…the real work is the film, and the tasks that go into the completed film are all parts of the process. To put it bluntly, as long as the film is made, it doesn’t matter what method was used…
- Hayao Miyazaki
A lot of times, we don’t quite know what the game we are actually making is. It doesn’t matter whether we’re working by ourselves or with a team… the problem can still arise. Maybe we have a collection of features we think we want. Or we have requirements from managers or money people. We perhaps have an IP license in the mix. We have a target market. We have a deep burning desire to express something, something personal or something aesthetic or something lofty.
For me, formalizing tools like this is like tying string around a finger. It’s to help me remember.
In my experience, teams that can articulate the soul of the game are more likely to be successful than those who aren’t; and teams that have not yet jelled or that are new to gamemaking are the ones least likely to know their game’s soul.