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Doug Kaufman, Designer
For 21 years, Doug Kaufman has been designing games. He tried to do other things.
He went to school to be an actor and even spent some time in New York pursuing that
particular career. But even while in college, the allure of the game-design seductress
drew his attention from his classes. Doug published his first game while in college,
a tabletop war game called Ace of AcesT which simulates WWI air combat.
At some point prior to making it big in Hollywood (or New York), Doug's fate came
knocking and he joined the team at West End Games. There, he designed or developed
roleplaying games such as Star Wars®: Star WarriorsT, Arabian NightsT, Kings & ThingsT,
and one of my personal all-time favorite tabletop RPGs: ParanoiaT. As I'm sure you
know, these games occupy special places on every dedicated gamer's shelves.
From there, Doug immediately moved from designing paper games to designing electronic
ones. He made the transition through Microprose, contributing to such games as Command
HQT, DarklandsT, DragonsphereT, Colonization® and Civilization II®. After a few
other odd jobs, he has finally landed at Big Huge Games. He's home. And, he's making
great games, like Rise of Nations, just for us.
Hi, Doug! You have a varied background! How do you feel
that your experience in acting and in designing tabletop games has fed into your
success as a computer game designer?
Doug: Acting has actually been quite useful to my career as a computer game designer.
First of all, it drew me into the business, strange as it may seem: when I was struggling
to make it as an actor, I looked for any kind of job that would put food on the
table. I found out that West End was offering free pizza in exchange for game testing,
and since I had plenty of boardgaming background, that sounded like a great way
to get a free meal to me. I really had no plans to become a game designer professionally,
at that point.
Also, theater taught me to work in a team environment, especially one that's full
of high-tempered, creative people who aren't used to a "9-to-5 corporate environment."
I can't think of a better description of most game companies. There's a lot about
putting together a show that's similar to putting together a complicated computer
game design, including such oft-overlooked concepts as "The show must go on!" (i.e.,
the game must ship on such-and-such a date regardless), and "Everyone is important
to the show!" (i.e., aspects of art, programming, and design all have to be integrated).
As for board games, they obviously help teach principles of game design, and hone
many skills that will be useful in all aspects of gaming. As mentioned above, the
environment is similar (assuming you work for a company, as I did, and are not a
freelancer), and the education in elementary business (budget, deadlines) is useful
along with the more difficult-to-teach creative aspects.
And finally, if it weren't for my experience in board games, I don't know how easy
it would have been to get a computer job in the first place.
What are the basic differences in how you approach the
design of a tabletop game versus the design of a computer game?
Doug: The most striking difference is pretty simple: the design of a boardgame is
most often done alone, or with a very small group of people. Computer games (for
me at least) have been much more of a collaborative effort. This means that the
design of a boardgame is more like painting a picture or writing a novel, and computer
games are more of a group-think, like putting on a show.
As for the design principles involved, many are similar...but the effect of them
is different. With a boardgame, you can make a prototype and fiddle with specific
aspects; it's very modular. I find computer games to be much more "of a piece;"
that is, the design has to be more cohesive. Yes, you can tweak systems, but the
repercussions are more grand than with a board game, and that's one reason why the
design of a computer game can easily take two years where the design of a boardgame
typically takes 6 months.
Finally, most tabletop games are designed to be for 2 players, or more. The systems
and concepts used have to take into account the "human factor" of personal interrelationships.
Most computer games are single-player experiences, or need to have excellent single-player
modes, and this of course informs all sorts of different design concepts.
Rise of Nations is a history-based strategy game, but
you also seem to have deep roots in science fiction and fantasy. Do you have a favorite
genre?
Doug: That's hard to say. Typically my favorite genre is the one I'm currently working
on, but I guess fantasy is my most favorite of all. There are pros and cons to all
genres, but I find the cons of fantasy (difficulty in creating cohesive, creative
fantasy worlds that are internally consistent and compelling) to be fun and something
I'm good at, whereas the cons of other genres (like History: must at least *feel*
historically accurate; or Science Fiction: must at least *feel* scientifically plausible)
are a little more difficult for me.
You've partnered with Brian Reynolds on numerous games.
How does that design process work exactly?
Doug: Damned if we know.
I guess it's a good back-and-forth of concepts, execution in prototype, and refinement.
We have many similar skills, but also fill in each other's blind spots to a certain
degree. We usually start by making a list of what we hope to accomplish, focusing
especially on the parts we think are the most risky or difficult. Brian is the one
who makes things actually happen on screen...and then we go back and forth as to
how fun a thing is, how close something is to fulfilling its original purpose, and
what, if any, fundamental concepts we need to re-think. Typically a lot of the basic
beginning ideas survive to the end product, but in highly mutated form.
Once we have the basics, we just keep playing and playing and playing, and ask ourselves
each time "what did we learn from that?" We also do a lot of random brainstorming
to solve various small issues that crop up.
Can you give us a description of what it's been like to
design Rise of Nations?
Doug: Highly satisfying! We started with our concept paper-what we wanted this game
to accomplish within the genre in which we'd chosen to work. That involved a lot
of "We like this type of game, but not these aspects of this type of game. How can
we change it and make it better?" We prototyped it...and quickly found those aspects
that weren't working out, and those that seemed to be especially fun. With a LOT
of back and forth from art, programming, and design, we (I hope) shed all the baggage
and kept only the cool, fun aspects of the original design. As I said above, many
of the initial ideas (attrition and supply, commerce caps, city centers, population
levels, national borders, support costs) survived, but in highly mutated form.
It's been tiring, sometimes frustrating, and lots of fun. All through the project,
we had one exciting thing going for us: we were creating something that wasn't quite
like anything else. And it was a game WE wanted to play.
What's your next project?
Doug: Our next project is figuring out what our next project will be. Actually,
we're still in the throes of the finishing touches to RoN, and thinking about any
add-on packs we might want to do. The next major game is still just in the "here's
a thought" stage.
All the world's a stage, huh? Well, I happen to know that in the games industry,
every thought is potential gold, and game designers never actually leave the "here's
a thought" stage, no matter how hard they try. They're always brewing ideas for
this or that or these.. Anyway, good luck, Doug! I can't wait to see which of your
thoughts grow into real treasures!
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