Professional Interview & Notes - John Romero | Pt. 1
Professional Interview & Notes
John Romero Interview (video informal
interview): IGN – We Play DOOM with John Romero (2013)
Worked on titles: 2400 AD, DOOM, DOOM 2, STRIFE, Commander
Keen, Wolfenstein 3D, Hexen, Shadow Caster, Quake
Professional Game
Design Veteran (20+ years’ experience) Lead Developer/ Game Designer/
Programmer / Co-Founder @ Id Software
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Fun fact, that the
first level seen by the user was actually the last level made. In the premise
that by the time you get to make the last level, it should be your best work so
should be portrayed first. Primarily focused on simple definition, by the use
of simple colour palettes and suggested perspective.
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In order to convey
the sense of realism, after killing an enemy they intentionally left the dead
bodies that the player had created in order to avoid and arcade platform.
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Iterative Play design process. Immediately play, to
feel the space we are trying to showcase. With constantly re-tweaking in order
to create a great flow from level reset. Ideally designed in order to complete
with basic equipment.
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Giving the player
multiple options to create a feeling to want to explore.
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The intention to lead the player through exploration,
in the sense of flipping a switch which then opens up a secret door somewhere
else in the level. This then teaches the player that their actions have effects
in other parts of the world, which is then rewarded for their efforts. This can
also be used to introduce interesting mechanics for the player to use and
ultimately seek in their play through.
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If you have an
idea, just try to make an initial concept with it being quick and easy to test.
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Another design choice was to create entities that had
negative insight to different entities within the game, to which they will
attack each other as well as the player, to give an added sense chaos.
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Another design
method he aspires towards is the idea of exploration for the player, in order
for them to be excited and engaged with the game.
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Recycle areas, so
that the player goes through the area multiple times in order to aid in
navigation and level design.
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Maximise design, by recycling elements in multiple ways.
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