The Game You Develop is Never the Game You Planned
January 27th, 2011When I was sketching up the designs for Wildhollow, it was a wildly different game compared to how it ended up. I had wanted to make a mix between Harvest Moon and Viva Piñata, with strange genetic manipulations and animated crossbred animals that ran around, playing with balls and other things in a large environment. Instead, I had to cut down on the animations to an enormous degree – so much that the animal handling parts became simple abstractions. “Buy animal, feed, brush, sell for profit.”
And there were many other cutbacks and deviations from my original plans. Most of them due to budget constraints. Some, because it was a bloody awful idea to start with, or plain laziness time constraints…but in general, it was due to art requirements and the budget.
Now, with Spandex Force: Superhero U, I’m facing the same problems. Let’s mention the Sidekick Situation, as an example.
When I made my original sketches I had been playing way too much Dragon Age: Origins, and I loved the character interactions. “Hey, why not make something leaning towards that,” I thought. I also had played way too much King’s Bounty: The Legend, in which you can select a helper character that aids you in various ways. So I got a great idea: there shall be fellow students at the school with whom you can develop relationships, bicker and squabble about various things, and eventually (if you complete a sidequest or two) select one of them to become your sidekick.
Now that reality has caught up with me I’m noticing a couple of flaws with my plan:
- Having loads and loads of dialogue may sound like a cool thing, but it’s really not all that cool to have to write it. Why couldn’t I remember how much time it took to write all those lines for Wildhollow? Not to mention, try to think of worthwhile things for the characters to say.
- Picking up characters works in a game like King’s Bounty, since it’s focused on exploration and discovering all the secrets that lie hidden in the massive game world. This doesn’t work all that well in a game that focuses on puzzles, and don’t feature a massively huge game world – to put it mildly.
- It’s hard to think of suitable bonuses for having a sidekick. A passive bonus somehow? Or an attack bonus in the battles? Both? Or just a cool thing with no particularly good bonus? Balancing things becomes a bit iffy.
- Screen real estate. I’m planning on porting the game to mobile devices, and it really gets cluttered up already as it is. Power levels, experience points, health, equipment, etc etc. Not to mention that I want to add some acheivements which will have to be presented somehow. And now I want to add another character, possibly with his or her own statistiscs, as well? Hey, I want to keep this game simple!
So, my current thought is to have the fellow students as mildly amusing interludes now and then, and that each of them will offer a voluntary sidequest – for example, Lighting Lad is being bullied by the Wombat and requires your assistance. No need to add sidekicks right now; maybe I’ll save that for the sequel…














