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GDC2006 HL2DesignProcess

Valve's design process for creating Half-Life 2 emphasizes an engineering approach to game design, focusing on defining goals, conducting playtests, and iterating based on feedback. The process involves establishing initial constraints, promoting design economy, and forming strike teams to address cross-team issues. Ultimately, playtesting drives production and helps ensure a fun and engaging customer experience.

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0% found this document useful (0 votes)
9 views28 pages

GDC2006 HL2DesignProcess

Valve's design process for creating Half-Life 2 emphasizes an engineering approach to game design, focusing on defining goals, conducting playtests, and iterating based on feedback. The process involves establishing initial constraints, promoting design economy, and forming strike teams to address cross-team issues. Ultimately, playtesting drives production and helps ensure a fun and engaging customer experience.

Uploaded by

cakestain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Valve’s Design Process for Creating Half-Life 2

Presented by David Speyrer and Brian Jacobson

© 2007 Valve Corporation. All Rights Reserved.


The Fuzzy Problem of “Fun”

¾ Obvious in hindsight -- “I know it when I see it”


¾ Has many solutions
¾ Subjective
¾ Defies direct analysis

© 2007 Valve Corporation. All Rights Reserved.


An Engineering Approach

¾ Define your goals and constraints


¾ Come up with an idea of how to meet them
¾ Perform an experiment to test the idea
¾ Evaluate the quality of the experiment
¾ Evaluate the quality of the idea
¾ Evaluate the quality of your goals
¾ Repeat

© 2007 Valve Corporation. All Rights Reserved.


Necessary Ingredients

¾ The right attitude


¾ Well defined, measurable goals
¾ Well communicated goals
• Niche product?
• Mass market?
¾ Well devised tests

© 2007 Valve Corporation. All Rights Reserved.


Defining Goals

¾ “Product focus” helps you define good goals


¾ Care more about the quality of the product than your
particular contribution to it
¾ Filter all goals through the lens of customer
experience
¾ Good customer experience equals success

© 2007 Valve Corporation. All Rights Reserved.


Engineering Game Design

¾ Goal is a fun game


¾ Ideas are your game designs
¾ Playtests are your experiments
¾ Evaluate your designs as a result of playtests
¾ Repeat

© 2007 Valve Corporation. All Rights Reserved.


What does “playtest” mean?

¾ QA?
¾ Balancing?
¾ Focus testing?
¾ Fun?

© 2007 Valve Corporation. All Rights Reserved.


Running a Good Playtest

¾ Are playtesters having the experience you designed?


¾ Is the experience you designed desirable?
¾ Learn about things that affect customer experience
• Game code/NPC behavior
• Effects art
• Environmental art
• Sound
• Training
• Pacing
• Difficulty

© 2007 Valve Corporation. All Rights Reserved.


A Playtest in Progress

© 2007 Valve Corporation. All Rights Reserved.


Running a Good Playtest

¾ Make sure the people responsible for the design and


execution are there
• Simplifies evaluation
• Prioritizes
• Motivates
¾ Simulate the player
“in their living room”
• Don’t give them hints
• Don’t answer any questions
• Don’t provide extrinsic
rewards
¾ Use external playtesters
© 2007 Valve Corporation. All Rights Reserved.
Questioning Playtesters

¾ Don’t rely too much on questions


¾ Often you learn more from what
playtesters don’t experience
¾ Ask non-leading questions
¾ Can be great for measuring
effectiveness of certain elements
• Storytelling
• Perception

© 2007 Valve Corporation. All Rights Reserved.


Design Iteration

¾ Often this occurs late in production


• Some of your designs work, others don’t
• Fix the most egregious problems
¾ Late playtesting is less valuable
• It’s too late to make substantive changes

© 2007 Valve Corporation. All Rights Reserved.


Playtesting as Production

¾ Use playtest results to drive production!


• Create 15 minutes of gameplay in rough form
• Playtest
• Use playtest to prioritize work for next week
• Repeat until complete
¾ We felt done as soon as playtesting was no longer
painful to watch

© 2007 Valve Corporation. All Rights Reserved.


© 2007 Valve Corporation. All Rights Reserved.
©
© 2007
2007 Valve
Valve Corporation.
Corporation. All
All Rights
Rights Reserved.
Reserved.
Small Increments

¾ Do the smallest amount that lets you learn something


about the player experience
¾ Use 1-2 week increments
• Shorter results in not enough time to make changes
• Longer results in churn and flail

© 2007 Valve Corporation. All Rights Reserved.


“I’m Just Worried That…”

¾ Don’t let theoretical problems prevent playtesting


• They might not actually be problems
• If they are problems, the playtest will prioritize which to
solve first
• Playtest may generate ideas of how to solve actual problems
better
¾ Don’t worry about how it looks
• Art production is less risky than gameplay production

© 2007 Valve Corporation. All Rights Reserved.


Other Benefits

¾ Useful for learning


¾ Easy to measure an element’s
incremental value or damage
¾ A great way to avoid design
arguments
¾ Can use playtest results to drive
other aspects of production

© 2007 Valve Corporation. All Rights Reserved.


Playtesting as Production

¾ Solutions to playtest problems can be iterative


¾ Solve your problems in the right order
¾ Look for trends
• Don’t overcorrect
• Don’t oscillate
¾ Finish successful elements
before moving on

© 2007 Valve Corporation. All Rights Reserved.


Product-level Benefits

¾ Allows you to schedule to a particular quality metric


¾ Scopes game design risk for key features
¾ Allows you to optimize toward your most successful
elements
¾ Allows you to measure risk, speed, cost

© 2007 Valve Corporation. All Rights Reserved.


Playtesting as Production in Larger Projects

¾ Create multiple small independent design teams


• Each chapter was done by a particular design team
¾ Create a sandbox for each team to work in
¾ Create processes to help with global decisions
• Story
• Global mechanics (weapons, NPCs)
• Art
• Consistency
• Quality

© 2007 Valve Corporation. All Rights Reserved.


Process #1: Establish Initial Constraints

¾ A preproduction phase established


initial product decisions
• Story elements and settings
• Art concepts/style guides
• Major design principles
• NPCs, mechanics, weapons, vehicles
• Chapter progression and themes
¾ Prototype gameplay maps were
created

© 2007 Valve Corporation. All Rights Reserved.


Process #1: Establish Initial Constraints

¾ Some decisions were used by design


teams as constraints
• Story, settings, design principles
¾ Others were treated as suggestions
• Mechanics, weapons, enemy NPCs were
picked up by design teams
• Some elements never were adopted
¾ Some major elements in the shipping
game were developed after this phase

© 2007 Valve Corporation. All Rights Reserved.


Process #2: Promote Design Economy

¾ Encouraged reuse of existing game elements in new ways


¾ Useful in helping with global consistency and quality
• More of your game is about the same elements
• More hands working on each element improves quality
¾ Used teamwide playtests to expose elements to other design teams
• Successful elements naturally diffused through the game

+ = FUN
© 2007 Valve Corporation. All Rights Reserved.
Process #3: Establish Strike Teams

¾ Formed to address cross-team issues


¾ Some strike teams existed for the entire project
• The “Weapons Cabal”
¾ Most were more transient
• Occurred when a design team used another’s gameplay
elements
¾ Decisions in well-tested maps were treated as
constraints

© 2007 Valve Corporation. All Rights Reserved.


Process #4: The “Overwatch Cabal”

¾ Evaluated global product-level quality at Alpha


¾ Communicated high/lows to all design teams
• List constructed from company-wide feedback
¾ Consisted of a member from each design team and
art/sound/animation teams
¾ Design teams were responsible for addressing
feedback
• Cuts/changes were driven by individual teams
• All changes were made during the Alpha period

© 2007 Valve Corporation. All Rights Reserved.


Alpha

¾ What kind of changes should you make during Alpha?


• Don’t introduce major new elements
• Be ruthless and cut your worst problems
• Do add density if necessary using existing elements
¾ Some aspects of your game can’t be measured until
it’s all there
• Pacing
• Difficulty curve
• Variety
• Chapter-to-chapter inconsistencies

© 2007 Valve Corporation. All Rights Reserved.


Conclusions

¾ Engineering process can be applied to game design


¾ Let your production teams drive your design
¾ Use playtesting to drive game production
¾ Large teams can use this technique if the appropriate
processes are in place
¾ Allow for a final iteration over your entire game once
it’s playable from beginning to end

© 2007 Valve Corporation. All Rights Reserved.

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