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Where do you start when creating a GDD for a more expansive game?

Started by Amyrildora Dec 3, 2009 at 4:26 PM 1 replies 1.6k views
Original Post
Amyrildora
Amyrildora
Hey all ive recently been working on a GDD for a rpg I plan to start creating sometime next year, but Im having a block of sorts and I was wondering if you guys could help me ... When you start a GDD of a more expansive game where do you start? give me an order in which you would do these.. 1-Game story- 2-Game Ideas- (stuff you would like to see in the game) 3-Critters- (monsters you wanna see in the game) 4-Characters- (people who the player will interact with such as quest givers) 5-The player- and anything else you could think of? Thanks to all whom answer
sunandshadow
sunandshadow
I'd do:
1. Do you have a particular strong inspiration for gameplay genre, story, or particular features? If so, start with the inspiration.
2. If not, either the gameplay genre or the basic story concept should be decided first, then the other of those decided second to be compatible with the first choice.
3. Research similar games and make a list of features they have, types of gameplay goals, control systems used, whatever seems relevant.
4. Either write a plot outline or make a desired features list, then use the one you've just done to help do the other.
5. Now a development schedule, concept art, and technology choices all need to get made.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Tom Sloper
Tom Sloper
Quote:
Original post by Amyrildora
1-Game story-
2-Game Ideas- (stuff you would like to see in the game)
3-Critters- (monsters you wanna see in the game)
4-Characters- (people who the player will interact with such as quest givers)
5-The player-

None of the above. Start with the heart of the game concept. Start by understanding what exactly makes your game unique and special. Once you have that understanding, work to develop it.
-- Tom Sloper    --      sloperama.com

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