening, the building of planters and initial planting is a very short process. The majority of your time is spent nurturing and monitoring growth. I personally feel the struggle between maintainer work and new shiny feature work. I enjoy that new feature smell but I know that my day-to-day is more like a janitor on a boat mopping up someone else’s barf. In terms of metaphors, the gardening metaphor is certainly better, and it acknowledges that design and development still tend to be more creative endeavors.
“Can I ask you one more question?”
“Sure.”
“Have you already decided on the next barn to burn?”
This caused him to furrow up wrinkles between his eyes; then he inhaled audibly through his nose. “Well, yes. As a matter of fact, I have.”
I sipped the last of my beer and said nothing.
“A great barn. The first barn really worth burning in ages. Fact is, I went and checked it out only today.”
“Which means, it must be nearby.”
“Very near,” he confirmed.
I walked around with a map, penciling in X’s wherever there was a barn or shed. For the next three days, I covered four kilometers in all four directions. Living toward the outskirts of town, there are still a good many farmers in the vicinity. So it came to a considerable number of barns—sixteen altogether.
I carefully checked the condition of each of these, and from the sixteen I eliminated all those where there were houses in the immediate proximity or greenhouses alongside. I also eliminated those in which there were farm implements or chemicals or signs that they were still in active use. I didn’t imagine he’d want to burn tools or fertilizer. That left five barns.
Every morning, I still run past those five barns. Not one of them has yet burned down. Nor do I hear of any barn fires. Come December, the birds strafe overhead. And I keep getting older. Although just now and then, in the depths of the night, I’ll think about barns burning to the ground.