Tuesday, February 24, 2009

Game Design Theory...




Here it is: THE ULTIMATE GOAL!


What I learned most from CALLING ALL CARS!

54 comments:

Anonymous said...

Hehe, that's amazing, we were just discussing at GT.com game dev forums it would be awesome to have more game design/dev related posts from you.

thanks! :)

Anonymous said...

second comment whats up dave

Anonymous said...

Really cool blog post! :) I love hearing about the different things that go on within the industry.

By the way David, if you happen to read this, I'd love to hear what you thought of the D.I.C.E. awards.

Anonymous said...

Hey David, got round to DEAD SPACE yet? I picked up my copy today, fought my way through the first chapter. It's good! :)

Anonymous said...

Hey Jaffe sorry for posting this again but previously you wanted to do an interview with us. I have been trying to get in contact with you to set it up, but I had no luck in doing so.

Again please contact me at

shmarthik2000@yahoo.com

or my skype account Killa-Indian

Hiphopgamershow.com would really like to get an interview with you. Thank you again

grasshopper said...

I don't think that "swimming pool" thing really applies always. I mean look at games like Pac-man even some newer games like Super Stardust or flOw. I wouldn't say they have a ounce of depth to them yet they are pretty fun. As for calling all cars...I think it was probably a mixture of the hype it got and a single player game that was pretty meh. Online or multiplayer was great but I think folks just expected something different due to the press it got.
Also way to rub in the fact that your playing the game we know nothing about. :( Hire me as a tester dude! ;) Probably would do it for free.

Anonymous said...

jaffe, i have complete and total belief in you :)

Gazzo said...

Ha, kinda funny.

My first thoughts, before I even clicked "play," was that 'Man. David kinda looks like he needs to shave.' And then like 5 seconds later you mention looking like a hobo.

I like posts like these. You mentioned the "Shallow and the deep" theory awhile back, and I agreed with it then, and I still do now. You have to have that thing that grabs people in, but you also have to have something that keeps people there. I'm going to go ahead and use God of War as an example because it was one of your projects and I was very impressed with it - It did a good job reeling me in fast with the neat opening level and the hydra etc, but it kept me there because of the cool storyline and fun (but also strategic at times)combat, and the puzzles. You may not feel the same way about God of War, but that's how I viewed it, that's why I liked it.

I like the game design oriented blogs too. I plan on becoming a game designer, so a lot of the time it something that I've thought about before, and I'm always interested in what you have to say regarding your job.

Anonymous said...

I posted above with my contact info, but pertaining to your post

I think all games can be fun period. I have a strong belief in that. It is just how you execute everything you know what I mean? Any racing game can be fun, but you need to make it unique and special. Like Twisted Metal, PGR, GT, etc. All of them have there own catch, and that is what makes the game fun. Calling All Cars, I bought day 1, and I personally was a little disappointed. Call all Cars is fun with friends, but not by yourself. Other then that, I loved the game. Just not enough of my friends were into it as much that we can sit and play it for ours. I play it occasionally when I am bored, you know.I loved the game, but I got kind of bored of it as time passes.

Anonymous said...

David Jaffe, please, please, please, if you ever consider starting up a UK division of your company, i would bloody love it if i could work for you.

I know, i know i sound like i am begging (well, what do you expect from a final year computer engineering student) but, it was just a thought...:)

Anonymous said...

And to Killa-Indian: i have become a regular watcher of the show you guys make.

"Hiphopgamer" should ignore the narrowminded-racist-incest-ridden individuals who dare to call themselves real gamers and continue with what his doing :)

Anonymous said...

Christ i am so f-in dumb, i posted the comment/reply to "Killa-Indian"

SonyJunkie said...

Do you need any more game testers? lol

I would love to work on games. I actually plan on going to college for it. I really, really want to work on games. Working with you would be fucking sweet.

Really liked this vid cause it gave me ideas of how game design works. I know it is not alot, but it is better than nothing at all. Need to do more video likes this so I can learn more before I go off to college in a year or 2.

Have fun playing the game we know nothing about. :)

Vitter said...

this and filmmaking, my dreams from childhood, and they keep being IT for me, even though im in Argentina... :( not much of an industry on both things, so maybe america will embrace me? hahaha yeah keep dreaming dude everybody shouts to me..

Anonymous said...

Use the weapon changing from Warhawk (with the D-pad) it's SO much better. Thanks

Anonymous said...

Sounds like you've really got your hands full lately, and I look forward to getting a hold of it later this year possibly?

Good luck with those changes

Anonymous said...

This isn't exactly "on topic", but it stems from the fun/replay factor. It seems kids these days think a game NEEDS trophies/achievements to add replay to the game. Which I, a long time gamer of 18 years, think is a crock of bull.

Games don't NEED them. It's like kids these days care more about the bragging aspect of trophies/achievements rather than playing the damn game. I see people petitioning to get MGS4 to have trophies for added replay value, when the game has built in achievements called Emblems. They don't even bother making up their own playthrough goals, For example, going through the game without using any weapons, going through the game using a single weapon, etc.

It's like the kids don't play the game for the fun, they play for the damn trophies, which is sickening. I'd love to hear your take on the topic.

Unknown said...

David-

Have you checked out TF2 yet? You mentioned that you were looking into it.

It would be interesting to get your take on their weapon balancing and the way that they are pushing out new content to change the game in the future.

Anonymous said...

Hey David,
Just picked up God of War and God of War II yesterday. I told myself that I NEED to play these before God of War III comes out. Im loving GoW. Just wanted to let you know that you doing this blog contributed to my decision to buy them. I support developers that keep in touch with their fans more than any others. Thanks for continuing to do this.
Dan

David Jaffe said...

Dan- thanks for the support! Hope you dig the games! Very kind of you, thanks!

David

Anonymous said...

Please Mr Jaffe, more videos like this. It was genuinely interesting.

Anonymous said...

CONFIRMED: Jaffe's game involves weapons. =P

Anonymous said...

Follow Warhawk elements if you have to Jaffe , I won't mind. They pretty much nailed weapons , shallow fun for everyone , balance , level design , and still made the game really deep for the hardcore players to keep coming back to it.

Wowhawk and the TREY 4 LI4E.

Admiral Stupid said...

Pack on a stick is called a bindle. Game balance??? I think I got to the meat of this post don't you?

Anonymous said...

I pray to god that it's Twisted Metal for PS3. I'm almost completely positive it is. after seeing all of the small hints you've been giving us.

TrevDogg said...

it soo interesting hearing about game design. it is something i would very much like to get into in the future :-P

Gazzo said...

David - on the subject of game design, do you have a favorite part of the game designing process? Or does it really depend on the game you're working on? Just something I was thinking about when it comes to me personally, what I think would be the most fun or interesting. I figured I'd ask you the same. :)

Anonymous said...

Killa-Indian (Hiphopgamer),

Why do you keep asking Jaffe to appear on your show? Your last episode made it sound like you got all the inside info you need. Your posting garbage like you have people telling you stuff about Twisted Metal. Dude stop posting bogus rumors, and then trying to act all smitten to the developer...

Anonymous said...

Question Jaffe,

When you have some free time on your hands, would you oppose of having a community Q&A with you to see what makes you tick? Not only will it be entertaining and humorous, I think, but it'll potentially help others get in the industry.

David Jaffe said...

Toyboxx- what is a community Q/A? Can you explain?

Anonymous said...

I would guess he means something like what they did with Seb Downie over at GG. A live blog chat in which Jeff Rebenstein(sp?) from Sony chooses the best questions posed by the community and feeds them to you to answer. I agree...that would be a cool thing to have.

Anonymous said...

Community Q&A where the users of your blog ask you questions about your profession and what not.

Anonymous said...

hay David, When do you expect for us to see your company new game?

Eric Blattberg said...

Hey David,

Apologize for the off-topic comment, but I know of no other way to get in touch with you. I figured you might be interested in this feature I just whipped up: http://www.psu.com/The-Evolution-of-God-of-War-Feature--a006536-p0.php

Best,
Eric Blattberg,
PSU.com Contributing Editor

P.S. I'm a big fan of the blog. If you'd like to get in touch with me, my work email is eric [dot] blattberg @ psu [dot] com.

GrYnder McDuff! said...
This comment has been removed by the author.
GrYnder McDuff! said...

David,

A while back around the time that Head On: Extra Twisted Edition was released, you mentioned that Canadian owners of the game didn't get an art book and soundtrack code bundled with the game. Myself being one of them (Have owned the game since release). I saw the issue addressed on the official TM blog, so I sent an email several months ago and never got a reply. I'm wondering if there's any way you could help.

grynder [at] gmail [dot] com

Thanks.

Anonymous said...

Hi david,

Well, I have played a lot of different types of games, (because I´m curious) but I think one of the things very funnies in the games (Including GoW) is the leveling up system. You see, when someone becames stronger he becames happy (at least me) when I played GoW II, my first impression was "I´m a GOD, no ones can stop me", and when Kratos lost everything and dies, I think "so, I´m a newbie now, my goal is recovery all my power and including became more stronger than before". That was that put myself to play hours and hours, leveling up every weapon. I don´t say that I want a RPG, but if the game don´t have things like leveling up or collect items and unlock outfits, the person get bored because the game is the same thing every level.

Good luck with this david, I´m sure you do this great

¡ADIOS!

Haber said...

Hi David,

Just wondering if you have ever tried Little Big Planet? I don't have it myself (yet), but I was in the beta testing for it. It seemed like a great way for amateurs to create a "game". Have you, or are you going to try your hand at making a level in it?

Thanks,
Aaron

Anonymous said...

hey david...you wouldnt happen to have a jpeg of the eat sleep play logo NOT on the bottle cap would you?

Anonymous said...

More of this kind of post, please :)

Anonymous said...

David,

Currently I have a PS3 that isn't backwards compatible, and I never got a chance to the play GOW1/2. Do you have any idea if Sony is planning to put those games on PSN?

I really want to play them!!

If not can you suggest it to someone! We need GOW on the PSN!

starblinky said...

wow I really like you talking about game design. I still have a lot to learn when it comes to design.

As a developer (flash games), I know how hard it is to make a fun game. My last game, I spent over $500 on music and artwork. I spent maybe 90% of the time working on artwork myself, when I suck horribly at artwork, so it took forever to get right. Then in the end product (after 2 months), the game didn't turn out exactly as I wanted. I focused way too much on the artwork! Although I learned soo much from that project, I hope I never make that same mistakes I did with that one.

It's hard for me to tell though if my own games are fun. How can you judge your own work?! I have the hardest time doing that.

Anyways I am moving tomorrow so I gtg sleepy town. SOOOO tired. night night

Rami said...

You have a stick and a sack? Thanks for sharing lol.

Anonymous said...

Jaffe do you have any idea of when this game is going to be announced? Is this year looking good?

Anonymous said...

Ironic how the industry has changed. I still remember the days of false advertising were you'd pick up a game based on its box art and got something TOTALLY different from what you were expecting, either being better or worse. Now, only the big AAA games get any coverage and advertising, guaranteeing sales, while some rare gems simply slip under the radar. Hell, even the industry 'maturing' have worked against innovative titles, where you'd have to have some of the most cliche scenarios and well 'spice em up' scenes just to get anybody to look at your game. Maybe im senile and reading into the past too much, but I really hope your next game colors me wrong.

Anonymous said...

*Credit to Coldfire

Gaming has changed. It's no longer about fun, challenges, or storytelling. It's an endless series of point whoring done by gamers on machines. Gaming - and its consumption of life - has become a well-oiled machine.

Gaming has changed. ID-tagged gamers play on ID-tagged consoles, use ID-tagged accounts. Specifications inside their save files enhance and regulate their rewards. Trophy control. Gamerscore control. Parental control. Region-specific differences control. Everything is monitored and kept under control.

Gaming has changed. The age of next-gen promises has become the age of control... All in the name of averting catastrophe from casual gaming and waggle. And he who controls the most features... Controls the console war.
Gaming has changed. When the consoles are under total control......Gaming becomes routine.

A said...

awesome handwriting David!! haha!

Tiho said...

I think I know what you are working on:

a new Mickey Mouse game! WITH WEAPONS!

because, it's

- crazy (mickey mouse with weapons? that's crazy!)
- addictive (it's mickey mouse, yay!)
- fun (it's mickey mouse WITH WEAPONS!)

so, that's my theory. am I close?

Anonymous said...

Talking about Calling All Cars... any plans to fix the voice chat?

Never got it to work with my mates while voice chat worked fine in other games. Spoiled the game for me which was a shame :(


/Beano

Guy said...

Thanks for this post. As much as I do enjoy your rants and opinions on stuff its awesome to have a design related post up. :D
Im going to bookmark this for future reference and even quote it in my final year project :P

Unknown said...

The swimming pool is a great analogy. Accessibility is the first thing I think about when creating something new and it's definitely one of the most important aspects. The deep end always seems to be the harder part.

-rallyRAYS- said...

oh, i wanted to thank you for posting this video giving insight how you feel and approach game design.
one of my favorite videos so far!

Anonymous said...

Hi Mr Jaffe Im typing this up on ps3 so bare with me. I like others here would like more of these posts. I am also trying to get in the business of making games. Your one of my heroes because your passionate about games. If its not too much trouble could you post how you started? Who were your inspirations? What was your first job in the gaming industry? How did you become the creator of GOW? How did you standout? What schools or degrees are helpful? Thanks and I hope you read this and reply

Anonymous said...

酒店經紀PRETTY GIRL 台北酒店經紀人 ,禮服店 酒店兼差PRETTY GIRL酒店公關 酒店小姐 彩色爆米花酒店兼職,酒店工作 彩色爆米花酒店經紀, 酒店上班,酒店工作 PRETTY GIRL酒店喝酒酒店上班 彩色爆米花台北酒店酒店小姐 PRETTY GIRL酒店上班酒店打工PRETTY GIRL酒店打工酒店經紀 彩色爆米花