Hello, I'm Choi Sung woong from Korea Creative Content Agency's Game Talent Training Program
Today, I will explain the basic concepts
And design methods of system planning
What is system planning in video games?
Before that, let's explore
The broader concept of game design
Game design is synonymous with game planning
Encompassing the design and documentation of all elements that go into a game
Of all elements that go into a game including its structure, rules
Story, characters, graphics, sound, and more
Among these, system design encompasses the internal mechanism design
Rule setting, balancing adjustments, and data management within a game
In other words, system design involves creating the internal logic and rules of a game
which are crucial
for determining the immersion and enjoyment of the game
If we were to use an analogy with a human
The visible appearance would represent content design
While the skeleton, organs, and long term functions would be likened to system design
Then, what does the process of system planning involve?
Let's explore each step one by one from now on
The process of system planning If a decision has been made to include a particular system
Based on the director's vision and team discussion
The first order of business is
Determining the intended design goals of this system
Typically, at the higher level of system planning
There exists an overarching design intent for the entire game
Accordingly, you should write the plan considering
What experience this system will provide
To players and what role it will play in the game
Aligning with this direction
Considerations and examples when setting design intent The first step in establishing the game's design intent
Is to define a focused objective
Developing a accessible and enjoyable party game
That families can enjoy together
For players of all ages
Like so, it is crucial
To focus development efforts effectively
Secondly, you need to provide a specific game experience
Create a story driven role playing game
That allows players to experience the role of medieval knights
It is important to clearly define the game's theme and genre
To provide the development team with a clear direction
Thirdly, goal oriented gameplay is necessary
For example, developing a simple yet deep puzzle game
That allows players to enjoy it in a short amount of time
Gradually providing challenging levels
To maintain player satisfaction
The design intent focuses on controlling
Gameplay duration and difficulty
Aiming to provide a foundation and direction
For sustaining player interest
Fourthly, there is also the design intent to utilize specific technologies
Developing a horror game using VR technology
To fully immerse players
Is an example of focusing on
Specific technology in game design
Maximizing technical feasibility and delivering a unique user experience
When the game's objectives are clear, achievable
And aligned with player demands and expectations
The design intent is established in a way that allows
The development process to proceed more systematically and efficiently
This can also be a crucial factor influencing the completion of the game
Then, what about the design intent which is lower level?
According to the overall game design intent mentioned earlier
The same system can have different design intents
Shall we first look at an incorrect design intent?
Incorrect system design intent example Design intent for a trading system
Supporting player to player trading
The above statement is difficult to consider as a design intent
The reason is that it lacks specifics about
what experience it will provide to the players
And merely states the purpose without elaborating on it
How about this?
Both are design intents for a trading system
But upon closer examination, they differ in their intended directions
System design intent example Design intent for a trading system 1
Encourage players to spend their currency
And promote continued engagement
The first trading system aims
to encourage expenditure of currency
By promoting unrestricted item trading
And ensuring items are non retradeable once acquired
Thus making it a player bound item
In an online world without the concept of second hand items
Allowing direct retrading would result in
Items circulating among players without expenditure of currency
Additionally, promoting continued engagement
Often involves designing additional hurdles
Such as time limits for listing items
Or confirmation steps after completing trades
Design intent for a trading system 2
Reduce player's resource collection times
And ensure secure trading
The second trading system aims
to reduce the time players spend crafting desired items by trading
ensuring transparency
through a structure managed by the developer
rather than individual trades
This includes an intention that the amount of In game currency generated
Can increase continuously, but the development team intends
To induce currency expenditure through means other than a trading system
In this way, the planning intention of the system
Requires a specific direction regarding
How to guide players towards certain gameplay
That aligns with the game's direction
Therefore, the specific functionalities can vary accordingly
Let's explore the requirements for designing
The rules of the system following the planning intention
System Rule Design Requirement 1, Simplicity
The simplicity of a system is distinct from mere simplicity
The biggest difference lies in the degree of universality
Even for a single function, it should be utilized
Appropriately across various aspects
For example, in Super Mario, the act of jumping
Is a basic function primarily used to overcome obstacles
In addition, jumping in Super Mario
Includes actions such as stomping on enemies
Destroying obstacles above, and progressing forward
Although encompassing various functionalities
these are all actions derived from the basic jump in Super Mario
If all these actions were defined
As separate systems with additional controls, how would players feel?
They might feel that the learning curve has steepened
potentially losing interest in the game due to increased complexity
Thus, the simplicity of game systems
Can be seen as an essential element
In designing a smooth learning process for players
Enabling them to adapt to
And apply various devices within the game easily
System Rule Design Requirement 2, Cohesion
Since all systems take place within a single game
It's necessary to design them with consideration
For their coherence with other systems
Each system operates independently in its role
But they synergize harmoniously to enhance
The game's completeness, which is a crucial factor
Let's consider a typical online game as an example
What kinds of systems can be
Included as elements of items?
Exploring the integration of systems with items Items can be produced through crafting
In addition to drops within the field
And they can undergo enhancement or disassembly
In item production, enhancement, and disassembly, currency is often consumed
And the resulting products can serve as materials for other systems
The interconnectedness of systems, where they influence each other organically
Adds depth to the game and enhances
Its completeness thereby extending the game's lifespan
Breaking down overly complex systems through distribution
helps lower the learning hurdle for players
And provides them with more time to adapt to the game
Therefore, modern games have become more complex in their systems
Compared to the past, but many adopt an approach
Where systems are introduced to players gradually through levels or quests
System Rule Design Requirement 3, scalability
In the past, games were focused on one-time sales to consumers
But modern games emphasize ongoing management
And service after the sale
Accordingly, designing systems with the possibility of
Continual expansion is crucial
Even if the current arena ranking system is
Divided into 4 tiers for example
It's important to plan ahead
For expansion by preparing internal data up to 10 tiers
Similarly, when implementing jumping mechanics
Consider scalability to include features like double jumps
Or mid-air evasion which can be interconnected
Advantages of System Design Considering Scalability If this planning is effectively communicated
Programmers can design structures in advance
Considering variables' scope and logic
while artists can prepare designs by considering
Animations' bone separation or background perspectives
During game development
Inevitable revisions and iterative work arise
However, designing systems with scalability in mind
Helps minimize these tasks as much as possible
Scalable data design also
Influences the re usability of systems
For example, if the frozen status ailment
includes effects like movement restriction, immobilization
And ongoing damage over time
defining it as a single state simplifies its implementation
However, each additional similar status ailment would increase the data load
However, if effects like movement acceleration, deceleration, and periodic damage
Are implemented individually, they can be combined and reused
This approach allows for the expansion
And implementation of various status effects
Such as slowing, accelerating, poisoning, and more, beyond just freezing
System Rule Design Requirement 4, Integrity
System designers require logical thinking as essential
Here, logic refers to the clarity of expressions that can be distinguished
(Logic in system planning) As true or false rather than the validity of reasons or justifications
In system planning, rules must be designed
To avoid contradictions and negative impacts on balance
For example, creating a rule where a spear can penetrate any defense
And a shield can block anything
Would be logically inconsistent and cannot coexist
Moreover, if currency is spent upon entering a dungeon
But isn't consumed if you exit within 10 seconds
Then logically, there shouldn't be any rewards obtainable
Within the dungeon in less than 10 seconds
When a system integrity error occurs Players may experience a sense of relative deprivation
For example, in competitive games where rankings
Are determined through competition
Intentional loss to artificially boost a specific player's rank
Can be considered a breach of system integrity rather than a bug
Verification of integrity typically isn't discovered during system design
But rather emerges after implementation is completed through testing
Therefore, system planning encompasses
Not just writing documents
And inputting data
But also includes continuous testing
Components and flow of system planning
Once the decision on what system to develop and the planning intent are determined
The next step is to draft an initial project plan
The role of the initial project plan is to describe the direction of the system
And its role within the game
It should gather relevant team members and be presented in a review format
Before proceeding to full-scale implementation
As the final step before moving into detailed planning
it's crucial to thoroughly review the initial plan from scratch
This process requires clear understanding and persuasive communication
In the subsequent detailed planning phase, you will proceed to create system specifications
The system specification document clearly defines the nature of fields
Where rules and numerical values can be inserted
Ensuring no systemic errors or omissions occur
Furthermore, it should include all additional resources
Needed to implement the system
And any required modifications to other systems
After the detailed planning document is delivered to the art and programming teams
There should be a procedure in place to regularly review and validate it
Even though it was explained to the art and programming teams during the review stage
Changes in system volume or implementation details
Often occur according to the schedule
It's important to immediately incorporate any changed planning details
And ensure they are communicated again
This habit keeps the development process
Up to date and prevents any disruptions
The contents included in the detailed project plan are as follows
First, detailed rules
You must clearly specify the operational principles
And rules of each system component
Second, flowchart
Visualizing the overall flow of the system
Is logically beneficial
Third, UI planning
The system typically includes accompanying UI
Descriptions detailing the functions of each UI and how they operate are necessary
Fourth, data tables
Apart from the visible UI
There are data tables managed by the planner
For example, attributes that increase when a character changes jobs
Or reaches level 10, or types of materials
And their probabilities obtained from dismantling specific items
Detailed columns and connection information
Between data tables are necessary
Fifth, resource list
Even though development may be possible
With existing resources
A list is needed outlining
Any additional resources required, including sound
Sixth, text list
Includes all texts
That help players understand the system
Such as UI and system messages
Next, I will describe the prototype
A prototype refers to the process of rapidly implementing
Core systems to validate the fun and logical coherence
Through actual demonstrations
Prototype Creation Method 1, Board Game
Board games are the most traditional method of prototyping
Visualizing and validating game rules
Using paper, dice, and other components
While board game prototyping can be applied similarly to turn based games
Its effectiveness in providing a comparable
Real time gaming experience is limited
Prototype Creation Method 2, Map Editor
The map editors like those in StarCraft or Warcraft
Were originally intended for creating campaigns within the games
However, their great functionality allows for creating various games without coding
After some time to grasp their features
Did you know that League of Legends, a game enjoyed by many worldwide today
Originated from a map editor in StarCraft
Called Aeon of Strife (AOS)?
In this way, using a map editor from an existing game
Allows you to validate some systems of your own game
That you're creating
Prototype Creation Method 3, Commercial Engines
Using commercial engines like Unity or Unreal Engine
Implementing directly through Blueprints
For a game designer, there have traditionally been
Significant hurdles to personally implementing a game
However, with the advancement of commercial engines and assets today
The barriers to game development have significantly lowered compared to the past
Of course, achieving a fully optimized, server ready game for release
Still requires considerable effort from programmers
However, verifying systems in a simple form has become
Feasible for designers to do on their own in this era
We just looked into the elements included
In the detailed project plan
Key elements of the detailed project plan The most important element is undoubtedly the design of the system's rules
What is rule design?
It involves systematically organizing the flow of logic
For example, if we were to establish rules for making a bow out of wood
What might they be?
System Rule Design Example, Making a Wooden Bow First, fell trees to obtain the wood required for crafting the bow
Process the wood to ultimately craft the bow
The components of this process are listed as follows
Let's classify the functions applied to each component
The character cutting down trees,
The intermediate material lumber and the final product bow
To fell trees, a character's felling action
And a UI for crafting an inventory
To store materials are necessary
Once components and functions are listed like this
The next step would be defining states to execute these functions
State definition refers to establishing criteria
Such as the proximity to trees for felling
The number of attempts or time spent on felling
And interactions during felling like chatting or responding to monster attacks
Listing the tree-felling system up to exception handling
Completes what can be seen as detailed rule design
Encompassing all aspects including exceptions
We've now explored very basic rules through component classification
Function categorization, and state definition
Since real systems are more complex
Utilizing the steps described earlier in sequence
Can help in defining rules effectively
Finally, I will discuss the most important but often unseen element
In system planning which is data table design
A table is the space where all resources and in game data are inputted
Which is essential for the operation of the game
Typically managed using tools like Excel or Unity
Or uses custom made tools
these tables are processed into formats
Like JSON, XML, or CSV compatible with various game engines
Table data can be broadly categorized
Into general purpose data and table specific data
General purpose data refers to essential information in a game such as maximum level ranges or the game's name
Typically in a format that requires minimal modifications once set
A data table consists of
Numerous rows and columns
Managing content in games
That can undergo continuous changes or updates
For example, a data table for items might include numerical values
such as attack power and defense based on item level as well as textual data like status effects
Designing efficient columns like these can greatly impact
Data management in long term service
Let's summarize the flow of system planning to conclude
The flow of system planning System planning begins with defining the planning intent
And evolves into detailed planning through reviews
Subsequently, implementation progresses, and upon completion
The planner inputs data
Afterward, the process involves iterating
Through continuous testing to identify logical errors
In that process, validating system fun and intent
Through prototypes, if possible, is effective
With that, we've covered the concept of system planning
System planners should always cultivate a habit of logical expression
Remember, the process involves
Not just documenting but also includes
Continuous testing and validation
Thank you
Concept and Design Methodology of System Planning
System Planning, Creating the internal logic and rules of the game The crucial stage that determines the immersion and enjoyment of the game
System Planning Process, Direction and Concept Meetings, System Decision, Planning Intent Determination Writing Initial Proposal, Writing Detailed Planning Document
Requirements for System Rule Design Conciseness, Coherence, Scalability, Integrity
Components and Flow of System Planning Components of a Detailed Project Plan
Detailed Rules, Clearly specifying the operational principles and rules for each system and component Flowchart, Visualizing and organizing the overall flow of the system
UI Planning, Describing the functionality and operation of the user interface Data Tables, Requires connection information between data tables and detailed columns
Resource List, Required resources and additional development needs Require the list for resources
Text List, Necessary for players to understand the system Includes all texts
Flow of Detailed Rule Design Setting Rule Flow, Identifying Components, Classifying Functions, Defining States, Exception Handling