After brief chit chat
between participants and a round of drinks, Ernest Adams started
his presentation "Bad
game designer, no Twinkie!". What followed was a personal,
although very compelling, list of areas where game design
often serves to defeat common sense and the player, rather
than let the player defeat the bad guy.
For
example, top of the list of bad design decisions that Ernest
highlighted were those where game elements defy common sense. The player has a rocket
launcher capable of blasting apart giant space robots but a
simple wooden door requires a key to pass through. Ernest
pointed out that it was design elements like this that really
serve to put off non-gamers, and we couldn't agree more. After
all, how many times have you had a significant other or non-gamer
say "shoot it! Kill it!" leaving you to patiently explain
why it isn't possible, to which they roll their eyes and
leave you to it.
The
rest of Ernest's presentation highlighted a long and often
funny list of design issues that both good and bad games
have failed to tackle. Some on
the list were controversial, like having no freedom to save
where you want. Other issues raised were less controversial,
such as having stupid opponents, poor acting and click-the-pixel
puzzles. Ernest provided a quite complete list of designer
foibles and presented it in a most amusing fashion making
this chapter meet a real treat and one well worth attending.
After
his superb presentation Ernest took a series of questions
and was kind enough to stay around for a while to chat
to the audience. And so, in no
particular order, our thanks go to Criterion for sponsoring
the bar, to Codemafia for sponsoring the venue, and to Ernest
for kindly coming up to Birmingham to deliver his thought
provoking talk.
Take a look
a Ernest Adams' informative and interesting site, 'The Designers
Notebook', when you get the chance. Well worth a few hours
of anyone's time, designer or not. www.designersnotebook.com