into this main design document. As I have discussed, one problem with a big design
document like this is that it can be unwieldy to find information in. Thus, for these later
changes to the game, it was easier to isolate the new information in a smaller document
to which people could easily refer. Further complicating matters are some sections of
the document that were added not because they were well thought-out or even espe-
cially needed, but because someone not on the development team requested them, to
make the document seem more complete. For example, the section on vibration is not
particularly detailed and the final vibration implementation is significantly different.
Indeed, if I were to create this document all over again, I would try to write a signif-
icantly more condensed document that would convey information more simply and in
less space, while also hyperlinking to separate, more detail-oriented documents. A
number of sections of this document could easily be broken out into separate docu-
ments. For example, it would be good to have most of the back-story and character
descriptions in a separate story bible. Having a number of separate documents would
probably work best over a Wiki-type web-based system that everyone on the team
could easily access and update. Also, the biggest problem with this document is how
“fossilized” it is. There are many sections that are out of date, such as references to the
game’s old targeting system that was scrapped midway through development. In part,
the reason so many other documents were made instead of updating this one is
because, after a given point, the programming team knew not to trust the design docu-
ment for the definitive word on any given feature.
Since it was so out of date, fans ofThe Sufferingwill find many differences between
this document and the final game, some of which may prove amusing. In addition to all
of the changes from earlier in the project that never made it into the document, readers
will notice that this document is dated July 7, 2003, a full eight months before we finally
shipped. Of course, during this time many changes were made to the game. Some of the
more interesting differences include:
- The game was originally calledUnspeakable, but this was changed halfway through
development, and I saw no need to update the document for this cosmetic change,
except in the title page of the document. - The “Quest Items” were cut from the game completely, and the puzzles that used
them were redesigned. - Dozak was renamed Xombium.
- The Cartwheeler creature was renamed the Slayer, and the creature that was
originally called the Slayer was renamed the Marksman. - On the art side, the “Stun Stick” was conceptualized, modeled, and textured, but
its functionality was never implemented because there was some concern whether
it would be a fun weapon to use and we ran out of development time.
580 Appendix B: Sample Design Document:The Suffering