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Design Clarity Tools – Intro

Dave Rohrl • Dec 15, 2019

Design Clarity Tools – Intro

Dave Rohrl • Dec 15, 2019

As a game design consultant, I work with a wide variety of developers on a huge range of projects. I deal with large companies and small, casual games and hardcore, and designers ranging from utter newbies to industry vets. I’ve designed and/or produced more than 50 games hands-on, and helped out on dozens more as a manager or consultant.


This wealth of experience has helped me to notice some patterns that separate successful teams – those that execute their projects fairly cleanly and at good quality levels – from those that don’t. Often, as game designers, we fail due to circumstances entirely outside of our control – like a lack of resources, changes in the market, or internal issues with our studios’ business. But at least as often we fail due to things that are completely under our control like the lack of a clear vision, ignoring clear market signals, under-analysis of our own designs, or an inability to communicate our vision.


In my experience, the most of the self-inflicted wounds that designers suffer are highly preventable and tend to come from a singular source – failure to ask the right questions at the right times to lead designers to clarity. Once the creative goals of the game are laid out explicitly, it becomes easy to explain the vision and core selling points, easy to parse and prioritize features, and easy to formulate a reasonable hypothesis about whether there may be an audience for the game. Most of the worst games (and the vast majority of the most miserable projects) are a direct result of a turbulent, muddled vision that keeps the entire team running in circles trying to achieve something unclear.


How do designers wind up in this situation? There are two main ways: First, many games are developed under intense time pressure. Games are a hard, hard business. Many companies run on thin margins and those that don’t tend to need to please investors (whether public or private) by getting games out as quickly as possible. This kind of pressure often means that designers don’t take the time to ask key questions at the beginning of a project.



Second, as anyone who has built a game can tell you, there are a million details to get right even in the smallest and simplest of games. Somebody has to figure out the price of the +2 Sword of Smiting, and somebody has to decide whether those particles are moving too quickly, and somebody has to figure out why level 7 is just no damn fun. At times it’s easy to get lost in this sea of details and lose track of the big picture.


Luckily, there are some remedies. Over the course of my career, I’ve built up a bag of tricks that I use to help give myself and my clients the kind of high-level clarity that is easy to understand, easy to express, and easy to use as a guiding light for figuring out the details of a game’s design. Some of these are tools that I’ve created and others are tools that I learned from other great designers over the years. But all of them have great utility when applied properly. 


Over the next few weeks, we’ll take a good look at tools like The Four Questions, The Five Fun Factors, X Statement, Audience Identification, Noun-Verb Diagrams, and Time Plans. I’ll be diving deep on each of these individual tools – showing you the relevant templates and giving you a crash course on how, when, and why to apply them. I hope you’ll find them useful and interesting, and that you’ll take the time to apply them on current and future projects. You’ll be glad you did.

By Dave Rohrl 08 May, 2024
GDC is a highlight of my year each and every year. 2024 was the 30th year I’ve attended, and 23rd consecutive year that I’ve lectured at GDC. Every year, it feels more and more like the world’s biggest class reunion, where I get to see and spend time with the remarkable folks I’ve made games with, learned from, worked alongside, or otherwise connected with over 3 decades in the videogames industry. This year was no exception; I got the chance to once again connect with a variety of friends - old and new - at a variety of points in their careers and from all over the industry. 2024 was a notable GDC in a number of ways. After years of canceled conferences and arduous entry requirements stemming from Covid-19, the conference finally felt like it was all the way back, with more than 30,000 attendees and a bustling expo floor. On the other hand, the industry itself didn’t feel nearly all the way back at GDC. Best estimates are that the game industry shed around 10,000 jobs last year and layoffs have continued at a brisk pace in early 2024. In my large social circle, there are always some people who are looking for a new role, but this year there were far more people in that situation, and with more urgency. And they came from across all sectors of the industry - console, PC, mobile, and more. But despite the challenges facing the industry - and especially those facing mobile gaming companies - we saw a lot of encouraging signs. The game industry remains vibrant, dynamic, and ever changing. There were a lot of companies in the mobile game space looking for expert help to get their projects on track. This isn’t the first conference in 2024 where we’ve connected with new and exciting teams, and we look forward to working with them on their projects. I was surprised and pleased to meet a large number of developers from emerging markets ranging from Brazil to Vietnam who have had success making ad-monetized hypercasual games and are looking to play for higher stakes by making deeper, more sophisticated games with hybrid monetization and better retention. We are excited to help these studios achieve their goals, and think the ecosystem as a whole will benefit from the new and exciting ideas these teams from around the world will bring to bear. I also spoke to a variety of PC developers who have seen their audiences shift from expecting a one-time release to demanding a living, breathing game that is receiving constant attention from the development team. Although not every lesson from mobile games will be relevant in the realm of PC gaming many of them will, and we look forward to helping these developers expand into the exciting world of games as a service. I also saw some intriguing new types of game emerging (and re-emerging). There was far more talk about HTML5 games on the web than I’ve ever seen before, and blockchain gaming seems to be having another moment, ushering in a wave of far smarter, subtler implementations of web3 in games. I expect to see compelling (and very different) developments in both of these markets in the near future. So looking back, GDC 2024 was great. This is in part because GDC is always great - the best place in industry to learn, connect, and grow. And in part because although there are many challenges facing the game industry in general and mobile games in particular, there are still tons of exciting new developments out there, and the Mobile Game Doctor team and I couldn’t be more excited to be part of them.
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