Warren Spector's Seven Game Pitch Questions
As we've previously noted, Junction Point head honcho and Deus Ex creator Warren Spector now has a game design blog, and his newest post looks at a multitude of issues, the most interesting being a recollection (from a GDC design talk) of his own internal meters for the criteria he applies to each of his game concepts.
As he comments, in the design talk "...I revealed for the first and only time the Seven Questions I always ask myself to determine if an idea is worth pursuing. You know the really weird thing? I don’t even tell my teams about this — I go through this exercise alone, evey time, every game." The Seven Questions are:
"1. What are we trying to do? What’s the core idea?
2. What’s the potential? Why do this game over all the others we could do?
3. What are the development challenges? Really hard stuff is fine — impossible or unfundable? Not so good…
4. Has anyone done this before? If so, what can we learn from them? If not, what does that tell us?
5. How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!
6. What’s the player fantasy and does that lead to good player goals? If the fantasy and the goals aren’t there, it’s a bad idea.
7. What does the player do? What are the “verbs” of the game?"
A good set of questions - Spector ends by noting: "If I can’t answer the questions above, or the answers come out negative, the idea never makes it to the next stage — conceptualization. If the answers are positive — if there are good reasons to make the game, the development challenges aren’t too bad, the idea is well-suited to the medium... we move on to concepting and the real fun begins."









Comments
> How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!
I agree for sure that there are many ideas that are poor choices for games, and if you can't think of a particular reason for your idea to be interactive, then maybe it'd be better served by a different medium. But I'm a little surprised that Spector would dismiss entire kinds of ideas as not worth pursuing. Surely there's always some angle one could take on the general concept that would fit the games medium.
A love story? I think it's already been done, occasionally quite well. What is ICO if not a love story? The relationship between the two main characters is not only established in cosmetic details such as their movement animations, it's even woven into the gameplay; the player's actions make sense in the context of how Ico and Yorda interact as people.
Certainly the medium has as many weaknesses as strengths, and many ideas would be far more successful as novels, or documentaries, or comics. But I'd like to think that for any general theme, there's always some way you could approach it that would wind up illuminating and still play to the medium's strengths. It might sometimes take a bunch of crazy indie types and several failed experiments, though, rather than the funds of a major developer.
Posted by: Shih Tzu | September 3, 2007 2:09 AM
The original post has a bit more context for this - it's not entirely a throwaway remark, to be fair.
Posted by: simonc | September 3, 2007 7:18 AM
What!? I read blogs precisely so I don't have to do all the work of reading a primary source! :)
Posted by: Shih Tzu | September 3, 2007 7:15 PM