home *** CD-ROM | disk | FTP | other *** search
- Path: bloom-beacon.mit.edu!hookup!europa.eng.gtefsd.com!gatech!mailer.acns.fsu.edu!sed!casey
- From: casey@sed.cs.fsu.edu (Travis S Casey)
- Newsgroups: rec.games.design,rec.answers,news.answers
- Subject: rec.games.design FAQ
- Followup-To: rec.games.design
- Date: 18 Mar 1994 11:51:59 GMT
- Organization: Florida State University Computer Science Department
- Lines: 586
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 19 April 1994 00:00:00 GMT
- Message-ID: <2mc4kv$ijc@mailer.fsu.edu>
- Reply-To: casey@nu.cs.fsu.edu
- NNTP-Posting-Host: sed.cs.fsu.edu
- Xref: bloom-beacon.mit.edu rec.games.design:3790 rec.answers:4485 news.answers:16503
-
- Archive-name: games/design-FAQ
- Last Updated: Mar. 17, 1994
- Version: 1.51
-
- REC.GAMES.DESIGN list of Frequently Asked Questions (FAQs).
-
- This list is posted monthly to rec.games.design, rec.answers, and
- news.answers.
-
- The list is maintained by Travis Casey. Any ideas for changes,
- additions, or corrections are exceedingly welcome, and should be
- directed to:
-
- casey@cs.fsu.edu
-
- Please put "rgd FAQ" or something similar in your subject line, as
- this is not the only FAQ I maintain.
-
- ---------------------------------------------------------------------
-
- TABLE OF CONTENTS (New or changed items are marked with an * ).
- -----------------
-
- Section 1 -- General Questions
-
- 1. What is the purpose of this group?
- 2. I'm writing a computer game in the BOGUS language, and I
- need help!
- 3. Is this group just for RPG's?
- 4. What is proper etiquette for this group?
- 5. Are there any books on game design available?
- 6. What is the address of company X?
- 7. I'm worried about protecting my ideas. How do I copyright
- my game?
- 8. Do you have any advice for a beginning game designer?
-
- Section 2 -- RPG Questions
-
- * 1. What is net.rpg's status?
- 2. What is net.rpg, for that matter?
- 3. What is FUDGE?
- 4. I'm trying to design an RPG. What advice do you have?
-
- Section 3 -- Computer Games
-
- 1. What is FRUA?
- 2. What's the best language to write a game in?
-
- Section 4 -- Wargames and Boardgames
-
- 1. I'd like to get a wargame published. What should I do?
-
- ---------------------------------------------------------------------
-
- Section 1 -- General Questions
-
- 1. What is the purpose of this group?
-
- This group is meant for discussion of the design aspects of
- games--board games, computer games, role-playing games (RPG's),
- card games, or any other sort of game. This is the place to
- post ideas for games, thoughts about systems, questions about
- how something should work in a game, or anything else about
- designing games.
-
- 2. I'm writing a computer game in the BOGUS language, and I need
- help!
-
- This isn't a good place to look for help with computer
- languages. The main focus of this group is on *design*, not
- *implementation*. Try the *.lang.* and *.programmer groups
- first, especially rec.games.programmer.
-
- 3. Is this group just for RPG's?
-
- No. As mentioned above, all sorts of games can be discussed
- here.
-
- 4. What is proper etiquette for this group?
-
- It's basically the same as for any other group: use informative
- subject lines, if you're posting about a specific thing, include
- what it is in the Subject: field (e.g. "FUDGE:" at the start of
- a Subject line for an article discussing the FUDGE game; see
- below)
-
- Don't get mad if someone doesn't like your pet idea: listen to
- them and try to answer their points. Remember, the purpose of
- this group is for us to discuss our ideas and improve upon them.
-
- Some of the things that shouldn't go here include announcements
- that you've made a new game (unless you're posting it up for
- review), questions about what a specific rule in a specific game
- is supposed to mean, announcements of things that don't relate
- to designing games (e.g., role-playing BBS's, FTP sites for
- games, etc.), and anything else that doesn't relate to game
- DESIGN.
-
- 5. Are there any books on game design available?
-
- Some books that may be of assistance are:
-
- Crawford, Christopher; _The Art of Computer Game Design_
- Osborne/McGraw-Hill. No longer in print, but available
- by writing the author c/o Osborne/McGraw-Hill.
-
- Dunnigan, James; _The Complete Wargame Handbook_
- William Morrow and Co., ISBN 0-688-10368-5
-
- Dupuy, T. N.; _Numbers, Predictions, and War_
- Hero Books, ISBN 0-915979-06-3
-
- Peek, Stephen; _Game Plan: The Game Inventor's Handbook_
- Betterway Publications, ISBN 1-55870-315-2
-
- Perla, Peter; _The Art of Wargaming_
- Nav. Inst. Press, ISBN 0-87021-050-5
-
- Prados, John; _Pentagon Games_
-
- Schuessler, Nick and Steve Jackson; _Game Design: Volume One:
- Theory and Practice_. Steve Jackson Games. No longer
- in print, no further volumes were produced.
-
- Schmittberger, R. Wayne; _New Rules for Classic Games_
-
- Strategy & Tactics Magazine; _Wargame Design_
- SPI, ISBN 0-917852-01-X
-
- Zocchi, Lou; _How to Sell Your Game Design_
- Gamescience (GS 10404)
-
- Note that these references have been garnered from the net, and
- I make no guarantee as to their accuracy.
-
- 6. What is the address of Company X?
-
- Two lists of game company addresses are kept on Usenet, as far
- as I know; here's the info:
-
- The "Wargame Company E-mail Addresses" list is kept by
- jrboeke@uci.edu. It is generally posted once a month to
- rec.games.board and rec.games.design.
-
- Johnathan Sari (sruge@buck.cqs.washington.edu> maintains a
- "Complete Role-Playing Game Companies List," with the snail mail,
- email, and fax/phone numbers of most RPG companies. This list
- is periodically posted to rec.games.frp.misc.
-
- 7. I'm worried about protecting my ideas. How do I copyright
- my game?
-
- Well, I've got good news for you, and bad news. First the
- good:
-
- If you're in the US, England, any Western European Country,
- Canada, or Australia, anything you write is automatically
- considered to by copyrighted under the terms of the Berne
- convention that all these countries adhere to.
-
- Now, the bad news: a copyright does NOT protect your ideas.
- All a copyright does is protect the _expression_ of an idea.
- Thus, it's perfectly legal for someone to take all the rules
- of, say, Advanced Dungeons & Dragons, paraphrase them, and
- eliminate references to Dungeon Master and a few other terms
- TSR has trademarked, and sell the resulting product.
-
- That said, including a copyright notice in your work does
- give you one benefit: it makes it easier to collect damages
- if someone does copy your material. If there is no copyright
- notice, the copier can claim "innocent infringement" (that
- is, "I didn't know I couldn't copy it") and get off with a
- slap on the wrist. In addition, you may want to look into
- registering your copyright. In the US, at least, this
- provides definite proof that you wrote your material first,
- and allows you to collect money from copiers beyond simple
- damages.
-
- To protect the ideas of a game, a patent would be necessary.
- In general, though, it's probably not worth the effort. To
- qualify for a patent, a game must include physical components
- beyond simple board, dice, and rules, so that it can qualify
- as a "machine." Thus, most games won't be eligible. In
- addition, obtaining a patent is a long and complicated process
- which will almost certainly require you to hire a patent
- attorney, pay his/her large fees, and pay a large (and
- nonrefundable!) amount of money for a patent application.
-
- In my opinion, though, you needn't worry about protecting
- your ideas. Chances are that if you've thought of it,
- someone else has as well. Thus, refusing to discuss aspects
- of your game in order to protect your ideas isn't likely to
- keep anyone else from using that idea, and will prevent you
- from getting feedback which might help you improve the idea.
-
- (A bit from my own experience: a few years ago, I came up
- with an idea for a die-rolling method for an RPG which I had
- never seen before and which greatly simplified the system I
- was making. Since then, I've encountered at least three
- systems which also use the same method, none of whose authors
- could possibly have seen my work.)
-
- In general, games do not succeed because of any single "neat
- idea;" in fact, innovative games are less likely to succeed
- because most people do not want to learn large amounts of
- unfamiliar material.
-
- 8. Do you have any advice for a beginning game designer?
-
- Sure. Here's my version of the 10 commandments:
-
- 1. WRITE GAMES YOU LIKE.
-
- Never put something in a game or take something out just
- on someone else's say-so. If you and your friends like
- it, chances are somebody else will too.
-
- In the same vein, don't write a game on subject X just
- because it's the current "hot topic." Write games on
- the things YOU like and hopefully your enthusiasm will
- come through.
-
- 2. EXPERIENCE IS THE BEST TEACHER.
-
- The best way to learn game design is to read a lot of
- games, play a lot of games, analyze those games, and
- design your own games or game extensions. Since my
- main experience is with RPG's, my examples will come
- from them, but the idea is applicable to all kinds of
- games.
-
- I've read tons of RPG's: somewhere over 50 last time
- I bothered to count. I've played most of these, and
- GM'ed over 30. In addition to playing and gamemastering,
- though, I also analyze games. What makes this game good?
- What's bad about it? How would I modify it to make it
- do this instead? What areas does it represent well?
- What areas does it represent poorly? Why?
-
- Having played and analyzed other games, I use this
- knowledge to help with my own games. For example, both
- Champions and DC Heroes had good results using an
- exponential attribute scale for superhero gaming. Thus,
- if I were going to design a superhero game, I would know
- that an exponential scale can work very well. This kind
- of analysis gives you a bank of "proven" concepts to
- work with.
-
- 3. TEST, TEST, AND TEST SOME MORE.
-
- Playtest your games. Play them as much as possible;
- get other people to play them, preferably without you
- around, and talk to them afterwards. (Having other
- people play the game without your presence is called
- blind-testing, BTW.)
-
- In addition, think about your rules. Consider
- hypothetical situations and work out the probabilities
- involved. For example, if you're making an RPG, try
- figuring out the percent chance an average person has
- of hitting a man-sized target with a bow at a range of
- 1 meter, 5 meters, 10 meters, 50 meters, and 100 meters.
- For a WWII game, examine your CRT and figure out the
- probability that a small infantry unit will damage a tank
- unit. Repeat the calculations under different conditions;
- different terrain, at night, etc. This will help you
- find places where you've made a mistake in your math or
- made a bad assumption.
-
- 4. LEARN YOUR BACKGROUND.
-
- If you want to write a medieval fantasy game, read
- medieval literature and history. Read books about magic.
- Read existing medieval fantasy games. Similarly for
- any other type of game; if you're making a game set
- in the Vietnam war, read official histories of the war,
- unofficial histories, and especially analyses of strategy
- and tactics.
-
- All this background is useful in several ways: for one
- thing, it will help you in creating realistic rules. For
- another, it lessens the chance that you will make a major
- mistake in terminology or background. And, of course,
- the material is often interesting in itself. If you're
- not interested in learning about X, why are you writing
- a game about it anyways?
-
- 5. FORMAL EDUCATION.
-
- Take a class in introductory probability and statistics.
- Try reading some on the mathematical theory of games;
- you probably won't find it useful, but it does provide
- some perspective. Polish your English (or whatever
- language you plan to publish your game in); games are
- much easier to learn when they're well-written, or at
- least don't have a lot of grammatical errors.
-
- If you want to do computer games and haven't already
- taken any programming classes, take a few. You may not
- learn anything about how to program, but a good class
- will teach you some things about how to organize a
- program to make maintenance and bug-finding easier.
-
- While you're at it, build up a "reference library."
- This is a set of games and books on whatever subject
- you're making your game on. This will help immensely
- when inspiration strikes at 3 AM and the library is
- closed.
-
- 6. TAKE TIME OFF.
-
- A game is like a child; when it's first born, it's
- parents think it's perfect. Take some time away from
- your game to keep from getting burnt out and to get a
- fresh perspective on it. Repeat this from time to
- time.
-
- 7. KEEP RECORDS.
-
- Make sure you have more than one copy of your game. If
- you're typing the rules on a computer, keep one copy on
- the hard drive, one on a floppy, and a printout of a
- fairly recent version (say, print it out once a month,
- or once a week if you're working really fast). You can
- never have too many copies, since if it's any good,
- friends will want copies to borrow/keep, and having all
- these copies will greatly reduce the chance of losing it
- all to a hard drive crash/lost notebook/whatever.
-
- In the same vein, keep copies of older versions as well.
- You may find in playtesting that your new idea isn't as
- good as the old one was, and what are you going to do
- now if you've trashed the old copy? Keep at least one
- copy of the last version around, in addition to the
- copies of the current version.
-
- 8. DON'T FORGET THE INCIDENTALS.
-
- Great rules and writing are nice, but a good visual
- presentation will do wonders for your sales. If you're
- doing it yourself, learn something about desktop
- publishing, and either find some ready-made illustrations
- (for example, in the Dover clip art stuff or US
- government publications) or find someone to draw a few
- illustrations for you.
-
- Find a printer and talk to him/her; discuss ways to do
- what you want as inexpensively as possible. A lower
- price will help sales some, and lower expenses will
- help your profits.
-
- 9. REMEMBER, IT'S ONLY A GAME.
-
- Don't ignore real life to work on your game. If someone
- doesn't like your game, don't take it personally. Don't
- get worried about people stealing your ideas. Remember
- rule #1 and have fun with what you're doing.
-
- 10. THERE IS NO NUMBER 10. :-)
-
- And, here's some extra advice from Tom Lehmann, president of
- Prism Games (thanks Tom!):
-
- A. Incremental innovation often works best. If everything in
- your game is familiar, it will feel stale. If everything is
- very different, it may feel strange. A single clever twist
- on a familar theme is good but may result in your game being
- viewed as a "variant"; TWO clever twists on familiar ideas
- makes a game feel fresh while still easily accessible. So
- don't try to re-invent the wheel. Instead, try to present
- existing ideas cleanly and simply while extending a few key
- concepts in new and interesting directions.
-
- B. Revise and Polish your game ideas. Testing serves not only
- to clean up bugs in the game system and rules presentation
- but also as the forum in which the game designer may
- discover the game that he or she *really* wanted to put
- forth, as opposed to the one they actually have put
- together. If you leave testing to the end, this discovery
- may not do you any good. If you test early and often with
- an eye towards trying to figure out just what the game
- really is about, you can often improve a game considerably.
-
- "Alpha" testing can be viewed as asking the questions: "Is
- there a game here?" and "Have I found it yet?" "Beta"
- testing can be viewed as asking the questions: "Is this the
- best way to achieve this effect?", "Is this game mechanic
- essential -- or can it be simplified or eliminated?" and
- "Are all the major game systems working together to impart
- the game experience I want?" "Gamma" testing asks the
- question: "How can I improve game balance and presentation?"
- Too many designers stop after Alpha (producing an intriguing
- but shoddy game) or go from Alpha to Gamma, skipping Beta
- (producing games that are ok but not great). Often it is
- neccessary to go beyond your immediate friends / local
- gaming group early on to get enough critical analysis for
- you to figure out what needs to be done to improve an
- already pretty good game.
-
- And some more from me:
-
- I've never had clear-cut "stages" of game testing when I
- made games; instead, I tend to do a bit of each at every
- stage. I rework some systems, toss out some and replace
- them, and improve the balance and presentation of others,
- all more or less simultaneously. Part of this comes from
- the type of the main game that I'm working on... when doing
- a universal RPG, you have to work on a piece at a time.
-
- The key, though, is to find whatever works best for you.
- Try it different ways until you find one that's comfortable,
- then stick with that.
-
- ---------------------------------------------------------------------
-
- Section 2 -- RPG design
-
- 1. What is net.rpg's current status? [use net.rpg: in headers]
-
- Net.rpg is currently still under discussion, but little work is
- being done. A net.rpg FAQ is regularly posted by Magnus; look
- there for more information. (Magnus can be reached at
- magnus@ii.ui.no)
-
- 2. What is net.rpg, for that matter?
-
- Net.rpg isn't really anything yet. The idea is to try to hammer
- out a free role-playing game using the gathered game design
- talent here on the net.
-
- There was a large amount of discussion at first, but almost no
- one could agree with anyone else on what net.rpg should be like.
- Thus, after some time, the discussion died down. The general
- consensus now seems to be that net.rpg is an impossible dream;
- you're never going to get that many game designers to agree on
- anything, unless you use some type of committee approach ... and
- we all know how good things designed by committee usually are!
-
- However, the net.rpg discussion did generate, and still
- generates, a fair amount of good ideas.
-
- 3. What is FUDGE? [use FUDGE: in headers]
-
- FUDGE is one of the products of the net.rpg discussion; not THE
- net.rpg, but a net.rpg. FUDGE stands for Freeform Universal
- Donated Gaming Engine. It's author is Steffan O'Sullivan, who
- semi-regularly posts a FUDGE FAQ. (sos@oz.plymouth.edu)
-
- 4. I'm trying to design an RPG. What advice do you have?
-
- 1. Don't think you're going to make money. Chances are you
- won't.
-
- 2. Don't think you're going to sell it to any established RPG
- company; most of them don't want to dilute the market even
- further by releasing yet another game.
-
- 3. If you are trying to create a game for sale, don't make it
- too much like any established system... there are already
- far too may AD&D look-alikes out there. Try to come up with
- something different.
-
- 4. Do make something *you* like... chances are that if you like
- it, someone else will too. However, if you try to listen to
- the "experts" and follow their advice about how realistic
- the game should be, how long combat should take, etc. and
- end up with a game you don't like a lot, chances are no else
- will like it too much either. Besides, if you're going to
- spend months or years writing something, shouldn't you have
- fun doing it?
-
- So, what does that leave? Well, if you're doing it for your own
- use, or your friend's use, go right ahead. If you're trying to
- break into the RPG business, you'd probably do best writing
- articles for RPG magazines and sending them in to them. The
- industry is pretty close-knit, and word does get around about
- who does good work (and does it on time!).
-
- ---------------------------------------------------------------------
-
- Section 3 -- Computer Games
-
- 1. What is FRUA? [use FRUA: in headers]
-
- FRUA is short for Forgotten Realms Unlimited Adventures, a
- program from SSI for creating computer adventures like their
- AD&D series. FRUA is not shareware or freeware; you should be
- able to order it from just about any software store. For more
- information, see the FRUA FAQ.
-
- 2. What's the best language to write a game in?
-
- That's a complicated question. It depends on several things:
- your knowledge of computer languages, what kind of game you're
- writing, what computer you're writing it for, and what tools you
- have access to.
-
- My first advice would be to program it in a language you are
- familiar with, and the more the better. There's nothing worse
- than spending most of your time looking in manuals instead of
- writing code. Second, go with something widely used (e.g., C).
- The more widely used your language is, the better the chance is
- that you'll be able to find someone who can help you if you need
- it.
-
- With the preceding in mind, if you're writing a game for PC,
- Unix, or Macintosh platforms, I'd recommend C. It's a powerful
- language, good implementations exist for all three of these
- platforms, and there are large numbers of C programmers out
- there who can help you.
-
- ---------------------------------------------------------------------
-
- Section 4 -- Wargames and Boardgames
-
- 1. I'd like to get a wargame published. What should I do?
-
- Here's some advice from Kerry Anderson, quoted with his
- permission.
-
- ---- QUOTED TEXT BEGINS ----
-
- From: kanderso@nofc.forestry.ca (Kerry Anderson)
-
- I've published three games through other companies. These are
- MARINE:2002 (Yaquinto,1980), MOONBASE CLAVIUS (Taskforce, 1982),
- and CLASH OF EMPIRES (Wargamer issue 58?). It's not easy and
- you're at the mercy of the company if they decide to publish.
-
- The first step is to write the best letter you can to these
- companies, giving the impression you know what you know what
- you're doing and that the game suits their line and that it will
- be a hot seller. Expect to get no answer from some, "thanks but
- no thanks" from most, and "yes, send us a copy to evaluate" from
- a few.
-
- If you get the chance to send in the game, put every effort into
- producing a polished, final copy. Give them the feeling that
- you are a professional and that you know what you are doing.
- Put great effort into the graphic quality of the game to catch
- their eye. Write and edit the rules to death and print up the
- final product on a laser printer. You must make the game as
- appealing as you can. If the game is poorly put together, they
- might not want to bother trying to figure it out and reject it
- immediately.
-
- If the game is accepted, expect the worst in the final product.
- Let me describe my experiences:
-
- MARINE:2002 was my first game and admittedly was poorly put
- together. They accepted it, but changed it inside and out. I
- got bumped from "game designer" to "game concept". Admittedly,
- it was a slick product when they finished it but it doesn't
- always turn out that way.
-
- MOONBASE:CLAVIUS was a polished game. I got someone to edit and
- type the rules. I sent it to Avalon Hill (who, by the way,
- rarely look at unknown designers) and it was rejected. I sent
- it to Taskforce who immediately accepted it. After about a
- year, they put it into one of their pocket games and decided to
- throw in a few changes like reversing the sequence of play to
- fight-move. It destroyed the game but what could I do now?
-
- AUGUST 1914 was left virtually intact. They even used my rules
- for the final text (with a couple of small changes).
- Regrettably, The map was abysmal and the counters hard to read.
- It drifted off into obscurity.
-
- As you can see, trying to sell games to other companies can be
- disheartening. Expect a lot of rejection. While I do have
- three games published, I've had several of my games rejected,
- such as VIMY RIDGE (for being too realistic) and THE BATTLE OF
- ARMAGEDDON (for not being apocalyptic enough) by XTR - both game
- prototypes UNPLAYED (am I bitter?). You may be better off
- trying to do it yourself. This is something I'm seriously
- thinking about now.
-
- Kerry Anderson
-
- ---- QUOTED TEXT ENDS ----
-
-
- --
- Travis S. Casey <casey@cs.fsu.edu>
- FAQ maintainer for rec.games.design and alt.vampyres (interim)
- No one agrees with me. Not even me.
-