Pillars

also known as: Design Pillars, Design Goals and Features

Classification

  • #method #medium/text #process/planning #roles/designer #roles/manager #roles/writer #used-by/designer #used-by/artist #used-by/engineers #used-by/writer #used-by/tester #tools/digital #tools/non-digital

Intent

  • Develop a game or level with a balance of fixed principles and variable decisions.
  • Encourage an interplay between established principles and modifiable choices.

Problem

  • How do you effectively design a game or level while determining which decisions to prioritize?
  • How do you structure a comprehensive game design document?

Solution Approach

  • Organize your design decisions in four key categories:

    • Pillars (Fixed Decisions):
      • Fundamental, unchanging principles that serve as the core of your game design.
      • Should guide all design and implementation decisions.
      • Often, they are considered classical constraints or restrictions.
    • Design Goals:
      • Abstract objectives linked to each decision.
      • Use various resources like images, references, and sound to convey your goals.
      • Emphasize “showing is better than telling.”
    • Features (Changeable Decisions):
      • Align with design pillars and work toward achieving the design goals.
      • Include specific details such as name, vision statement, technical description, interfaces, references, and risk assessment.
    • Context:
      • Considerations and factors that must be taken into account when making specific design decisions.

Application

Input

  • A record of all design decisions.
  • Ideally, an outline of your game design document.

Application

  • Divide your decisions into the four categories:
    • Pillars: Fixed principles that define the fundamental aspects of your game. Ensure that these remain unchanged throughout production. - Consider using prose to explain these principles in a way that is accessible to all team members.

    • Design Goals: Abstract objectives tied to each decision. Use various media to illustrate your goals. - Remember that you’re trying to convey abstract ideas. - Features should be described later with these goals in mind.

    • Features: These should align with the design pillars and help achieve the design goals. Provide technical and descriptive details, including: - Name - Vision Statement (“As a player, I can… with…, to feel…”) - Technical Description (definition and description of technical decisions) - Interfaces (connections to other features, systems, etc.) - References (Examples, Mockups, Moodboards, sources of inspiration) - Risks (identify potential issues and propose alternatives if applicable).

    • Context: Collect other things you need to consider. They will define the context of your decisions regarding specific artifacts or more general decisions.

      • For example, point out the uniqueness of your level and justify why it has to be in the game.
  • You can enhance the definition of your overall level with this approach or specific aspects of the game.

Output

  • An outline of the decisions, well-organized, categorized, and described in detail, typically in a Document or Textual form.
  • Enhanced organization for the Game Design Document.

When to Use It

  • Ideally, in the game development process before the production phase.
  • Whenever there’s a need to refine your game design document, although decisions should ideally have been made beforehand.

Relevant Roles Using This Model

Relevancy in the Following Processes

Applicability

  • Effective for defining goals and fixed principles.
  • Best suited for early design and decision-making stages.
  • Facilitates decision-making, resource collection, and testing but does not directly implement the game.
  • May impose theoretical constraints on the design process and can limit your creativity.

Pros and Cons

Pros:

  • Provides clear goals and definitions, including technical aspects.
  • Offers a reference point throughout development.
  • Identifies and categorizes fixed decisions.
  • Useful even without a formal game design document (e.g., Diablo 3’s seven design pillars).

Cons:

  • Design Goals can be highly abstract and challenging to define.
  • May restrict creative freedom, leading to a more theoretical design process.

Relation with Other Methods

Examples

  • Diablo 3 Design Pillars (source: Pure Diablo):

    • Approachable
    • Powerful Heroes
    • Highly customizable
    • Great item game
    • Endlessly replayable
    • Strong setting
    • Cooperative Multiplayer
  • The Last of Us Game Pillars (source: Game Developer):

    • Crafting
    • Story
    • AI Partners
    • Stealth
  • Axis-aligned Top-Down Camera Design Decision

    • Pillars: Axis-aligned Top-Down Camera
    • Goals: Sense of Verticality & Depth
    • Features: Weather Effects, …
    • Context: For this view to take full effect, the game world must have buildings with various heights. …

Relevant Tools

Relevant Literature

Andersen 2016 - How to Write a Game-changing Audio Design Document today

Game Design Pillars

Diablo 3 - Seven Design Pillars

Design Pillars - The Core of your Game

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