fully explain your system, even if it is “just like the mechanic found inSuper Mario 64.”
A comparison to a popular game can provide the reader with a starting point to under-
standing a complex game system you are describing. If she can remember that game,
she will instantly have some idea of what you are talking about. Of course, to prevent
any confusion, you must still include a thorough description of that aspect of your
design. Comparisons are rarely useful enough to replace a thorough explanation of how
a system is supposed to work. Therefore, do not rely on a comparison as a crutch to
save you the trouble of documenting some gameplay. Nonetheless, having started with
the comparison, your readers will have a better chance of understanding exactly what
you are driving at when you go on to fully describe and document the system.
The Sections.................................
The game design documents I write typically break down into the following major sec-
tions. Within each of these, there will be further subdivisions, and not every game may
require that all of these sections be used.
- Table of Contents
- Introduction/Overview
- Game Mechanics
- Artificial Intelligence
- Game Elements
- Story Overview
- Game Progression
- System Menus
Chapter 19: The Design Document 359
Though comparisons to
existing games, such as
the oft-citedSuper
Mario 64, may be
appropriate in the
design document, the
designer should be
careful to fully explain
what she means by the
comparison.