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Molyneux on Design

The Future of Games from a Design Perspective on GameSpy offers a recap of a discussion of game design at the DICE Summit given by famed designer Peter Molyneux. Along the way, he offers a simple summary of how good game design is suited to simple summaries:

Molyneux pointed out that whenever you try to tell a friend about a great book or a great movie, they often ask "What's it about?" A game is no different. Successful games can be summed up in one line, no matter how wild or unconventional the final gameplay or technology behind it. For example, Populous is summed up with the idea: "You are a God." "Build your own theme park" is the concept behind Molyneux's Theme Park. The concept is something people can easily grab on to, easily understand -- they know they want to play the game before they even see it. "This is the lynchpin of developing a game," Molyneux explained.

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36. I think what he's saying is... Mar 8, 2004, 08:18 Eon
...that every game that was great could be summed up in one sentence by the guys implementing it. It was, after all, a talk directed at people who make games, right?

Let's get one thing straight - when it comes to getting a game designed, implemented and brought to market - Warren Spector is a CHILD compared to Peter Molyneux.

I don't mean to criticise Warren, here, I personally view him very much as the Western version of Shigeru Miyamoto. If you're talking Design then I'd love to hear anything Warren has to say, but if you're talking the Design Process then you need to shut up and listen to the man who has more succesfull projects under his belt than just about anybody.

End of fucking line.
This comment was edited on Mar 8, 08:19.
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