Train2Game news: Rayman Origins developer on benefits of ‘less is more’ game design

Train2Game game designers should find Rayman Origins designer Chris McEntee’s discussion of Ubisofts ‘rational design’ interesting, as he explains how he believes its key to success in game design.

“Rational design is all about eliminating unnecessary information, making things inherently readable, understandable and apparent, introducing mechanics in an orderly and easily digestible fashion, and preserving the learning and difficulty curves of a game, known as macro flow.” McEntee told Gamasutra in a huge feature on game design.

“In principle, it is best to provide a player with significantly interesting and deep mechanics that are well explored and exploited through clever rationalized level design, rather than injecting the game full of one-shot gameplay mechanics to feign depth.”

The Rayman Origins designer added that when it comes to game design, keeping it simple with a less is more approach is a good philosophy to follow.

“We try, as designers, to overstuff our games with content, ideas and objectives because we think that makes it more clever or fun,” said McEntee.

“When we rationalize our game systems and keep things simple but deep, we can truly create a good and meaningful gameplay experience that is also efficient for the team and easy to troubleshoot through iterative play-testing.

“I feel that rationalization is one of the keys to success in the game design field.” he added

Train2Game students can read the full 8 page feature on game design over at Gamasutra.

What are your thoughts on the idea of less being more as a philosophy for game design?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

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