Datasheet
16
Part I: Getting Started
Beginning with an idea
Game designs don’t just spring into existence, fully formed. Game design is an
organic process involving writing, reading, examining, rewriting, and updat-
ing. Go through the process of constructing an idea several times before you
settle upon one.
A game concept starts to feel complete when it has the following:
✓ A description of the basic mechanics of the idea (how the game should
play out and the basic actions that the player takes while playing)
✓ A basic story describing the motivation for the game play
✓ A flow (a basic game play description)
✓ Conceptual notes on graphics, feel, and audio
✓ Some examples of typical user interactions
So, how do you get these elements of your game concept in place? Well,
the process somewhat depends on your game, and we can’t really give you
a blanket solution that works every time. But we can walk you through the
steps of defining the elements as we did for the Traffic game. This process
offers an understanding of the design decisions required and one method for
arriving at them.
Making the idea fun, feasible, and unique
The idea for Traffic came from staring at the traffic passing and thinking,
“That would make a fun game . . .” Of course, an iPhone game based on
realistic simulation of traffic patterns wouldn’t be too fun or accessible, so
we had to pare down the idea to something that would work on the device.
Line-drawing games have shown great longevity as popular titles at the App
Store, so we approached the Traffic design with the idea that it’d be a line-
drawing game.
In line-drawing games, the player sees an overall view of a scene and uses
the iPhone’s touchscreen to score points by drawing lines from one object
to another (or a goal object). The genre has exploded in popularity, and
you find many different variations on the general idea. Some great examples
of line-drawing games that carry off the concept well are Flight Control, by
Firemint, and Harbor Master, by Imangi Studios.
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