How To Write Design Docs

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  • Опубликовано: 7 окт 2024
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Комментарии • 175

  • @berkkarsi
    @berkkarsi 4 месяца назад +68

    15:53 *"If you give feedback that isn't constructive, your feedback is worthless."*
    Facts ✅

    • @peeledbanana311
      @peeledbanana311 13 дней назад

      Rather, your feedback is only an empirical measurement. (of someone's phenomenological experience)

  • @TheArmchairHistorian
    @TheArmchairHistorian Год назад +199

    Very helpful, been watching all of your videos and gaining valuable insight. We launched our first game last year and made lots of mistakes, your videos give me more confidence in trying again and doing better.

    • @askamikaze3936
      @askamikaze3936 Год назад +3

      Good luck bro

    • @Turdinkledge
      @Turdinkledge Год назад +3

      Good luck.

    • @lorddervish212quinterosara6
      @lorddervish212quinterosara6 Год назад +2

      which game?

    • @negativecharisma7583
      @negativecharisma7583 Год назад +2

      Ooh, wasnt expecting to see you here!

    • @alexamin5003
      @alexamin5003 Год назад +1

      You got this! Each failure is one step closer to success.
      That just made me think of an idea. Have a “learned log” where you write down everything you can remember about what you learned that day. And maybe a separate learned log just for game dev stuff

  • @RarebitFiends
    @RarebitFiends Год назад +46

    Man, I can't tell you how much I appreciate you sharing all of this knowledge and stories from your career with us. Sincerely, thank you sir.

  • @PostapocMedia
    @PostapocMedia Год назад +12

    I love how you always speak highly of people you work with or avoid naming those who didn't do too well. Also, being a game designer myself this video made so much sense. Thanks for sharing your wisdom!

  • @sublimemime183
    @sublimemime183 Год назад +29

    You are awesome for uploading all of your stories and sharing your experience with us. I always thought you had to be an extremely talented person from the start to make something great. It was stressful at times for you and your team, but knowing that it’s still possible to be successful by learning as you go is encouraging. Honestly it’s something I needed to hear.
    Thank you Timothy.

  • @forestreader
    @forestreader Год назад +10

    This channel rules. My only change would be to give Mr. Cain a projector, with relevant slides. I don't work in the games industry, nor do I aspire to, but this stuff is fascinating. More process stuff like this, please!

  • @allluckyseven
    @allluckyseven Год назад +10

    Oh, no. Thank YOU, Tim! This is a master class, and it's awesome that you put it here for free, for everyone to watch and learn from.
    It's funny that that's how I started to lay things down rather recently. I'll write what I want (so yes, my goal), then how I think I could achieve that with a mechanics overview, and then detail things further. It's great because I can go back and check both of those things. If the mechanics I'm working on actually work toward realizing that goal, and also if I really (or if I _still)_ want to achieve that, if it's the right thing for this game and so on. (but I'm not working on anything digital, so that makes things less complicated.)

  • @jamesrivettcarnac
    @jamesrivettcarnac 7 месяцев назад +3

    I'm so happy i found this. I adored all your games. I kept going back to arcanum, and would love to see more in that setting.

  • @stevenmccombie7969
    @stevenmccombie7969 Год назад +2

    I really enjoy how this isn't just another "I love me" channel. You're frequently giving kudos and credit to other folks...that's good stuff!

  • @EngineeredAdventures
    @EngineeredAdventures 27 дней назад

    I loved how you stated everything i thought before clicking this video you would talk. Thanks.

  • @sp4yke
    @sp4yke Год назад +8

    I make software programs mostly but this is still priceless knowledge. Makes me want to try game development. Thank you for sharing.

  • @richardgrayson432
    @richardgrayson432 Год назад +4

    Yes! Thank you for this. As someone whose trying to make an indie game this truly helps.

  • @cammiescorner
    @cammiescorner Год назад +16

    A lot of this is stuff I already do, but writing the goals of mechanics down honestly is such a good idea. I never really thought to do that, since I'm usually a one-person design team, but I should probably start doing that to futureproof my work!

  • @wemnix
    @wemnix Год назад +1

    This has to be the most useful video I've found on game design so far. Thank you so much!

  • @JL-dz8sj
    @JL-dz8sj Год назад +5

    I love that you share everything so openly about your creative virtues and past experiences with this youtube channel, it's very inspiring to people like me who are trying to get their foot in the door for the gaming industry. I love to see consistent uploads, keep it going Tim!

  • @LionUnchained
    @LionUnchained 11 месяцев назад +1

    The portion where you talk about high level goal setting in mechanics design draw ups is so important and very insightful.
    The design approach to melee and ranged and how it compartmentalized the design discussions based on how they served the high level goal that you set is amazing.
    I think no matter what industry in or what you're working on with any team, or even working with a client: aligning goals and expectations is #1.
    I'm definitely stealing this.😊

  • @tangpau93
    @tangpau93 Месяц назад

    This is such a great video. Going back and watching all your videos now while working on a TTRPG design. Thank you doing these. The gamng world really needs them.

  • @sh8dyw8yz
    @sh8dyw8yz Год назад +2

    Tim! I've been loving your videos and the frequency with which you've been uploading them. As an aspiring game developer, your inside knowledge is invaluable. Thank you!

  • @bokrugthewaterserpent3012
    @bokrugthewaterserpent3012 6 месяцев назад +9

    I hope someone at Bethesda sees this video and shows it to Emil Pagliarulo so they'll start using design docs again

    • @pfnieks
      @pfnieks 4 месяца назад +2

      I hope you'll learn to stop believing all the lies people tell on the internet.

    • @bokrugthewaterserpent3012
      @bokrugthewaterserpent3012 4 месяца назад +3

      @@pfnieks why would Emil himself lie about? It only serves to make him look bad.
      Are you implying that Emil Pagliarulo is some sort of chronic liar or something? That seems kind of mean spirited, considering all he's really done to you is make a few games with less-than-great narratives. :/

    • @pfnieks
      @pfnieks 4 месяца назад +1

      ​@@bokrugthewaterserpent3012 He never said what you think he did, so no, he's not a chronic liar. The youtubers who twisted his words are though.

    • @bokrugthewaterserpent3012
      @bokrugthewaterserpent3012 4 месяца назад

      @@pfnieks you have gotta be the single worst gaslighter on earth lmfao, I've seen the video, I know exactly what he said.
      So are you now claiming that was some sort of deep state, body double, android replacement or something? What levels of tinfoil hat conspiracy theories have you delved to in order to square this circle?

    • @bokrugthewaterserpent3012
      @bokrugthewaterserpent3012 4 месяца назад +3

      We're reaching levels of cope that shouldn't even be possible, the engines can't take much more of this, captain!

  • @apocalypseapostle8319
    @apocalypseapostle8319 11 месяцев назад

    It's kind of funny when I watch videos like this while writing down rough templates for how to structure game development at the same time. These insights are great for understanding how to do game design better on all fronts.

  • @Malk38-e2x
    @Malk38-e2x Год назад +8

    Hey Tim. So glad you started this channel. Just wanted to say, I very much enjoyed your chat with Boyarsky and hope you can have him on the channel again. Bloodlines is such a unique product; it would be a shame if it wasn't discussed in more detail. Also love the Fallout stuff. Keep up the good work!

  • @mordicai4296
    @mordicai4296 10 месяцев назад

    Im so happy I found this channel. Im making a procedural “MMO” in UE5. The DM is the GPT API. Anyhow, I have the game dev skills to make what I envision but usually get lost in the sauce when it comes to organizing my effort.
    Thank you Tim!

  • @memyselfishness
    @memyselfishness Год назад +1

    Your videos have been inspiring me to write down a design document for a game idea that's been floating in my head for a while. I had told a friend about it and he wanted to help with the writing and design part. I'm glad you made this video.

  • @an_imminence
    @an_imminence Год назад +1

    After watching your design (document) videos I tried it myself, with goals at the top ;) I'm overflowing with system design ideas but didn't want to be a seagull! I'm a game programmer and will present one to our designers after some good feedback I got. I thought through the whole process including QA and how it effects other systems we already have. Very happy, thank you very much for teaching that!

  • @FutureTechPilot
    @FutureTechPilot 11 месяцев назад

    Thanks for taking the time to make a video on something like this. That kind of information might seem like second nature to you, but is definitely invaluable to someone who is just starting out!

  • @Beardtung
    @Beardtung Год назад

    Decided to put this on while I went over the very, very early beginnings of a document for a tabletop campaign. It’s “good noise,” as you might expect, but the advice about Setting -> Story -> System and explicit, repeated goals to be able to refer to (in your immediate view!) were some real food for thought.

  • @vXxNightxXv
    @vXxNightxXv Год назад +4

    Extremely helpful to hear from someone who has done the work and can elaborate on the processes. If you intend to do another FAQ soon, I've got a ton of questions which ill list here below...
    As there are many facets to game development, I'd like to know your thoughts on each particular development process and how you balance what gets worked on now and what gets set aside for later. You described an extremely nice outline for overall design objectives (setting, story, system), and I'm wondering at a high level how you prioritize and coordinate each of those particular objectives between a team of people, and in the case of a solo developer, how time should be managed amongst the game's design, code, writing, art, and sound.
    Can you give an overview of the entire development process from A to Z? This could be the traditional process, or a more indie-like process, perhaps an overview of the different kinds of game development processes and what kind of expectations one should have, both as a player and a developer.
    How are creative differences settled? how do you find a common vision amongst a team of developers? Who sits in the pilot's seat as far as overall vision and quality assessment in terms of IP? You talked about this briefly, as far as at the very least setting a goal, but I'm curious as to what sort of conversations are had during development and who ultimately makes the decisions?
    Can you explain the pros and cons of single player game development vs multiplayer game development? Perhaps at a high level, what objectives the developer should optimize for given each in regards to player retention, and overall enjoyable gameplay?
    For individuals who are looking to work on a project, what paths would you recommend to them? Perhaps at different skill levels as well, for example, someone who's just begun learning a particular skill, vs someone who's a hobbiest, vs someone who is an expert at their craft.
    When should a developer optimize between working hard on a particular objective vs taking shortcuts? When is it necessary to trim fat off of an idea or concept? Are there any more tips/tricks you consistently use during the development process?
    ...
    I'm sure there's many more questions I could come up with that I'd find useful personally, but you're only one person and this channel is only going to get more and more popular, so I'm happy with whatever additional insight you end up posting in the future. Thank you for taking the time to read comments while it's still manageable 👍

  • @vaynehelsing3732
    @vaynehelsing3732 11 месяцев назад

    You are the man! I could listen to you for hours! Please continue to share your knowledge!

  • @NotoriousBlake
    @NotoriousBlake Год назад +2

    Making my lunch break even better. Thanks Tim!

  • @davemurray9977
    @davemurray9977 9 месяцев назад

    Cannot emphasise the how valuable your videos have been to me, thank you!

  • @TOAOM123
    @TOAOM123 Год назад +1

    I was literally just telling my mates "I hope Tim explains this process"
    Very helpful
    Thank you, Tim 👍

  • @vlander1992able
    @vlander1992able Год назад +1

    This has been enlightening, I'm going to try to take everything you said into consideration. I think you were the perfect person to learn to write design docs from, since the way you think and articulate is much more in line with how I think and structure my ideas. Mechanics being inspired by the setting makes a lot of sense.

  • @bluemooninthedaylight8073
    @bluemooninthedaylight8073 Год назад +2

    I would love to see you talk with Josh Sawyer and others. These are fast becoming my favorite thing to look forward to when I wake up.

  • @comradestylin
    @comradestylin 10 месяцев назад

    Thank you so much for sharing this insight! These are the kinds of things I'd love to see more of. If there were more references centralized for people to refer to when starting out I think more fan projects and indie projects could really shine.

  • @Sir1us1
    @Sir1us1 Год назад +1

    15:30 IMO, Some fans do actually do those thigs: for designers - the visual mods (armor replacers, custom shaders for lighting/colour correction), for programmers - script extension and fan patches that fix bugs. Not to mention mods which change the gameplay or add features/quests/maps, which are the proactive form of what you're talking about.
    Thanks for video essays these, your industry knowledge is extremely valueable and appreciated!

  • @Keristan_aka_christianhulen
    @Keristan_aka_christianhulen Год назад

    Love your videos! I hope to see more videos from you! I've always loved the games that you have worked on and it's amazing to see you on RUclips here talkin to us! Love from Texas

  • @perplexedmoth
    @perplexedmoth Год назад +3

    Thanks for this. One small suggestion, I think the title can mention "Game Design Docs", or even RPGs for that matter, otherwise it may attract people who's thinking of writing design docs in other contexts, and click the dislike button having not found what they were looking for.

  • @leouxdesign
    @leouxdesign Год назад +1

    I so understand you when you are saying about the worthless feedback ever: “I don’t like it, redo it”. Hate to deal with managers, product owners who can’t be more specific with feedbacks

  • @xxyoboigxx
    @xxyoboigxx 9 месяцев назад

    Extremely informative. I always love your videos that explain how you did/do things and what the process looks like. Thank you for the SSS rule, as well. I'll make sure to keep that into consideration with my projects, going forward. 😁👍

  • @christianchiakulas852
    @christianchiakulas852 Год назад

    Would love many many more videos like this focused on design, thanks Tim!

  • @blackmage471
    @blackmage471 11 месяцев назад

    This was nice to listen to. I'm trying to design my own TTRPG, and getting people to give me constructive feedback feels like pulling teeth.

  • @raenedjadi7976
    @raenedjadi7976 Год назад

    Really love this! I work in the TTRPG industry and I find so much value in these videos, thank you so much ❤️

  • @LilxJohn85
    @LilxJohn85 Год назад

    Brilliant information!! I hope this can be further discussed and expanded upon in the future!! Thank you!!

  • @AshleyRiot
    @AshleyRiot Год назад +2

    It would be cool to see you do a full playthrough of Fallout 1 or Arcanum with your commentary like how Dario Casali recently did a playthrough of The Plutonia Experiment and talked about working on it and how the game was. That would be entertaining to see I think. Anyways, amazing video.

  • @BrentMalice
    @BrentMalice Год назад

    LOVE THIS more of these useful advice style videos probably wouldnt be as popular view wise, but it means a lot to those following behind you. thanks fam ♥

  • @GermyJer
    @GermyJer Год назад

    Totally using this advice in my game! Thank you for sharing!!

  • @GabrielOnuris
    @GabrielOnuris Год назад

    This is an extremely good knowledge to also write books, in my opinion. Before starting the story, it would be very helpful to come up with a setting first, and write everything else surrounding that "world" you created.

  • @UVtec
    @UVtec 9 месяцев назад +1

    Honestly I didn't think about putting the setting before the story (maybe in movies it may be different), but it does make sense.

  • @gqueirogabr
    @gqueirogabr 8 месяцев назад

    I'm saving all of these videos to help my game developement

  • @yourfriendlyneighborhoodbe5996

    This is something I've been super curious about. Thanks for the help!

  • @atompunk5575
    @atompunk5575 Год назад

    I'm gonna take this from heart, because i wrote some narratives for my own games, character based and story based

  • @TransmentalMe
    @TransmentalMe Год назад +1

    My favorite part of Troika games was the impact I could make as a player. Arcanum was one of my favorite games of all time and there was so much choice. Yes, I played a powerful gun mage and was never allowed near the train lol

  • @BABA-is8kv
    @BABA-is8kv Год назад +1

    Tim you are amazing! Thank you for sharing such great information! You are a great man!

  • @AdamMelvins
    @AdamMelvins Год назад

    Thank you for making this! :) I'm in the middle of making documents, so I'm excited to watch. :)
    Thanks again! That is so different from my design document template I was using, and makes a tonne more sense to me. :)

  • @Ma1q444
    @Ma1q444 9 месяцев назад +5

    13:45 this exactly what happened with starfield

  • @TheInfiniteAmo
    @TheInfiniteAmo 7 месяцев назад +1

    The melee vs ranged design distinction is such a good example for why you need to drill down on the intent behind each system's design. Melee dependency on dicerolls FEELS like jank in a 3D space and isn't intuitive at all, even if it's explained within the rules of the game (see Morrowind). Meanwhile, while perfect accuracy is usually the standard with ranged weapons in videogames, it isn't nearly as simple in real life and it's much more believable - and easy to balance - ballistic weapons that have some under-the-hood variability.

  • @ChristianOakLeaf
    @ChristianOakLeaf 5 месяцев назад

    Great advice for any type of designers

  • @grappydingus
    @grappydingus Год назад

    If I'm not careful I may learn a thing or two. Thanks Tim!

  • @Suvitruf
    @Suvitruf Год назад +3

    Would be nice, if you invite Josh to discuss systems creation and setting all this goals for them)

  • @MrManoish
    @MrManoish Год назад

    realy liked this one, you should talk more about the documents! I'm learning alot whit your videos, great job!

  • @aronlilja283
    @aronlilja283 Год назад +1

    Hi Tim, I was wondering if you could make a video about what some of your favorite games from other studios and people are and why you like them :)

  • @danielkrohn4980
    @danielkrohn4980 Год назад +1

    Tim. I've really enjoyed your videos these last few weeks. I was raised on Fallout and stumbled across a lot of your work over the years. I'm wondering, do you have any plans on where your design documents will end up? I know you aren't planning to die anytime soon, but I hope you will or already did take steps to preserve them for posterity. I'm loving these videos. Keep them up!

  • @michaelvicente5365
    @michaelvicente5365 Год назад

    trying to work on my own rpg, and this is very helpful, thanks tim!

  • @Cenikid
    @Cenikid 11 месяцев назад

    Your work and video series are brillant and have greatly inspired me, thank you. A question: how does one utilize puzzles/problem solving/platforming to break up access to narrative content, and how do you go about designing such a puzzle? Combat design is something i am beginning to really understand, but creating downtime activity that rewards play interactivity with progression (rather than handing them the keys to the meat of the content straight away) is something that is eluding me

  • @tjtrewin
    @tjtrewin 2 месяца назад

    Hey Tim, I've recently come across your channel and I'm really enjoying catching up on all of the wisdom you've shared here!
    You mention in some of your videos about a Setting Document, could you describe what the difference is between a Game Design Document?

  • @dodolurker
    @dodolurker 7 месяцев назад

    Hi, Tim. First of all - thank you so much for creating this channel. I don't know anything about making video games, so it's great to have great insights from an acoomplished creator like you 🙂. I also had a question - have you seen the video that's been unearthed recently, where Emil Pagliarulo is making a presentation and basically says that they don't make game design documents at BGS, because it's impossible to keep them up to date? What do you think about that? Can you really make a good and cohesive game, or a game at all, if you don't have an up to date game design documentation?

  • @slimeprivilege
    @slimeprivilege Год назад

    i'd absolutely adore seeing a chat video between you and Josh Sawyer like the one you did with Leonard Boyarsky

  • @echoness_
    @echoness_ Год назад

    Wow! This is exactly what I need right now!

  • @huncat
    @huncat Год назад

    ty for all your work tim!! love this channel

  • @GiacomoVaccari
    @GiacomoVaccari 11 месяцев назад

    As a game designer with 10 years of experience I've never heard so many facts in so few minutes about how teams work

  • @mattukat2go
    @mattukat2go Год назад

    This is so very cool. All these videos are amazing!

  • @lachlanjohnson6303
    @lachlanjohnson6303 Год назад

    Im a youngin, so this is said without a lot of context or investment into the beef that seems to be everywhere within the 90's-00's game dev community. But id love a document compiled in colab with every single vet to cover everything about the game design of the classic games. It would require a lot of beef to be put aside but itd serve as a way to continue the work of all the industry vets, from troika to black isle. I dont want the quality of the games you and your fellow vet devs to be lost forever, but it seems that is the fate that is in store for the great games you guys made and their concepts and universes if it doesnt get preserved properly. That isnt to say it would be a good idea to try and copy you guys 1:1 but having a document that covers every game and universe you bros left your mark on would help game devs for years to come.

  • @toysoldiernerio7172
    @toysoldiernerio7172 Год назад

    I have a team, i have an idea, but i lack the structure to get a good design document written. I know i need one to direct my team but thank you so much for making this video.

  • @aidandodds7672
    @aidandodds7672 Год назад

    Your videos are fascinating and captivating to watch, thank you so much for sharing, I'm learning a lot :)

  • @Banefane
    @Banefane Год назад

    "If you give feedback that isn't constructive, your feedback is worthless."
    I love that!
    I'll "steal" that from you, and I also mean the way you said teh sentence :D!
    EDIT:
    It takes time to think about constructive feedback.
    Don't hold meetings and expect everyone to be able to provide spontaneous feedback.
    (Man I fucking hate that, because I don't roll that way).

  • @fredrik3880
    @fredrik3880 Год назад

    Another interesting video! Always nice to hear stuff about the two best settings in all of entertainment (Arcanum and Fallout). Playing Fallout now (with my own mod). Just went to vault 15. Junktown next.
    Oh and it is ogres in the planes that attack the IFS Zephyr in Arcanum not orcs.

  • @beaworldchild
    @beaworldchild Год назад

    This advice is so good (in addition to all the other content/advice being so good, Tim, thanks.) I would love to see a concrete example of this type of design document. If it's possible to show one and walk through it I would absolutely love it!
    One question in particular, I'm not totally sure what the scope of 'goals at the top of every page' in the systems section covers. So are you imagining that every page is a description of a new system with goals for that system at the top of each page or do you find your systems taking multiple pages, each page being a system aspect with their own goal(s)?
    Thanks for these great discussions!

  • @Ma1q444
    @Ma1q444 9 месяцев назад +71

    Bethesda watching this video

    • @Softsilhouette8971
      @Softsilhouette8971 6 месяцев назад +3

      Underrated comment

    • @jasonobodoggz2691
      @jasonobodoggz2691 5 месяцев назад +8

      @@Softsilhouette8971 Its not underrated. Bethesda uses massive design wikis just like all game studios. You have been lied to. I don't even like Bethesda games but its not because they don't use design wikis because they do use them.

    • @windwaker105
      @windwaker105 5 месяцев назад +10

      @@jasonobodoggz2691 lied to by whom? Emil said it himself to a group of people while it was being recorded.

    • @jasonobodoggz2691
      @jasonobodoggz2691 5 месяцев назад +3

      @@windwaker105 He did not say they don't use documentation. He even mentions still having a design document for Fallout 4 in his desk from early on in pre-production. He is talking to developers about making games and is pointing out the futility of having one central design document that everything is based on, because developing games is an iterative process that requires play testing, something one cannot do by simply reading a document. Warren Spector says something similar to Emil when speaking on the development of Deus Ex. "By March 1998, we had 300 pages of documentation and thought we knew everything we'd needed to know to make a game. Were we ever wrong. In the time between March 1998 and our Alpha 1 deadline of April 1999, that 300-page document mushroomed into more than 500 pages, much of it radically different from what we thought of and wrote initially. Clear goals and a detailed script are all well and good, but goals change, thinking changes, and game designs have to change, too." That is the same point Emil was making. Did you even watch the speech? Do you know anything about game development?
      Game studios today don't use design documents, they use a design wiki, something much easier to update as you go along.
      I don't even like Bethesda games but y'all trippin

    • @windwaker105
      @windwaker105 5 месяцев назад

      @@jasonobodoggz2691 “We would have these extensive 50 page design documents that were completely outdated. And the time it took to maintain those just wasn’t worth it.”
      And when I say Bethesda should use design documents I don’t mean “plan everything in advance.” I mean have a document everyone can use so quest makers stop contradicting each other.
      And yes I don’t know what it is like under the hood at Bethesda or if design documents would help. But it really does feel that every quest you enter a new universe.

  • @weeziepuff13
    @weeziepuff13 Год назад +1

    When I deal with publishers, they always want to know, "what game is your game like?" and then "how is it different?"

  • @karpai5427
    @karpai5427 7 месяцев назад

    Thank you Tim. I really needed that.

  • @AreYouARealGamer
    @AreYouARealGamer 7 месяцев назад

    Fallout? I loved that 50s vibe so much like time stopped than.

  • @joshismyhandle
    @joshismyhandle 2 месяца назад

    Invaluable advice. Thanks.

  • @contentdesignwizardry2458
    @contentdesignwizardry2458 8 месяцев назад

    I will think of this order when designing.
    I guess you can also base game on interesting mechanisms found through prototyping, and justify the settings for the mechanisms?
    I am thinking especially games centered around new video gaming systems, like the wii with wii sports for example. Or like how phone games when they were new explored touch, gyro, gps, etc.
    Or a specific type of challenge/education. Like Ring Fit Adventure which is rather shallow in setting and story but enough to make you motivated to exercise, or some pure/semi-educational like a math game or a simulation game. Here the purpose is more important than the setting. How well it models or correctly introduces information.
    Then again maybe it is consistent, if we just consider purpose first:
    0. Purpose - (exploring a setting is sort of intrinsic motivation, otherwise it can be like "explore mechanical possibilities of x" or "simulate x" or "train player for challenge x")
    1. Setting / Aesthetics
    2. Story / Progression / dynamics
    3. Systems / Mechanisms

  • @calebszyszkiewicz719
    @calebszyszkiewicz719 Год назад +2

    Can you talk about working on Tyranny such a cool concept working for the villian. What was it like programming a game like that was it exciting or average?

  • @rnakasako
    @rnakasako Год назад +1

    About ruclips.net/video/ohHLUKj3NTk/видео.html - I like how this is subverted in Undertale (where names are important for the plot) and Deltarune (where you don't actually get to choose anything), on the one hand. I know character creation is one way of giving self-expression to players but maybe for those two games, actions are much more important so that choice (of not letting customization to happen) becomes an interesting choice to emphasize other ways of self-expression?

  • @protheu5
    @protheu5 9 месяцев назад

    Thanks for sharing your knowledge.

  • @ZeeHilal
    @ZeeHilal Год назад

    Wow this video is filled with awesome information, and you are a natural teacher. Thank you

  • @TorQueMoD
    @TorQueMoD Год назад

    Awesome video as always Tim. Any chance you could or have previously posted one of your old design docs?

  • @1sweetree
    @1sweetree Год назад

    Thanks for another great video, Tim.

  • @SineN0mine3
    @SineN0mine3 Год назад +1

    16:30 I think you could even go so far as to say that unconstructive feedback is worse than worthless, it can be an active detriment to a good team.
    Saying "that's bad" can make people less inclined to share their ideas in the future.
    Even when you're sure that the idea isn't going to fit your project, it's a lot better if you can explain why. That person could have other ideas that are perfect for your project but they just don't understand it in the same way you do and being overly critical might just scare them away.

  • @chilbiyito
    @chilbiyito 10 месяцев назад +4

    Apparently Bethesda doesn't use design documents since Fallout 3 onwards and now they did Starfield a conoletely new ip and it's a mess

  • @jaydamalley3398
    @jaydamalley3398 Год назад

    I would've expected that guys like you, rpg fanatics, would start with the system mechanics, and let those guide the story, rather than the setting. But to avoid that disconnect between mechanics and setting/story makes total sense.

  • @RedSiegfried
    @RedSiegfried Год назад +1

    Design has been on my mind a lot again lately since Mark Tucker from Bethesda just recently resigned as Design Director for Fallout 76. Looks like they might need some help and direction.

  • @JamesHammond-ku2nc
    @JamesHammond-ku2nc Год назад

    Hey tim, you should have a talk with Joshua Sawyer sometime since you guys have so much in common in terms of being great game designers.

  • @DB-ku7vu
    @DB-ku7vu 10 месяцев назад

    Having a low intelligence random event where you meet the guy they send out 2 weeks later would have been amazing

  • @Ruffster
    @Ruffster Год назад

    I really would wish for a remake or a sequel of Arcanum. Awesome fun back in the day. Doing the daily trashcan looting in Tarant so you could piece together some stuff and sell -)

  • @joshharay5912
    @joshharay5912 Год назад

    Hey Tim could you talk about how to make a game maybe? Idk if that’s vague but thanks if you can!

  • @unifieddynasty
    @unifieddynasty Год назад +1

    "I want to play my character in your world."
    Amen to that. I really really really hope the new Bethesda games stop it with the voiced main character.

  • @coryrasmussen9159
    @coryrasmussen9159 Год назад

    Would love to hear your thoughts on the Fallout TV show when it comes out.

  • @HeinerGunnar
    @HeinerGunnar Год назад

    I don't know if there's much to talk about there, but I've always been interested in the origins of the (final) Deathclaw design. Because back on the old No Mutants Allowed forums, Scott Campbell made a big post about the origins of Fallout where he said that after his first hairy design was rejected, the team used a clay model of a tarrasque that (according to his post) was cut from Planescape: Torment and therefore unused, while Chris Taylor on those same forums said the clay model was always meant to be a Deathclaw, and I was always wondering which one is it?