Posts Tagged team

Goals and vision

This article is about having a goal and a vision for your games and how that influences you as a game designer. Having goals and a vision for your game can have a huge impact on your final product. Why are these useful? It gives the game a direction and adds constraints to the product if used well. How to create these goals and visions is a tough and long process, it requires a great deal of research in what you like to do and in what you can do… So will they pay-off?

First of all, is there a difference between a vision and a goal? I think there is, and it can be found in the fact that a vision is much more general and can be interpreted in many, many ways. This is what sets the direction to your designs. The goal, on the other hand, is what narrows your vision, adds constraints to them. For example, if the vision of your next game would be ‘to create a multiplayer game with high dependency on each other’ it would be very broad. The concept could be used in a whole lot of of totally different games. To narrow it down, your goals could be ‘to create a story-intense game’, ‘to give the player interesting destructive choices’, ‘to let the player fully customize the characters’, etc.

Bear in mind that a game does not need a vision and a goal, but it does make it a lot easier for the team and the designers to have such for your game. Why, you ask? Let’s start with a direction for your game:

Imagine yourself working in a big team: everyone has his responsibilities for the parts that have to be done. Most of these parts require you to temporarily ‘narrow’ your vision, and a dangerous pitfall is forget what the product that you are working on has to achieve – and maybe you come up with things that do not fit that idea. A general vision or goal can bring you back to the level which tells you what you want to achieve. And this doesn’t just count for individuals, but for smaller parts of a team too. The different departments in a game studio, for example, are often specialized and focused on one aspect of the game, and what brings all these different focus points together is the direction and the vision of the complete game.

What this last thing means for a game studio is that everybody has his expectations of the final game, and this can be positive or negative for your final product. Positive if the vision of the game inspires the studio and is a little ambitious but achievable, negative if your vision is not challenging your studio in any way.

So having a direction for your game can help a lot, but how can constraints help you or your team to create better games?

A good example would be the indie games industry. Independent game studios have a sh*tload of constraints: time, money, resources, no business relations, marketing skills, you name it. But still every month, indie game developers manage to create games that reach the mainstream audience and sell thousands of them, some of them comparable to AAA titles. So how do they do it? How do they manage to create wonderful games with so much constraints?

I think the answer lies in the solutions of these problems: studios must come up with creative solutions to do ‘more with less’, to use everything they have got in the most optimal way. And that optimal way does not have to be the most straight forward way. Although constraints might sound like an inability at first, if you think again, it can also be used the other way around too: constraints can be used to help you focus on what is really, really, really important for your game. If you have no time and no money, but still want to make a great game, it has to be cheap and easy – and now that you know that you can use this inability to create a better game, you could even see it as an enormous challenge!

Once you realize that constraints can also help you instead of just blocking you, it’s like a new dimension opening to you. Now that you know where to focus on, you can see the bigger picture much easier and directly know what you can and can not do. If something doesn’t fully support your vision, leave it out! If something blurs the vision of your game, leave it out! If an adorable extra feature takes too much time for your programmers to make, leave – it – out!

The goals and vision of your game can simply be tools that you can use in your team. These tools give your team a direction and constraints. And if used well, these two small things might make the difference between being successful or not. So think about it: do you want to be successful?

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Team play

It is this one magical experience that drives players to play games for days, months or even years.  It is the most proved and addicting aspects of games. What is this ‘team play’ and how is it used in games? What makes team play such a powerful game element?

Imagine yourself setting a goal that is far beyond your capabilities. You can either try to accomplish that goal and fail or… you could ask for others to help you. Every person that is going to help you reach your goal will extend the capabilities of you and your group of people we call a team. So to work as a team basically means to use the extended capabilities of every individual. Every individual must act on the behalf of the team or else the capabilities won’t add up to the people who do. If the full capability of the team is required to reach a goal, you need real team work, something that is not as easy as it may seem and something that needs a lot of preparation and organization. This part of team play is what we call team strategy or tactics.

In many recent video games, this last thing is where most games are based on. Think of an MMO like World of Warcraft where 25 individuals team up to defeat dungeons, or Left4Dead where 4 players all take a role in defending themselves and their teammates. Or think of almost any team sport – soccer, baseball… even tennis with 4 people is mostly based on strategical positioning and shooting.

Is there a difference between teamwork and team play? Is there a difference between working together and playing together? Which term you could use would depend on the context, on the goal of the team and whether that goal is brought to the team with a cooperative mind or setting. Both terms suggest interactivity between the team members. Team play would suggest that the team members have fun doing their part of the work that has been done, but why can’t team work be fun?

Anyway, we can conclude that the goal is what makes team play so powerful, impossible as an individual but possible as a team. The accomplishment of difficult tactics or strategies only add to the reward of achieving the impossible. Even if there are no explicit tactics, is can be a huge reward for the team members to accomplish implicit tactics.  But are there also other factors that strengthen that sense of being part of a team?

If you have ever been part of a (successful)  team, you would know that there is always this one team member that is better at what he does than everyone else in the team. I would like to call these people team heroes. These people inspire others to do their own task better, whether that task is the same or completely different. Beside respecting each person’s individual capabilities, strong team members also trust in each other in acting with their full capability.

So to wrap this up, a team is easily created by gathering some people together and giving them the same goal, but for a stronger sense of team play, a lot more is needed. Tactics make sure the process of achieving the goal is done organized, team heroes inspire team mates to do their work (better) and team members being dependent on one another will create trust in all the team members.

Achieving the impossible is possible. You just can’t do it by yourself.

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