SlideShare une entreprise Scribd logo
1  sur  15
Treatment Writing 3 March 2010
What is a Treatment? But what about games?
Treatment Dos and Don’ts 5. In addition to the prose and the occasional list, game designs often also need to use other sorts of ways of conveying information (depending on the need).  a. Tables - sometimes the best way to provide info is by means of a grid or table.
Treatment Dos and Don’ts b. Pictures with callouts - an old Japanese proverb says it best. "Hearing 100 times is not as good as seeing once." (In our case, substitute "reading" for "hearing.") Some folks pepper their designs with tons of pictures but with minimal text and no callouts! Gotta use all the tools at your disposal. Show what the screen looks like during your game, and use callouts to point out the interface icons.
Treatment Dos and Don’ts c. Flow Diagrams - flowcharts can be an effective tool for communicating with the programmer who will code your game, or for illustrating the overall structure of the game. Here's a flowchart I made to illustrate how flowcharts work. This one shows how a simple old arcade game (or Atari 2600 game) might work. It is vastly over-simplified and is just here to illustrate the concept of flowcharts as applied to games.
Treatment Dos and Don’ts 6. Here are a few basic rules to keep in mind: a. Games should be "Easy to learn, difficult to master." (That one rule is very broad and encompasses a number of smaller "rules" I don't have time to go into here.) Another way to say something kind of similar [but not exactly] is: "Simple but deep."  b. Games should be Fair, Intuitive, Fun, and Accessible.  You probably already know what "fair" and "intuitive" and "fun" mean, but you might be wondering what I mean by "accessible." In a nutshell, that means that the game's subject matter is something that the game playing public already knows and loves, or at least will "get" very quickly after seeing it. If the game is about some weird far-out theme that the public can't “brap" within 30 seconds at most, then the game is "inaccessible" - it's beyond their reach, and they won't buy it.
Treatment Dos and Don’ts c. The user interface should be consistent with standard usage. If your game uses the left index-finger trigger to make the character jump, then everybody's going to just get frustrated with your game. (Everybody knows the jump button should be the A or B button!) Players have become familiar with a "standard language" of games. Don't start speaking Klingon.  d. Strike a balance between user-friendliness vs. control. The more control you give the player, the more complexity you burden the player with. Remember rule #1 above.
Activity Look at a game you know – work in pairs please. Assess what the UI (User Interface) is actually about. Ask yourselves the following questions: Does it work?  Is it user friendly? Does it feature highly in the game? What is wrong with it? Or, how could it be improved?
Treatment Dos and Don’ts e. Keep in mind the difference between Videogames vs. Computer games. Videogames are typically played in the living room, den, or kid's bedroom - by younger players interested in action more than emotion or intellect. Computer games are typically played in the home office or the, um, office-office - by older players who may appreciate games that have more than just action, action, action in them. Also consider multi-player. For videogames the players usually have their own controller but have to share a TV. For computer games the players either have to share the keyboard and mouse (if both sitting at the same computer) or they can each have their own system entirely (if playing networked). And of course, network play is likely to become more common for videogame systems as time goes on - but I dread the image of all those telephone wires having to snake across the living room between the TV and the phone jack.  Consider your audience, always.
Treatment Dos and Don’ts f. "It is better to do three things well than five things poorly." - Nathan Mates.  What he means by this is that simple designs are often better than complex designs. Quality is more important than a long feature list. Mates, a programmer who has to implement the brilliant creations of designers, says: 'Concentrate on getting what you've got (now) working well. Then, and only then, think about expanding. Saying "more" is often a cheap and easy design "decision" that's about as useful (and appealing) as tossing a can of concentrated orange juice into a swimming pool because "more is better." It ain't. "More" and "better" are independent variables, or loosely linked at best.'  More or better? You decide!
Treatment Dos and Don’ts g. The Inverted Pyramid. This is a practice begun by news reporters during the American Civil War. Reporters sending news by telegraph (a cutting-edge technology back then) knew that the line could be cut before they were finished sending, so they started by giving the most important points first, then expanding on that, and finishing off with the least important parts. This principle is still used today in newspapers, and it applies to game designs as well. Put the important concepts and the exciting stuff first, and put the boring details at the back end of your design documents and treatments.
Activity Write an inverted pyramid for Killzone 2. (If you haven’t played it – write the pyramid with someone who has)
Treatment Dos and Don’ts h. Communicate clearly, and put yourself in the place of the reader. You see the game in your mind's eye, but the readers can't, unless you explain it very succinctly. As you are writing, if any sentence you've written raises a question in the mind of the reader, you need to answer that question either in that very sentence or at least in the next one.
Activity 1. Describe it 2. Scribe it! Get into pairs! Sit back to back, or use blindfolds...
Treatment Dos and Don’ts i. Pictures are worth thousands of words. Diagrams, illustrations, charts, and tables are very illustrative. The use of words is unavoidable, but the dev team will greatly appreciate being shown how it works as opposed to having to read a telephone book. Try to keep your prose short and to the point, without leaving anything unexplained.  j. All rules are made to be broken -- even this one. You can even try making a game that breaks them all (but then, of course, it wouldn't be breaking this one). The trick is to know when to break which rule. But when a game can be interesting WITHOUT breaking any rules, then you've really got something!  k. Write a one-sentence description of your game. Write a one-paragraph description of your game. Write a 45-second "elevator pitch" describing your game. These three exercises are very important - they force you to distil the game's key features down to their essence.  Taglines a go-go!

Contenu connexe

En vedette

Student Notices 1st Feb
Student Notices 1st FebStudent Notices 1st Feb
Student Notices 1st Febelectricgeisha
 
Web 1, 2 or 3 - Which One Are You?
Web 1, 2 or 3 - Which One Are You?Web 1, 2 or 3 - Which One Are You?
Web 1, 2 or 3 - Which One Are You?electricgeisha
 
Student Notices 1st March
Student Notices 1st MarchStudent Notices 1st March
Student Notices 1st Marchelectricgeisha
 
Graphics in the Computer Games Industry Week 1
Graphics in the Computer Games Industry Week 1Graphics in the Computer Games Industry Week 1
Graphics in the Computer Games Industry Week 1electricgeisha
 

En vedette (6)

Student Notices 1st Feb
Student Notices 1st FebStudent Notices 1st Feb
Student Notices 1st Feb
 
Which Web Are You?
Which Web Are You?Which Web Are You?
Which Web Are You?
 
Web 1, 2 or 3 - Which One Are You?
Web 1, 2 or 3 - Which One Are You?Web 1, 2 or 3 - Which One Are You?
Web 1, 2 or 3 - Which One Are You?
 
Student Notices 1st March
Student Notices 1st MarchStudent Notices 1st March
Student Notices 1st March
 
Graphics in the Computer Games Industry Week 1
Graphics in the Computer Games Industry Week 1Graphics in the Computer Games Industry Week 1
Graphics in the Computer Games Industry Week 1
 
Game Elements
Game ElementsGame Elements
Game Elements
 

Similaire à Treatment Writing Pt II

Usability Testing
Usability TestingUsability Testing
Usability TestingAndy Budd
 
About game design
About game designAbout game design
About game designSon Aris
 
Introduction to programming
Introduction to programmingIntroduction to programming
Introduction to programmingAndre Leal
 
Pixel Perfect Precision
Pixel Perfect PrecisionPixel Perfect Precision
Pixel Perfect PrecisionAlberto R
 
Pp3 - Pixel Perfect Precision V3
Pp3 - Pixel Perfect Precision V3Pp3 - Pixel Perfect Precision V3
Pp3 - Pixel Perfect Precision V3Olybop .fr
 
13 types of interface
13 types of interface13 types of interface
13 types of interfaceLucy Taylor
 
Pig-faced Orcs: What designers can learn from old-school role-playing games (...
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Pig-faced Orcs: What designers can learn from old-school role-playing games (...
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
 
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron RejwanMastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron RejwanJessica Tams
 
Gui 设计&评审原则 完整
Gui 设计&评审原则 完整Gui 设计&评审原则 完整
Gui 设计&评审原则 完整Johnson Yu
 
Yikes...It Looks Like That?! - UI Worst Practices
Yikes...It Looks Like That?! - UI Worst PracticesYikes...It Looks Like That?! - UI Worst Practices
Yikes...It Looks Like That?! - UI Worst PracticesBruce Elgort
 
Hr pts-e-dn-version 2.0
Hr pts-e-dn-version 2.0Hr pts-e-dn-version 2.0
Hr pts-e-dn-version 2.0Paul Robere
 
Applied And Persuasive Applications For Museums
Applied And Persuasive Applications For MuseumsApplied And Persuasive Applications For Museums
Applied And Persuasive Applications For MuseumsPietro Polsinelli
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingDavid Mullich
 
User Experience 1: What is User Experience?
User Experience 1: What is User Experience?User Experience 1: What is User Experience?
User Experience 1: What is User Experience?Marc Miquel
 

Similaire à Treatment Writing Pt II (20)

Usability Testing
Usability TestingUsability Testing
Usability Testing
 
About game design
About game designAbout game design
About game design
 
Finding The Fun
Finding The FunFinding The Fun
Finding The Fun
 
Introduction to programming
Introduction to programmingIntroduction to programming
Introduction to programming
 
Pixel Perfect Precision
Pixel Perfect PrecisionPixel Perfect Precision
Pixel Perfect Precision
 
Pp3 - Pixel Perfect Precision V3
Pp3 - Pixel Perfect Precision V3Pp3 - Pixel Perfect Precision V3
Pp3 - Pixel Perfect Precision V3
 
Build Your Own Games.pdf
Build Your Own Games.pdfBuild Your Own Games.pdf
Build Your Own Games.pdf
 
13 types of interface
13 types of interface13 types of interface
13 types of interface
 
Pig-faced Orcs: What designers can learn from old-school role-playing games (...
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Pig-faced Orcs: What designers can learn from old-school role-playing games (...
Pig-faced Orcs: What designers can learn from old-school role-playing games (...
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre production
 
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron RejwanMastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
 
Gui 设计&评审原则 完整
Gui 设计&评审原则 完整Gui 设计&评审原则 完整
Gui 设计&评审原则 完整
 
Yikes...It Looks Like That?! - UI Worst Practices
Yikes...It Looks Like That?! - UI Worst PracticesYikes...It Looks Like That?! - UI Worst Practices
Yikes...It Looks Like That?! - UI Worst Practices
 
ICT for teachers
ICT for teachersICT for teachers
ICT for teachers
 
Hr pts-e-dn-version 2.0
Hr pts-e-dn-version 2.0Hr pts-e-dn-version 2.0
Hr pts-e-dn-version 2.0
 
C programming guide new
C programming guide newC programming guide new
C programming guide new
 
Applied And Persuasive Applications For Museums
Applied And Persuasive Applications For MuseumsApplied And Persuasive Applications For Museums
Applied And Persuasive Applications For Museums
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
 
402 w2
402 w2402 w2
402 w2
 
User Experience 1: What is User Experience?
User Experience 1: What is User Experience?User Experience 1: What is User Experience?
User Experience 1: What is User Experience?
 

Plus de electricgeisha

Understanding Computer Games Industry Week 3
Understanding Computer Games Industry Week 3Understanding Computer Games Industry Week 3
Understanding Computer Games Industry Week 3electricgeisha
 
Understanding Computer Games Industry Week 2
Understanding Computer Games Industry Week 2Understanding Computer Games Industry Week 2
Understanding Computer Games Industry Week 2electricgeisha
 
Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1electricgeisha
 
Welcome Keita Takahashi
Welcome Keita TakahashiWelcome Keita Takahashi
Welcome Keita Takahashielectricgeisha
 
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...electricgeisha
 
Student notices 28th june
Student notices 28th juneStudent notices 28th june
Student notices 28th juneelectricgeisha
 
Student notices 24th may
Student notices 24th mayStudent notices 24th may
Student notices 24th mayelectricgeisha
 
Student notices 17th may
Student notices 17th mayStudent notices 17th may
Student notices 17th mayelectricgeisha
 
Events week japanese lesson 2 web
Events week japanese lesson 2 webEvents week japanese lesson 2 web
Events week japanese lesson 2 webelectricgeisha
 
Student Notices 26th April
Student Notices 26th AprilStudent Notices 26th April
Student Notices 26th Aprilelectricgeisha
 
Events Week 2010 timetable
Events Week 2010 timetableEvents Week 2010 timetable
Events Week 2010 timetableelectricgeisha
 

Plus de electricgeisha (20)

Understanding Computer Games Industry Week 3
Understanding Computer Games Industry Week 3Understanding Computer Games Industry Week 3
Understanding Computer Games Industry Week 3
 
Understanding Computer Games Industry Week 2
Understanding Computer Games Industry Week 2Understanding Computer Games Industry Week 2
Understanding Computer Games Industry Week 2
 
Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1
 
Welcome Keita Takahashi
Welcome Keita TakahashiWelcome Keita Takahashi
Welcome Keita Takahashi
 
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...
C:\Documents And Settings\Kelly Vero\My Documents\Confetti\Seminar\Gs9\Studen...
 
U72 lesson 10
U72 lesson 10U72 lesson 10
U72 lesson 10
 
Student notices 28th june
Student notices 28th juneStudent notices 28th june
Student notices 28th june
 
U72 lesson 08
U72 lesson 08U72 lesson 08
U72 lesson 08
 
U72 lesson 09
U72 lesson 09U72 lesson 09
U72 lesson 09
 
U72 lesson 08
U72 lesson 08U72 lesson 08
U72 lesson 08
 
U72 lesson 07
U72 lesson 07U72 lesson 07
U72 lesson 07
 
Student notices 24th may
Student notices 24th mayStudent notices 24th may
Student notices 24th may
 
U72 lesson 06
U72 lesson 06U72 lesson 06
U72 lesson 06
 
Student notices 17th may
Student notices 17th mayStudent notices 17th may
Student notices 17th may
 
U72 lesson 05
U72 lesson 05U72 lesson 05
U72 lesson 05
 
Events week japanese lesson 2 web
Events week japanese lesson 2 webEvents week japanese lesson 2 web
Events week japanese lesson 2 web
 
U72 lesson 04
U72 lesson 04U72 lesson 04
U72 lesson 04
 
Student Notices 26th April
Student Notices 26th AprilStudent Notices 26th April
Student Notices 26th April
 
U72 lesson 03
U72 lesson 03U72 lesson 03
U72 lesson 03
 
Events Week 2010 timetable
Events Week 2010 timetableEvents Week 2010 timetable
Events Week 2010 timetable
 

Dernier

1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
social pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajansocial pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajanpragatimahajan3
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfAyushMahapatra5
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactPECB
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3JemimahLaneBuaron
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpinRaunakKeshri1
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...EduSkills OECD
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAssociation for Project Management
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104misteraugie
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsTechSoup
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room servicediscovermytutordmt
 
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...Sapna Thakur
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...christianmathematics
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhikauryashika82
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024Janet Corral
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...fonyou31
 

Dernier (20)

Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Advance Mobile Application Development class 07
Advance Mobile Application Development class 07Advance Mobile Application Development class 07
Advance Mobile Application Development class 07
 
social pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajansocial pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajan
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across Sectors
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room service
 
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
BAG TECHNIQUE Bag technique-a tool making use of public health bag through wh...
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
 

Treatment Writing Pt II

  • 1. Treatment Writing 3 March 2010
  • 2. What is a Treatment? But what about games?
  • 3. Treatment Dos and Don’ts 5. In addition to the prose and the occasional list, game designs often also need to use other sorts of ways of conveying information (depending on the need). a. Tables - sometimes the best way to provide info is by means of a grid or table.
  • 4. Treatment Dos and Don’ts b. Pictures with callouts - an old Japanese proverb says it best. "Hearing 100 times is not as good as seeing once." (In our case, substitute "reading" for "hearing.") Some folks pepper their designs with tons of pictures but with minimal text and no callouts! Gotta use all the tools at your disposal. Show what the screen looks like during your game, and use callouts to point out the interface icons.
  • 5. Treatment Dos and Don’ts c. Flow Diagrams - flowcharts can be an effective tool for communicating with the programmer who will code your game, or for illustrating the overall structure of the game. Here's a flowchart I made to illustrate how flowcharts work. This one shows how a simple old arcade game (or Atari 2600 game) might work. It is vastly over-simplified and is just here to illustrate the concept of flowcharts as applied to games.
  • 6. Treatment Dos and Don’ts 6. Here are a few basic rules to keep in mind: a. Games should be "Easy to learn, difficult to master." (That one rule is very broad and encompasses a number of smaller "rules" I don't have time to go into here.) Another way to say something kind of similar [but not exactly] is: "Simple but deep." b. Games should be Fair, Intuitive, Fun, and Accessible. You probably already know what "fair" and "intuitive" and "fun" mean, but you might be wondering what I mean by "accessible." In a nutshell, that means that the game's subject matter is something that the game playing public already knows and loves, or at least will "get" very quickly after seeing it. If the game is about some weird far-out theme that the public can't “brap" within 30 seconds at most, then the game is "inaccessible" - it's beyond their reach, and they won't buy it.
  • 7. Treatment Dos and Don’ts c. The user interface should be consistent with standard usage. If your game uses the left index-finger trigger to make the character jump, then everybody's going to just get frustrated with your game. (Everybody knows the jump button should be the A or B button!) Players have become familiar with a "standard language" of games. Don't start speaking Klingon. d. Strike a balance between user-friendliness vs. control. The more control you give the player, the more complexity you burden the player with. Remember rule #1 above.
  • 8. Activity Look at a game you know – work in pairs please. Assess what the UI (User Interface) is actually about. Ask yourselves the following questions: Does it work? Is it user friendly? Does it feature highly in the game? What is wrong with it? Or, how could it be improved?
  • 9. Treatment Dos and Don’ts e. Keep in mind the difference between Videogames vs. Computer games. Videogames are typically played in the living room, den, or kid's bedroom - by younger players interested in action more than emotion or intellect. Computer games are typically played in the home office or the, um, office-office - by older players who may appreciate games that have more than just action, action, action in them. Also consider multi-player. For videogames the players usually have their own controller but have to share a TV. For computer games the players either have to share the keyboard and mouse (if both sitting at the same computer) or they can each have their own system entirely (if playing networked). And of course, network play is likely to become more common for videogame systems as time goes on - but I dread the image of all those telephone wires having to snake across the living room between the TV and the phone jack. Consider your audience, always.
  • 10. Treatment Dos and Don’ts f. "It is better to do three things well than five things poorly." - Nathan Mates. What he means by this is that simple designs are often better than complex designs. Quality is more important than a long feature list. Mates, a programmer who has to implement the brilliant creations of designers, says: 'Concentrate on getting what you've got (now) working well. Then, and only then, think about expanding. Saying "more" is often a cheap and easy design "decision" that's about as useful (and appealing) as tossing a can of concentrated orange juice into a swimming pool because "more is better." It ain't. "More" and "better" are independent variables, or loosely linked at best.' More or better? You decide!
  • 11. Treatment Dos and Don’ts g. The Inverted Pyramid. This is a practice begun by news reporters during the American Civil War. Reporters sending news by telegraph (a cutting-edge technology back then) knew that the line could be cut before they were finished sending, so they started by giving the most important points first, then expanding on that, and finishing off with the least important parts. This principle is still used today in newspapers, and it applies to game designs as well. Put the important concepts and the exciting stuff first, and put the boring details at the back end of your design documents and treatments.
  • 12. Activity Write an inverted pyramid for Killzone 2. (If you haven’t played it – write the pyramid with someone who has)
  • 13. Treatment Dos and Don’ts h. Communicate clearly, and put yourself in the place of the reader. You see the game in your mind's eye, but the readers can't, unless you explain it very succinctly. As you are writing, if any sentence you've written raises a question in the mind of the reader, you need to answer that question either in that very sentence or at least in the next one.
  • 14. Activity 1. Describe it 2. Scribe it! Get into pairs! Sit back to back, or use blindfolds...
  • 15. Treatment Dos and Don’ts i. Pictures are worth thousands of words. Diagrams, illustrations, charts, and tables are very illustrative. The use of words is unavoidable, but the dev team will greatly appreciate being shown how it works as opposed to having to read a telephone book. Try to keep your prose short and to the point, without leaving anything unexplained. j. All rules are made to be broken -- even this one. You can even try making a game that breaks them all (but then, of course, it wouldn't be breaking this one). The trick is to know when to break which rule. But when a game can be interesting WITHOUT breaking any rules, then you've really got something! k. Write a one-sentence description of your game. Write a one-paragraph description of your game. Write a 45-second "elevator pitch" describing your game. These three exercises are very important - they force you to distil the game's key features down to their essence. Taglines a go-go!