Part 18 - The Design Bible
Part 18 - The Design Bible
Part 18 - The Design Bible
Creating the Design Bible will probably take place
throughout the design of the entire game. Most of the
information included in this document is for design
reference use only, and isn’t information that needs to be
published out to the rest of the team.
The stuff that you need to develop now is the necessary
background information that flushes out the remainder of the
game in detail. This often includes more details than need
to ever be told to the player. It is often necessary to
create a broad universe for your game to reside in. This can
also be considered developing the IP or Intellectual
Property. This entails making sure that the universe the
game is taking place in is well thought out, and allows for
game sequels and possibly other forms of use like: comics,
toys, books, Television and even movies.
The design bible is an all inclusive document, or often a
large folder, which will continue to expand throughout the
entire game development process. It should include any and
all information, research and background information that is
relevant to the project. The design bible will contain many
different sections which will usually need to be detailed
out after the prototype design document is completed. By
then, you should have all of the core gameplay for the game
worked out, and have a very clear idea of what you’re going
to build. It’s now time to start filling in the blanks for
the project.
If creating the design document is analogous to an architect
drawing the plans for a house, before it is built, then the
Design bible is the architectural plans for the whole
neighborhood. Not every house in the neighborhood may be
built yet, and some may never be built, but having some
roads laid out, a little landscaping done to make the new
development pretty and a good plan in place will go a long
way to making sure that living in the neighborhood for a
long time will be a pleasurable experience, and hopefully
profitable for the builder.
The design bible can consist of many different elements.
Once again, each game is a little different and will have
different things which are important to it.
Much of the information in the design bible will need to be
concurrently developed, since it’s hard to develop a
universe without knowing who lives in it, what it’s story
is, what it’s history is, etc.
The world design bible should not only cover those areas of
the game, which you will visit, but any surrounding areas or
other areas which someday might be important. For instance,
while designing a science fiction RTS, you might only be
fighting one or two groups of aliens on several planets.
However, having some context and background as to why
they’re attacking, where they come from, who is backing your
forces, what politics are going on, etc would be very
helpful.
Look at a show like Babylon 5. The main story of the show
revolves around the events at this space station, yet the
universe continues to unfold as the show goes on. You don’t
start off on the first episode and learn everything about
the universe, Star Trek and Star Wars are also similar, in
that you get subtle hints about what is happening in the
rest of the galaxy, yet you only directly experience a small
amount of it.
The information you’re developing is part story, but can
take many different forms. I often develop maps, charts and
diagrams of all different kinds to begin to show all of the
interrelations that exist. These might be between different
races, people, organizations, clans, alliances or any number
of different groups. This could take place across the
galaxy, or across a city. The size and scale doesn’t really
matter. Almost any game, which is big enough to have a big
enough playing area to be interesting will have politics,
religion, intrigue and all kinds of other subtle things
going on which may take place in the game.
Keep in mind as well, that sometimes having unknown things
which can be going on in the background, which might cause
an interesting twist towards the end of the game, can also
be interesting. In one game I designed awhile back, the
player was battle one alien race, and believed himself close
to winning the war at the end of the game, only to find out
that a super secret and powerful master race was behind the
whole war. Babylon 5 did a similar twist with the Shadows,
who were an evil secret race manipulating and controlling
many of the other races. So even as the plot began to seemly
end, a whole new area was uncovered which set the plot into
motion in a whole new direction. If you don’t work out what
the entire universe is like and what is happening in it,
this type of scenario is very difficult to pull off.
One thing to be careful of however, in designing your master
world, which is really a plot element is to make sure your
story can still resolve itself. Having a big obvious or
hidden bad guy is great, but the player usually needs to end
the game on a positive note, knowing they accomplished some
good. Look at the Lord of the Rings movie “The Fellowship of
the Rings”. You know that your ultimate goal is to destroy
the ring, and that this big bad guy is out to get you, yet
he has henchmen which come after you. In the end, you kill
some of the main henchmen and travel far in the journey.
Some resolution is met. The plot for this movie would be
very risky for a game however, since unless the game is very
popular or you had permission to do a trilogy from the
start, you might have wanted more resolution in the ending.
Keep in mind that books which are written as a trilogy, are
often just one really long book, which is broken into
smaller pieces to make it easier to read them. A video game
may need more plot resolution in the end, especially if
people will have to wait two years for the next game.
It can be much easier to develop the world bible for a
historical game. Mot games take place in a set era. There
are a ton of historical books on the market, wit which you
can research almost any time, topic or event in history. The
challenge of designing a historical game is that it will
take a lot more research, and less imagination than
designing something fantastical, futuristic or fictional.
When designing a historical game, you generally need to
figure out what time and place the game takes place in. The
more specific and close to actual events, the tougher it can
be to design, since you’ll be more specifically compared to
the real thing. That is the danger with designing a game
which is based on real world events, since people have
something to compare you to. There are also a lot of history
critics out there, who know a lot about history and are
quick to argue points, so if you don’t get it right, some
people may give you a hard time.
There are also some world events and historical facts which
some groups, individuals and countries contest what really
happened. There is especially a lot of problems with many
Asian countries, who have different opinions on what
happened in their ancient history. You have to be careful,
since you can easily offend people, without meaning to, and
get your game banned in some countries or just blacklisted
because you didn’t get their history correct, even if their
history conflicts with someone else’s.
If you’re designing a modern day game, it’s easy to find
references for it, and figure out the way things look and
are laid out. Once again, the problem is that a real world
location isn’t always the best location to actually have
something. So be aware of trying to reproduce and design
real world places.
If you’re designing a game to take place in a real world
location, you’ll want to gather a lot of photos, maps and
other reference material and put it into the design bible as
well. The design bible doesn’t just need to be for things
you’ve written.
There is no easy way to tell you how to design a fictional
world or an entire universe. The best advice I can give you
is to start with what you know and work outwards. It’s a
giant puzzle, with a lot of pieces to put together, but if
you take its slowly, it’s not as difficult as it initially
seem.
Remember that worlds are more than stories they are filled
with people, they have history, they have intrigue,
politics, emotion, commerce, greed, hatred, fear, evil,
good, love and mystery. There is a lot to a world, beyond
it’s current events. Remember this as you bring your world
alive.
One thing that is really important, and that you MUST keep
in mind at this stage is that the gameplay must drive the
game, not the story. Don’t get so in love with your story
that you’re making sacrifices in the game. You need to find
the balance of having a great story, but still making the
game fun. I still see many games which rely too heavily on
story, and too little on what they needed to do to make the
game fun. Don’t fall into this trap.
As you go along you also need to start figuring out what
parts of the story are best told in the game, which should
be told through cutscenes, and which are just there for
understanding the game world and for possible future
consistency.
When you’re writing the game, I like to avoid what I call
the “Highlander Syndrome”. This is where you write a pretty
good story, that is more successful than you expected it to
be and are forced to create a series of sequels to a story
which basically concluded itself and didn’t leave any room
for furthering the story. The writers came up with some very
bad sequel excuses, but it still was a bad idea overall. If
the first Highlander movie had been properly designed, they
would have left some hole or idea which sequels could fill,
continue or expand on. Always assume that your game will be
successful and build in some subtle ways to keep the game
series going.
To try and tell you how to write a good story, would be like
me telling you how to design a good game. I could try, but
it would take a long time, and still only guide you in the
right direction. Fortunately, storytelling is as old as man,
and there are more books on it than you could possibly read.
In the appendix, I reference some good books on writing,
which may help you write better if that’s not your strength.
When developing the story bible, remember that you not only
should develop the current story, and what is going on
during the time period of the game, but also what has gone
on before and what will go on afterwards.
My final advice is that you need to not weigh down the
player with too much story, especially at the start of the
game. Remember that players are initially spending most of
their memory on trying to learn the game. If you through too
much story at the player, at one time, they’re often not
sure if they should remember what you’re telling them or
not. Start off slow, be smart about how you tell stories and
work them into the game. Tell what is important, and keep it
simple, and you’ll be much more remembered in the end.
This section deals with the importance of story structure in
relation to game structure and pacing. It also deals with
using known formulas and structures to speed up the game
conceptualization time.
Building a Story
Not every game out there needs a strong story, but many do.
Not every game out there has a great story, but many should.
Not every game is memorable, but some can be. The problem
that many game designers face is that they’ve come from many
of the existing fields in game development, and typically
still need some additional help when it comes to some areas
of design. There are some good books on game design, but few
of them really tell you how to start with an idea and turn
it into a design. This article is about how I approach
making strategy, adventure and role playing games, and may
have some applicability to other kinds of games which rely
on a strong story, but that’s up to you to decide. I’m going
to show you how it is possible to create an outline for your
game and break it down into a fairly linear series of events
which will help you develop both the games story and level
flow more quickly and easily. For some people, this outline
may only be the roughest of starting points, but for others
it may give you everything you need to create a compelling
game and story.
One of the hardest jobs a game designer has is to take that
initial idea or concept and turn it into a game. Trying to
decide how to flush out a story and fit it to a game layout,
or how to take an existing story (like a novel or
screenplay) and adapt it to a game can be very challenging.
Most of the top movie scripts and books now use what is
called a nine act story structure, which basically is a
story with a twist or a reversal in the plot. This is in
contrast to a very linear and more traditional linear three
act story structure (beginning, middle, end) which shorter
TV shows and some movies often use.
In some games, like Command and Conquer, all of the actual
characters in the game only really appear in the cutscene
movies. All of the actors in the games therefore are all
real people, live action footage. In this case, it may not
be necessary to start flushing out the central characters
since they have nothing to do with the gameplay. In games
like this, the vehicles in the games are really the central
characters of the game, even though it can be argued that
the game does have infantry and non vehicular units. As
close as Command and Conquer comes to having a central
character in the game is some of the unique units like
Tanya. Some of the levels in games like Age of Empires have
a named central character which appears, but they usually
aren’t running around through the whole game and are unique
to that level, which means you probably haven’t needed to
flush them out yet either.
This section talks about how to design compelling characters
by adding backstory, motivations, personality and other
traits to them to make them interesting, as well as an
attractive form. I don’t have time in this book on how to
write or develop every detail of an interesting characters,
but I can give you some general hints on what is necessary.
There is also several key books which you can buy to help
you develop great characters. Most of these books are
designed to help writers create memorable characters, which
in this case is exactly what you are. Don’t be afraid of
using reference books from other areas, since they have lots
of relevance. See the appendix for a complete list of all
the books.
One of the biggest problems with developing characters in
games, is the fact that they’re typically interactive. It’s
especially hard to develop the personality of a character
the player is playing. Sometimes it’s better if the player
develops his own character’s personality, since imposing too
much personality on the player can be tough. Imagine in a
first person shooter, if you were playing a good guy who
only shot bad guys or aliens, yet the player decides to play
it his way, picks up his gun and starts blowing away all the
good guys. Does your script and story take that into account
or allow for it? What just happened to the rest of the games
story if you expected the player to go rescue everyone, and
then they kill them instead. This can be a tough line to
design for.
In Munch’s Odyssey, we had a mystical helper called a Shaman
who popped up to give you advice and help guide you. In the
game you are actually suppose to rescue several different
types of characters: the fuzzles and the scrubs. By rescuing
them, you gain Quarma (Karma). This score was reflected back
to the player in the menus, which they could track if they
wanted to. For each instance the Shaman was suppose to come
out and talk to you we recorded two different speeches, one
for good Quarma and One for Bad. In this case, we couldn’t
assume the playe would play either way, and we made
allowances for the player being able to play any way they
like. If the player plays bad throughout the game and
doesn’t rescue anyone and gets everybody killed, then they
get a bad ending, instead of the happy good ending. This
also adds a bit of replay value to the game as well. In this
game, the main characters have very distinct personalities
which come across throughout the entire game.
Developing great characters can be tough to do. It’s
especially important in many character centered games that
your main character is very distinctive. Whether your main
character is a person like Laura Croft or an animated
talking animal like Crash Bandicoot, it’s important that
people remember your character and enjoy playing as him or
her. With a little work and creativity however, it’s
possible to create characters with a little depth and a
memorable personality.
Just keep in mind that a character needs personality to be
remembered. Personality is more than some quirky one liner
text that the character repeats throughout the game. Now
that we have the power of all of these next generation
platforms at hand, it’s time we really brought life into our
characters. This also means that we can bring life into them
outside of the cutscenes as well.
Personality should permeate your characters, from the way
the look, are animated, behave, talk, fight or do anything
in the game. I challenge you to try and bring your
characters more to life, and make them something to
remember.
Make the characters unforgettable
This goes without saying, yet how many bad and cliché
characters do we still see in games. Yes, it can be very
difficult to develop interesting characters, especially if
they’re interactive, but the rewards outweigh the trouble.
Think about how memorable the characters are from Final
Fantasy. To some people, the Final Fantasy series is a bit
of game wrapped around a long movie, but it’s been popular
enough to spawn twelve games, some spin off games, a movie,
toys and many other very successful licenses. What has made
the game so successful in part has been it’s great
characters. Even though the characters keep changing, with
each game, when they do develop a leading character they
make the player fall in love with their characters. It helps
to have a strong visual, but look at what a book can do with
just words. Just remember that a great and memorable
character can come from a lot of places.
Make the Characters original
There is a time and a place for making characters cliché.
Sometimes a secondary character is best left a little cliché
or as an archetype, since you have to spend less time
developing the character. However, part of making your
character unforgettable, also includes making him, her or it
original. Sometimes this isn’t an option, since you may be
doing a sequel or a license which already has established
characters. However, if you’re designing the character from
scratch, try and come up with something new and original if
at all possible. This can become a little more difficult in
certain types of games and stories.
When designing the secondary characters for Bruce Lee:
Quest of the Dragon, we were faced with the tough task of
coming up new and original characters in a story which was
somewhat typical. In a story about fighting people with
martial arts, it was very hard to come up with semi
plausible original backgrounds for characters who were all
suppose to fight with martial arts, and not use guns. So no
matter how original you try and be, sometimes you have to be
a little cliché, otherwise you risk being original just for
the sake of being different, and your characters actually
turn out worse.
Write the character before drawing the character
This is one place where many designers vary. For many
people, the throw concept artists onto a character and start
drawing. Their idea is to just design a cool looking
character. Designing a great looking character is important,
but in order to really make your character stand out, it
needs to have some personality. I prefer to write a little
(sometimes a lot) bio on each character before I start
designing the visuals. This way, the concept artist has
something to go off of. It’s important that a concept artist
understand if the character needs to have any particular
traits and abilities, or any distinguishing features. Does
your character need a robotic right arm because the bad guy
chopped it off in a past encounter? There might be a variety
of design issues you’ll need to address in the art. Also
having a idea of the type of character, age, weapons to use,
and all that will give your artists a better idea of what
you want. Otherwise, you’ll end up having to draw your
characters over and over while trying to adapt to your
personality changes and needs.
Establish all of the characters relationships
You don’t need to know everything about every character
right from the start, but it’s handy to understand all of
your characters relationships. Maybe everyone has a black
and white relationship, wit the main character being good
and everyone else is bad. These days however, it’s good and
not that hard to add some grey area and spice to your
characters relationships and maybe through a few curves at
the player. For this reason, it might be good to have a
simple to an elaborate chart of how characters can interact
with one another. For example, in Munch’s Odyssey, there
were different types of characters which would interact
differently. The Mudokons are the main form of good guys in
the game, which is the race one of the main characters Abe
is from. The Mudokons could be native or be scrubs (slaves).
Enemies would attack natives, but only attack scrubs if
they’re up and running around (they’re basic state is
scrubbing the floors). In Oddworld there is also native
creatures like Scrabs and Paramites who will attack
anything, so you could actually use these natives to your
advantage in the game as well. There is a lot of very simple
relationships in the game, but it was important that we
understood who was on who’s side and why they reacted that
way before we got started designing the levels in the game,
since it greatly effected who belonged in which areas, and
who could coexist with who.
In a more complex game, you might have characters with
history and past problems which come out during the game.
You might have traitors and double agents who are playing
both sides. Anything is possible, as long as you map it all
out ahead of time and then make sure the story and gameplay
allow for the intricacies.
Create the main characters first
As I talked about before, it’s very important to design your
main characters first. Hopefully by the time you reach the
production stage, your main characters are fully locked
down. If your main character is new and original, it’s also
probably worth your time to run a focus group or other type
of research on your main characters to see what people
think. A bad main character can kill your game. Also keep in
mind that what appeals to one group, can completely turn off
another. What appeals to a 16 year old male market, is the
opposite from a female market, and may not appeal to a
Japanese market.
Foreign markets also have objections to certain
characteristics. When the main character of the first
Oddworld game Abe was first designed for the Playstation, he
had four fingers. Without knowing it, having only four
fingers in Japan is a major insult, and he would have
offended a Japanese gamer, so he was redesigned with three
fingers to keep them happy. Some games even go so far as to
design a completely new set of characters for a foreign
market. A few games have had very dark and realistic
characters in their US version, while the Japanese version
was redone to look more anime. While this may be extreme,
you need to keep this in mind while designing the characters
for the game.
If you are designing a game based on a license, this may be
all that you have to work with, so it’s important to make
sure you understand the main character(s) well. It’s also
important however to start understanding the rest of your
characters as you find a need for them in the story.
Initially you might know a lot about what you want in a
character, or you may know that there just needs to be a
person at some spot which you label “Badguy #1”. Don’t feel
like you need to stop ad thoroughly flush out each and every
character as you think of them. It is often good to wait and
flush out main characters after the story is roughed out,
and it is probably only necessary to flush out secondary
characters after the story is almost complete.
There are several main kinds of characters in any story that
you need to develop. The main characters of the story are
will include the player characters, any main “bad guys” they
have to face and any friendly or neutral Non Player
Characters (NPC’s). These typically are the characters in
the game that have a name that you need the player to
remember. They play an important enough role in the game
that you need to spend time developing who they are within
the game. Secondary characters are lesser characters in the
game that might come and go quickly in the story. It doesn’t
really matter if you spend any time developing their
character, for the player doesn’t need to be concerned with
who they really are.
The last kind of enemy I simply call MASS. Mass are
typically characters in a game that appear in bulk. In a
perfect world, we could all design and model a thousand
unique characters for a game, but until that time comes we
will all have to reuse many of our characters in different
places. MASS are the generic characters you face throughout
the game. Sometimes MASS characters aren’t actually people,
but they could be animals, aliens, creatures or vehicles.
The personality of a MASS is so generic and open that it
shouldn’t be that much more developed, if at any, for a
human person than anything else. The player may not care if
there is a personality attached to every single character in
the game.
Personality is a tough issue in game design today. With the
current state of our technology it is possible to use highly
detailed models, multiresolution meshes, facial animation,
lipsyncing, advanced AI and high quality audio to create a
highly emotive character. Initially we’re going to want to
have every character in our game have this great personality
with full facial animation, unique facial expressions,
unique AI that gives them even more personality and more.
All I can say is – Don’t. Unless you are at a huge company
like Square with virtually unlimited resources, it is
probably an impossible task. It is still going to be
important to try and do this to many of you main characters,
but it is virtually impossible to do it for all of the
characters in your game unless you have a design that deals
with a very small number of characters. So how can you make
some unique characters that are strong enough to be
recognized all on their own? This can be achieved through
the use of Archetypes.
Hero – (One who protects and Serve) – best if flawed or
lacking something.
AntiHero – Villain from societies perspective, but often
likable.
Mentor – Represents the hero’s potential. Gives hero
something.
Shadow – Heroes dark side, dark possibilities, manifestation
of hero himself. Antagonist. Unexpressed things in the hero.
ShapeShifter – Opposite for the hero. Male/Female polar.
Opposites of: Planned/Spontaneous. Active/Passive.
Optimist/Pessimist. Symbolize a drive for change.
Trickster – Clown or fool. Comic Relief. Shake up society.
Possibly the sidekick.
Threshold Guardian – Stands at the threshold and tries to
stop the hero. Seduces the character. Trick the player. Use
a disguise to get past.
Monster/Villain
Harold – brings the call to the player. Inner/outer.
Positive/Negative.
Ally – One who helps the hero. Good for sacrificing.
Typically Expendable.
You need to make sure that as the design changes, those
changes are reflected in the artwork. Don’t make significant
changes to the game, and forget to consult the art director,
to see what these changes would cost or do to the game.
Also, don’t add things into the design, which will require
any kind of changes or adaptations from the art department,
unless they’re told or consulted first. You can’t expect
everyone to read a huge design document. You must
communicate your chabges to people. For this reason it is
best if you help manage the art bible.
Keep in mind that even though this is the fifth stage of the
game design process, it doesn’t mean that you can create
this document and then turn it in so to speak. This document
will be a living entity throughout the rest of the game, and
you’d be wise to keep it as up to date as possible.
All of the information you need to finish the game design
will rely on how good the information is in the design
bible, so make sure you do as good of a job on it as
possible. On the other hand, make sure you balance the time
you spend on it, with the reality of how much time you have
total, since it can be really easy to spend too much time
overly developing your universe and story, when the reality
is you need to move on and just get the game done.