WEBVTT 1 00:00:27.825 --> 00:00:31.275 Hello, I'm Choi Sung woong from Korea Creative Content Agency's Game Talent Training Program 2 00:00:31.275 --> 00:00:34.925 Today, I will explain the basic concepts 3 00:00:34.925 --> 00:00:37.875 And design methods of system planning 4 00:00:37.875 --> 00:00:40.525 What is system planning in video games? 5 00:00:40.525 --> 00:00:43.375 Before that, let's explore 6 00:00:43.375 --> 00:00:45.525 The broader concept of game design 7 00:00:45.525 --> 00:00:48.825 Game design is synonymous with game planning 8 00:00:48.825 --> 00:00:54.625 Encompassing the design and documentation of all elements that go into a game 9 00:00:54.625 --> 00:00:57.625 Of all elements that go into a game including its structure, rules 10 00:00:57.625 --> 00:00:59.625 Story, characters, graphics, sound, and more 11 00:00:59.625 --> 00:01:04.475 Among these, system design encompasses the internal mechanism design 12 00:01:04.475 --> 00:01:08.074 Rule setting, balancing adjustments, and data management within a game 13 00:01:08.074 --> 00:01:11.124 In other words, system design involves creating the internal logic and rules of a game 14 00:01:11.124 --> 00:01:13.074 which are crucial 15 00:01:13.074 --> 00:01:16.924 for determining the immersion and enjoyment of the game 16 00:01:16.924 --> 00:01:18.674 If we were to use an analogy with a human 17 00:01:18.674 --> 00:01:21.724 The visible appearance would represent content design 18 00:01:21.724 --> 00:01:26.624 While the skeleton, organs, and long term functions would be likened to system design 19 00:01:26.624 --> 00:01:30.024 Then, what does the process of system planning involve? 20 00:01:30.024 --> 00:01:32.674 Let's explore each step one by one from now on 21 00:01:32.674 --> 00:01:36.919 The process of system planning If a decision has been made to include a particular system 22 00:01:36.919 --> 00:01:39.919 Based on the director's vision and team discussion 23 00:01:39.919 --> 00:01:41.924 The first order of business is 24 00:01:41.924 --> 00:01:45.174 Determining the intended design goals of this system 25 00:01:45.174 --> 00:01:47.874 Typically, at the higher level of system planning 26 00:01:47.874 --> 00:01:50.524 There exists an overarching design intent for the entire game 27 00:01:50.524 --> 00:01:53.274 Accordingly, you should write the plan considering 28 00:01:53.274 --> 00:01:56.274 What experience this system will provide 29 00:01:56.274 --> 00:01:58.474 To players and what role it will play in the game 30 00:01:58.474 --> 00:02:00.274 Aligning with this direction 31 00:02:00.274 --> 00:02:02.774 Considerations and examples when setting design intent The first step in establishing the game's design intent 32 00:02:02.774 --> 00:02:05.839 Is to define a focused objective 33 00:02:05.839 --> 00:02:09.199 Developing a accessible and enjoyable party game 34 00:02:09.199 --> 00:02:11.574 That families can enjoy together 35 00:02:11.574 --> 00:02:13.324 For players of all ages 36 00:02:13.324 --> 00:02:15.374 Like so, it is crucial 37 00:02:15.374 --> 00:02:18.119 To focus development efforts effectively 38 00:02:18.119 --> 00:02:21.639 Secondly, you need to provide a specific game experience 39 00:02:21.639 --> 00:02:24.639 Create a story driven role playing game 40 00:02:24.639 --> 00:02:27.240 That allows players to experience the role of medieval knights 41 00:02:27.240 --> 00:02:30.800 It is important to clearly define the game's theme and genre 42 00:02:30.800 --> 00:02:34.360 To provide the development team with a clear direction 43 00:02:34.360 --> 00:02:38.360 Thirdly, goal oriented gameplay is necessary 44 00:02:38.360 --> 00:02:42.240 For example, developing a simple yet deep puzzle game 45 00:02:42.240 --> 00:02:45.119 That allows players to enjoy it in a short amount of time 46 00:02:45.119 --> 00:02:48.080 Gradually providing challenging levels 47 00:02:48.080 --> 00:02:50.374 To maintain player satisfaction 48 00:02:50.374 --> 00:02:53.074 The design intent focuses on controlling 49 00:02:53.074 --> 00:02:54.960 Gameplay duration and difficulty 50 00:02:54.960 --> 00:02:57.674 Aiming to provide a foundation and direction 51 00:02:57.674 --> 00:02:59.679 For sustaining player interest 52 00:02:59.679 --> 00:03:03.479 Fourthly, there is also the design intent to utilize specific technologies 53 00:03:03.479 --> 00:03:07.199 Developing a horror game using VR technology 54 00:03:07.199 --> 00:03:09.399 To fully immerse players 55 00:03:09.399 --> 00:03:12.039 Is an example of focusing on 56 00:03:12.039 --> 00:03:14.320 Specific technology in game design 57 00:03:14.320 --> 00:03:18.199 Maximizing technical feasibility and delivering a unique user experience 58 00:03:18.199 --> 00:03:22.080 When the game's objectives are clear, achievable 59 00:03:22.080 --> 00:03:25.119 And aligned with player demands and expectations 60 00:03:25.119 --> 00:03:26.973 The design intent is established in a way that allows 61 00:03:26.973 --> 00:03:30.973 The development process to proceed more systematically and efficiently 62 00:03:30.973 --> 00:03:34.573 This can also be a crucial factor influencing the completion of the game 63 00:03:34.573 --> 00:03:37.523 Then, what about the design intent which is lower level? 64 00:03:37.523 --> 00:03:40.523 According to the overall game design intent mentioned earlier 65 00:03:40.523 --> 00:03:43.673 The same system can have different design intents 66 00:03:43.673 --> 00:03:45.773 Shall we first look at an incorrect design intent? 67 00:03:45.773 --> 00:03:47.623 Incorrect system design intent example Design intent for a trading system 68 00:03:47.623 --> 00:03:49.759 Supporting player to player trading 69 00:03:49.759 --> 00:03:52.880 The above statement is difficult to consider as a design intent 70 00:03:52.880 --> 00:03:55.173 The reason is that it lacks specifics about 71 00:03:55.173 --> 00:03:57.039 what experience it will provide to the players 72 00:03:57.039 --> 00:03:59.623 And merely states the purpose without elaborating on it 73 00:03:59.623 --> 00:04:01.360 How about this? 74 00:04:01.360 --> 00:04:04.823 Both are design intents for a trading system 75 00:04:04.823 --> 00:04:08.473 But upon closer examination, they differ in their intended directions 76 00:04:08.473 --> 00:04:10.823 System design intent example Design intent for a trading system 1 77 00:04:10.823 --> 00:04:13.160 Encourage players to spend their currency 78 00:04:13.160 --> 00:04:15.440 And promote continued engagement 79 00:04:15.440 --> 00:04:18.040 The first trading system aims 80 00:04:18.040 --> 00:04:20.640 to encourage expenditure of currency 81 00:04:20.640 --> 00:04:23.040 By promoting unrestricted item trading 82 00:04:23.040 --> 00:04:25.679 And ensuring items are non retradeable once acquired 83 00:04:25.679 --> 00:04:28.160 Thus making it a player bound item 84 00:04:28.160 --> 00:04:30.773 In an online world without the concept of second hand items 85 00:04:30.773 --> 00:04:32.640 Allowing direct retrading would result in 86 00:04:32.640 --> 00:04:35.760 Items circulating among players without expenditure of currency 87 00:04:35.760 --> 00:04:38.480 Additionally, promoting continued engagement 88 00:04:38.480 --> 00:04:40.880 Often involves designing additional hurdles 89 00:04:40.880 --> 00:04:43.523 Such as time limits for listing items 90 00:04:43.523 --> 00:04:46.323 Or confirmation steps after completing trades 91 00:04:46.323 --> 00:04:48.423 Design intent for a trading system 2 92 00:04:48.423 --> 00:04:50.839 Reduce player's resource collection times 93 00:04:50.839 --> 00:04:52.720 And ensure secure trading 94 00:04:52.720 --> 00:04:54.523 The second trading system aims 95 00:04:54.523 --> 00:04:58.320 to reduce the time players spend crafting desired items by trading 96 00:04:58.320 --> 00:04:59.873 ensuring transparency 97 00:04:59.873 --> 00:05:03.839 through a structure managed by the developer 98 00:05:03.839 --> 00:05:06.079 rather than individual trades 99 00:05:06.079 --> 00:05:09.679 This includes an intention that the amount of In game currency generated 100 00:05:09.679 --> 00:05:13.040 Can increase continuously, but the development team intends 101 00:05:13.040 --> 00:05:16.373 To induce currency expenditure through means other than a trading system 102 00:05:16.373 --> 00:05:18.519 In this way, the planning intention of the system 103 00:05:18.519 --> 00:05:20.123 Requires a specific direction regarding 104 00:05:20.123 --> 00:05:23.359 How to guide players towards certain gameplay 105 00:05:23.359 --> 00:05:25.273 That aligns with the game's direction 106 00:05:25.273 --> 00:05:27.973 Therefore, the specific functionalities can vary accordingly 107 00:05:27.973 --> 00:05:29.873 Let's explore the requirements for designing 108 00:05:29.873 --> 00:05:33.173 The rules of the system following the planning intention 109 00:05:33.173 --> 00:05:35.172 System Rule Design Requirement 1, Simplicity 110 00:05:35.172 --> 00:05:38.872 The simplicity of a system is distinct from mere simplicity 111 00:05:38.872 --> 00:05:41.772 The biggest difference lies in the degree of universality 112 00:05:41.772 --> 00:05:44.972 Even for a single function, it should be utilized 113 00:05:44.972 --> 00:05:47.622 Appropriately across various aspects 114 00:05:47.622 --> 00:05:50.399 For example, in Super Mario, the act of jumping 115 00:05:50.399 --> 00:05:53.823 Is a basic function primarily used to overcome obstacles 116 00:05:53.823 --> 00:05:56.119 In addition, jumping in Super Mario 117 00:05:56.119 --> 00:05:58.320 Includes actions such as stomping on enemies 118 00:05:58.320 --> 00:06:00.839 Destroying obstacles above, and progressing forward 119 00:06:00.839 --> 00:06:03.160 Although encompassing various functionalities 120 00:06:03.160 --> 00:06:06.122 these are all actions derived from the basic jump in Super Mario 121 00:06:06.122 --> 00:06:09.320 If all these actions were defined 122 00:06:09.320 --> 00:06:13.322 As separate systems with additional controls, how would players feel? 123 00:06:13.322 --> 00:06:15.519 They might feel that the learning curve has steepened 124 00:06:15.519 --> 00:06:17.822 potentially losing interest in the game due to increased complexity 125 00:06:17.822 --> 00:06:20.239 Thus, the simplicity of game systems 126 00:06:20.239 --> 00:06:22.322 Can be seen as an essential element 127 00:06:22.322 --> 00:06:24.920 In designing a smooth learning process for players 128 00:06:24.920 --> 00:06:27.559 Enabling them to adapt to 129 00:06:27.559 --> 00:06:29.672 And apply various devices within the game easily 130 00:06:29.672 --> 00:06:31.422 System Rule Design Requirement 2, Cohesion 131 00:06:31.422 --> 00:06:34.372 Since all systems take place within a single game 132 00:06:34.372 --> 00:06:36.640 It's necessary to design them with consideration 133 00:06:36.640 --> 00:06:38.072 For their coherence with other systems 134 00:06:38.072 --> 00:06:41.422 Each system operates independently in its role 135 00:06:41.422 --> 00:06:44.839 But they synergize harmoniously to enhance 136 00:06:44.839 --> 00:06:47.922 The game's completeness, which is a crucial factor 137 00:06:47.922 --> 00:06:50.622 Let's consider a typical online game as an example 138 00:06:50.622 --> 00:06:52.119 What kinds of systems can be 139 00:06:52.119 --> 00:06:54.522 Included as elements of items? 140 00:06:54.522 --> 00:06:56.679 Exploring the integration of systems with items Items can be produced through crafting 141 00:06:56.679 --> 00:06:59.000 In addition to drops within the field 142 00:06:59.000 --> 00:07:02.880 And they can undergo enhancement or disassembly 143 00:07:02.880 --> 00:07:07.720 In item production, enhancement, and disassembly, currency is often consumed 144 00:07:07.720 --> 00:07:10.972 And the resulting products can serve as materials for other systems 145 00:07:10.972 --> 00:07:14.672 The interconnectedness of systems, where they influence each other organically 146 00:07:14.672 --> 00:07:17.119 Adds depth to the game and enhances 147 00:07:17.119 --> 00:07:20.920 Its completeness thereby extending the game's lifespan 148 00:07:20.920 --> 00:07:23.972 Breaking down overly complex systems through distribution 149 00:07:23.972 --> 00:07:26.359 helps lower the learning hurdle for players 150 00:07:26.359 --> 00:07:29.072 And provides them with more time to adapt to the game 151 00:07:29.072 --> 00:07:32.622 Therefore, modern games have become more complex in their systems 152 00:07:32.622 --> 00:07:35.839 Compared to the past, but many adopt an approach 153 00:07:35.839 --> 00:07:39.772 Where systems are introduced to players gradually through levels or quests 154 00:07:39.772 --> 00:07:41.772 System Rule Design Requirement 3, scalability 155 00:07:41.772 --> 00:07:45.522 In the past, games were focused on one-time sales to consumers 156 00:07:45.522 --> 00:07:49.239 But modern games emphasize ongoing management 157 00:07:49.239 --> 00:07:51.771 And service after the sale 158 00:07:51.771 --> 00:07:55.200 Accordingly, designing systems with the possibility of 159 00:07:55.200 --> 00:07:56.921 Continual expansion is crucial 160 00:07:56.921 --> 00:07:59.371 Even if the current arena ranking system is 161 00:07:59.371 --> 00:08:01.671 Divided into 4 tiers for example 162 00:08:01.671 --> 00:08:03.371 It's important to plan ahead 163 00:08:03.371 --> 00:08:06.221 For expansion by preparing internal data up to 10 tiers 164 00:08:06.221 --> 00:08:10.279 Similarly, when implementing jumping mechanics 165 00:08:10.279 --> 00:08:12.371 Consider scalability to include features like double jumps 166 00:08:12.371 --> 00:08:15.171 Or mid-air evasion which can be interconnected 167 00:08:15.171 --> 00:08:17.559 Advantages of System Design Considering Scalability If this planning is effectively communicated 168 00:08:17.559 --> 00:08:20.720 Programmers can design structures in advance 169 00:08:20.720 --> 00:08:24.320 Considering variables' scope and logic 170 00:08:24.320 --> 00:08:27.079 while artists can prepare designs by considering 171 00:08:27.079 --> 00:08:30.760 Animations' bone separation or background perspectives 172 00:08:30.760 --> 00:08:32.371 During game development 173 00:08:32.371 --> 00:08:35.039 Inevitable revisions and iterative work arise 174 00:08:35.039 --> 00:08:37.760 However, designing systems with scalability in mind 175 00:08:37.760 --> 00:08:39.960 Helps minimize these tasks as much as possible 176 00:08:39.960 --> 00:08:41.521 Scalable data design also 177 00:08:41.521 --> 00:08:43.571 Influences the re usability of systems 178 00:08:43.571 --> 00:08:45.919 For example, if the frozen status ailment 179 00:08:45.919 --> 00:08:50.221 includes effects like movement restriction, immobilization 180 00:08:50.221 --> 00:08:52.840 And ongoing damage over time 181 00:08:52.840 --> 00:08:55.271 defining it as a single state simplifies its implementation 182 00:08:55.271 --> 00:08:56.971 However, each additional similar status ailment would increase the data load 183 00:08:56.971 --> 00:09:02.721 However, if effects like movement acceleration, deceleration, and periodic damage 184 00:09:02.721 --> 00:09:06.121 Are implemented individually, they can be combined and reused 185 00:09:06.121 --> 00:09:11.021 This approach allows for the expansion 186 00:09:11.021 --> 00:09:12.571 And implementation of various status effects 187 00:09:12.571 --> 00:09:15.071 Such as slowing, accelerating, poisoning, and more, beyond just freezing 188 00:09:15.071 --> 00:09:17.371 System Rule Design Requirement 4, Integrity 189 00:09:17.371 --> 00:09:20.571 System designers require logical thinking as essential 190 00:09:20.571 --> 00:09:24.471 Here, logic refers to the clarity of expressions that can be distinguished 191 00:09:24.471 --> 00:09:28.471 (Logic in system planning) As true or false rather than the validity of reasons or justifications 192 00:09:28.471 --> 00:09:31.640 In system planning, rules must be designed 193 00:09:31.640 --> 00:09:34.771 To avoid contradictions and negative impacts on balance 194 00:09:34.771 --> 00:09:38.621 For example, creating a rule where a spear can penetrate any defense 195 00:09:38.621 --> 00:09:40.921 And a shield can block anything 196 00:09:40.921 --> 00:09:42.971 Would be logically inconsistent and cannot coexist 197 00:09:42.971 --> 00:09:46.821 Moreover, if currency is spent upon entering a dungeon 198 00:09:46.821 --> 00:09:50.371 But isn't consumed if you exit within 10 seconds 199 00:09:50.371 --> 00:09:52.880 Then logically, there shouldn't be any rewards obtainable 200 00:09:52.880 --> 00:09:55.471 Within the dungeon in less than 10 seconds 201 00:09:55.471 --> 00:10:00.220 When a system integrity error occurs Players may experience a sense of relative deprivation 202 00:10:00.220 --> 00:10:03.620 For example, in competitive games where rankings 203 00:10:03.620 --> 00:10:05.420 Are determined through competition 204 00:10:05.420 --> 00:10:08.420 Intentional loss to artificially boost a specific player's rank 205 00:10:08.420 --> 00:10:12.120 Can be considered a breach of system integrity rather than a bug 206 00:10:12.120 --> 00:10:16.270 Verification of integrity typically isn't discovered during system design 207 00:10:16.270 --> 00:10:19.420 But rather emerges after implementation is completed through testing 208 00:10:19.420 --> 00:10:21.520 Therefore, system planning encompasses 209 00:10:21.520 --> 00:10:23.520 Not just writing documents 210 00:10:23.520 --> 00:10:26.270 And inputting data 211 00:10:26.270 --> 00:10:29.170 But also includes continuous testing 212 00:10:29.170 --> 00:10:33.170 Components and flow of system planning 213 00:10:33.170 --> 00:10:36.679 Once the decision on what system to develop and the planning intent are determined 214 00:10:36.679 --> 00:10:39.220 The next step is to draft an initial project plan 215 00:10:39.220 --> 00:10:43.119 The role of the initial project plan is to describe the direction of the system 216 00:10:43.119 --> 00:10:45.420 And its role within the game 217 00:10:45.420 --> 00:10:49.280 It should gather relevant team members and be presented in a review format 218 00:10:49.280 --> 00:10:51.770 Before proceeding to full-scale implementation 219 00:10:51.770 --> 00:10:55.119 As the final step before moving into detailed planning 220 00:10:55.119 --> 00:10:57.920 it's crucial to thoroughly review the initial plan from scratch 221 00:10:57.920 --> 00:11:01.570 This process requires clear understanding and persuasive communication 222 00:11:01.570 --> 00:11:05.670 In the subsequent detailed planning phase, you will proceed to create system specifications 223 00:11:05.670 --> 00:11:09.880 The system specification document clearly defines the nature of fields 224 00:11:09.880 --> 00:11:11.770 Where rules and numerical values can be inserted 225 00:11:11.770 --> 00:11:15.220 Ensuring no systemic errors or omissions occur 226 00:11:15.220 --> 00:11:17.440 Furthermore, it should include all additional resources 227 00:11:17.440 --> 00:11:19.400 Needed to implement the system 228 00:11:19.400 --> 00:11:22.170 And any required modifications to other systems 229 00:11:22.170 --> 00:11:26.020 After the detailed planning document is delivered to the art and programming teams 230 00:11:26.020 --> 00:11:29.220 There should be a procedure in place to regularly review and validate it 231 00:11:29.220 --> 00:11:32.670 Even though it was explained to the art and programming teams during the review stage 232 00:11:32.670 --> 00:11:35.599 Changes in system volume or implementation details 233 00:11:35.599 --> 00:11:38.470 Often occur according to the schedule 234 00:11:38.470 --> 00:11:41.719 It's important to immediately incorporate any changed planning details 235 00:11:41.719 --> 00:11:43.870 And ensure they are communicated again 236 00:11:43.870 --> 00:11:45.420 This habit keeps the development process 237 00:11:45.420 --> 00:11:47.720 Up to date and prevents any disruptions 238 00:11:47.720 --> 00:11:50.570 The contents included in the detailed project plan are as follows 239 00:11:50.570 --> 00:11:52.840 First, detailed rules 240 00:11:52.840 --> 00:11:55.520 You must clearly specify the operational principles 241 00:11:55.520 --> 00:11:57.919 And rules of each system component 242 00:11:57.919 --> 00:11:59.840 Second, flowchart 243 00:11:59.840 --> 00:12:03.200 Visualizing the overall flow of the system 244 00:12:03.200 --> 00:12:04.960 Is logically beneficial 245 00:12:04.960 --> 00:12:06.840 Third, UI planning 246 00:12:06.840 --> 00:12:09.880 The system typically includes accompanying UI 247 00:12:09.880 --> 00:12:14.479 Descriptions detailing the functions of each UI and how they operate are necessary 248 00:12:14.479 --> 00:12:17.159 Fourth, data tables 249 00:12:17.159 --> 00:12:19.479 Apart from the visible UI 250 00:12:19.479 --> 00:12:22.520 There are data tables managed by the planner 251 00:12:22.520 --> 00:12:25.080 For example, attributes that increase when a character changes jobs 252 00:12:25.080 --> 00:12:27.719 Or reaches level 10, or types of materials 253 00:12:27.719 --> 00:12:31.919 And their probabilities obtained from dismantling specific items 254 00:12:31.919 --> 00:12:34.080 Detailed columns and connection information 255 00:12:34.080 --> 00:12:36.000 Between data tables are necessary 256 00:12:36.000 --> 00:12:38.400 Fifth, resource list 257 00:12:38.400 --> 00:12:41.200 Even though development may be possible 258 00:12:41.200 --> 00:12:43.000 With existing resources 259 00:12:43.000 --> 00:12:46.159 A list is needed outlining 260 00:12:46.159 --> 00:12:48.679 Any additional resources required, including sound 261 00:12:48.679 --> 00:12:51.239 Sixth, text list 262 00:12:51.239 --> 00:12:53.919 Includes all texts 263 00:12:53.919 --> 00:12:56.000 That help players understand the system 264 00:12:56.000 --> 00:12:58.119 Such as UI and system messages 265 00:12:58.119 --> 00:13:00.569 Next, I will describe the prototype 266 00:13:00.569 --> 00:13:03.919 A prototype refers to the process of rapidly implementing 267 00:13:03.919 --> 00:13:06.479 Core systems to validate the fun and logical coherence 268 00:13:06.479 --> 00:13:09.169 Through actual demonstrations 269 00:13:09.169 --> 00:13:12.619 Prototype Creation Method 1, Board Game 270 00:13:12.619 --> 00:13:16.269 Board games are the most traditional method of prototyping 271 00:13:16.269 --> 00:13:18.819 Visualizing and validating game rules 272 00:13:18.819 --> 00:13:20.969 Using paper, dice, and other components 273 00:13:20.969 --> 00:13:23.869 While board game prototyping can be applied similarly to turn based games 274 00:13:23.869 --> 00:13:26.840 Its effectiveness in providing a comparable 275 00:13:26.840 --> 00:13:28.469 Real time gaming experience is limited 276 00:13:28.469 --> 00:13:30.569 Prototype Creation Method 2, Map Editor 277 00:13:30.569 --> 00:13:33.239 The map editors like those in StarCraft or Warcraft 278 00:13:33.239 --> 00:13:37.069 Were originally intended for creating campaigns within the games 279 00:13:37.069 --> 00:13:40.799 However, their great functionality allows for creating various games without coding 280 00:13:40.799 --> 00:13:44.069 After some time to grasp their features 281 00:13:44.069 --> 00:13:49.069 Did you know that League of Legends, a game enjoyed by many worldwide today 282 00:13:49.069 --> 00:13:51.599 Originated from a map editor in StarCraft 283 00:13:51.599 --> 00:13:53.519 Called Aeon of Strife (AOS)? 284 00:13:53.519 --> 00:13:56.599 In this way, using a map editor from an existing game 285 00:13:56.599 --> 00:13:58.719 Allows you to validate some systems of your own game 286 00:13:58.719 --> 00:14:00.519 That you're creating 287 00:14:00.519 --> 00:14:02.619 Prototype Creation Method 3, Commercial Engines 288 00:14:02.619 --> 00:14:06.419 Using commercial engines like Unity or Unreal Engine 289 00:14:06.419 --> 00:14:09.419 Implementing directly through Blueprints 290 00:14:09.419 --> 00:14:11.419 For a game designer, there have traditionally been 291 00:14:11.419 --> 00:14:13.119 Significant hurdles to personally implementing a game 292 00:14:13.119 --> 00:14:16.269 However, with the advancement of commercial engines and assets today 293 00:14:16.269 --> 00:14:19.819 The barriers to game development have significantly lowered compared to the past 294 00:14:19.819 --> 00:14:24.359 Of course, achieving a fully optimized, server ready game for release 295 00:14:24.359 --> 00:14:26.568 Still requires considerable effort from programmers 296 00:14:26.568 --> 00:14:28.799 However, verifying systems in a simple form has become 297 00:14:28.799 --> 00:14:31.868 Feasible for designers to do on their own in this era 298 00:14:31.868 --> 00:14:33.868 We just looked into the elements included 299 00:14:33.868 --> 00:14:35.418 In the detailed project plan 300 00:14:35.418 --> 00:14:39.918 Key elements of the detailed project plan The most important element is undoubtedly the design of the system's rules 301 00:14:39.918 --> 00:14:41.799 What is rule design? 302 00:14:41.799 --> 00:14:45.118 It involves systematically organizing the flow of logic 303 00:14:45.118 --> 00:14:48.119 For example, if we were to establish rules for making a bow out of wood 304 00:14:48.119 --> 00:14:49.968 What might they be? 305 00:14:49.968 --> 00:14:54.280 System Rule Design Example, Making a Wooden Bow First, fell trees to obtain the wood required for crafting the bow 306 00:14:54.280 --> 00:14:57.960 Process the wood to ultimately craft the bow 307 00:14:57.960 --> 00:15:01.000 The components of this process are listed as follows 308 00:15:01.000 --> 00:15:04.679 Let's classify the functions applied to each component 309 00:15:04.679 --> 00:15:09.080 The character cutting down trees, 310 00:15:09.080 --> 00:15:12.640 The intermediate material lumber and the final product bow 311 00:15:12.640 --> 00:15:16.320 To fell trees, a character's felling action 312 00:15:16.320 --> 00:15:19.320 And a UI for crafting an inventory 313 00:15:19.320 --> 00:15:21.640 To store materials are necessary 314 00:15:21.640 --> 00:15:24.280 Once components and functions are listed like this 315 00:15:24.280 --> 00:15:27.719 The next step would be defining states to execute these functions 316 00:15:27.719 --> 00:15:31.559 State definition refers to establishing criteria 317 00:15:31.559 --> 00:15:35.520 Such as the proximity to trees for felling 318 00:15:35.520 --> 00:15:38.468 The number of attempts or time spent on felling 319 00:15:38.468 --> 00:15:41.668 And interactions during felling like chatting or responding to monster attacks 320 00:15:41.668 --> 00:15:43.918 Listing the tree-felling system up to exception handling 321 00:15:43.918 --> 00:15:46.239 Completes what can be seen as detailed rule design 322 00:15:46.239 --> 00:15:48.868 Encompassing all aspects including exceptions 323 00:15:48.868 --> 00:15:53.268 We've now explored very basic rules through component classification 324 00:15:53.268 --> 00:15:55.268 Function categorization, and state definition 325 00:15:55.268 --> 00:15:57.760 Since real systems are more complex 326 00:15:57.760 --> 00:16:00.840 Utilizing the steps described earlier in sequence 327 00:16:00.840 --> 00:16:02.818 Can help in defining rules effectively 328 00:16:02.818 --> 00:16:06.368 Finally, I will discuss the most important but often unseen element 329 00:16:06.368 --> 00:16:10.718 In system planning which is data table design 330 00:16:10.718 --> 00:16:15.000 A table is the space where all resources and in game data are inputted 331 00:16:15.000 --> 00:16:18.918 Which is essential for the operation of the game 332 00:16:18.918 --> 00:16:21.168 Typically managed using tools like Excel or Unity 333 00:16:21.168 --> 00:16:23.618 Or uses custom made tools 334 00:16:23.618 --> 00:16:27.168 these tables are processed into formats 335 00:16:27.168 --> 00:16:30.418 Like JSON, XML, or CSV compatible with various game engines 336 00:16:30.418 --> 00:16:33.018 Table data can be broadly categorized 337 00:16:33.018 --> 00:16:35.368 Into general purpose data and table specific data 338 00:16:35.368 --> 00:16:39.917 General purpose data refers to essential information in a game such as maximum level ranges or the game's name 339 00:16:39.917 --> 00:16:43.559 Typically in a format that requires minimal modifications once set 340 00:16:43.559 --> 00:16:45.817 A data table consists of 341 00:16:45.817 --> 00:16:48.280 Numerous rows and columns 342 00:16:48.280 --> 00:16:50.917 Managing content in games 343 00:16:50.917 --> 00:16:53.567 That can undergo continuous changes or updates 344 00:16:53.567 --> 00:16:57.717 For example, a data table for items might include numerical values 345 00:16:57.717 --> 00:17:00.317 such as attack power and defense based on item level as well as textual data like status effects 346 00:17:00.317 --> 00:17:04.267 Designing efficient columns like these can greatly impact 347 00:17:04.267 --> 00:17:08.417 Data management in long term service 348 00:17:08.417 --> 00:17:12.167 Let's summarize the flow of system planning to conclude 349 00:17:12.167 --> 00:17:15.667 The flow of system planning System planning begins with defining the planning intent 350 00:17:15.667 --> 00:17:18.160 And evolves into detailed planning through reviews 351 00:17:18.160 --> 00:17:21.267 Subsequently, implementation progresses, and upon completion 352 00:17:21.267 --> 00:17:23.389 The planner inputs data 353 00:17:23.389 --> 00:17:25.517 Afterward, the process involves iterating 354 00:17:25.517 --> 00:17:28.717 Through continuous testing to identify logical errors 355 00:17:28.717 --> 00:17:32.117 In that process, validating system fun and intent 356 00:17:32.117 --> 00:17:36.217 Through prototypes, if possible, is effective 357 00:17:36.217 --> 00:17:39.167 With that, we've covered the concept of system planning 358 00:17:39.167 --> 00:17:42.817 System planners should always cultivate a habit of logical expression 359 00:17:42.817 --> 00:17:46.067 Remember, the process involves 360 00:17:46.067 --> 00:17:48.517 Not just documenting but also includes 361 00:17:48.517 --> 00:17:51.817 Continuous testing and validation 362 00:17:51.817 --> 00:17:53.017 Thank you 363 00:17:53.017 --> 00:17:54.067 Concept and Design Methodology of System Planning 364 00:17:54.067 --> 00:17:55.967 System Planning, Creating the internal logic and rules of the game The crucial stage that determines the immersion and enjoyment of the game 365 00:17:55.967 --> 00:17:58.017 System Planning Process, Direction and Concept Meetings, System Decision, Planning Intent Determination Writing Initial Proposal, Writing Detailed Planning Document 366 00:17:58.017 --> 00:18:00.017 Requirements for System Rule Design Conciseness, Coherence, Scalability, Integrity 367 00:18:00.017 --> 00:18:01.267 Components and Flow of System Planning Components of a Detailed Project Plan 368 00:18:01.267 --> 00:18:02.667 Detailed Rules, Clearly specifying the operational principles and rules for each system and component Flowchart, Visualizing and organizing the overall flow of the system 369 00:18:02.667 --> 00:18:03.967 UI Planning, Describing the functionality and operation of the user interface Data Tables, Requires connection information between data tables and detailed columns 370 00:18:03.967 --> 00:18:05.267 Resource List, Required resources and additional development needs Require the list for resources 371 00:18:05.267 --> 00:18:06.617 Text List, Necessary for players to understand the system Includes all texts 372 00:18:06.617 --> 00:18:07.917 Flow of Detailed Rule Design Setting Rule Flow, Identifying Components, Classifying Functions, Defining States, Exception Handling