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How
to Get Game Design Experience
Free
Sample
The
information on this page is an excerpt from the e-book FabJob Guide
to Become a Video Game Designer. It is only a small sample of the valuable
information contained in the 184 page complete guide. The complete guide
offers many more ways to get experience and get hired as a video game designer.
Working
on a MUD
(Multi-User
Dungeon)
Online
multiplayer games such as Origin's Ultima Online have taken
the games world by storm. Now every publisher is wondering whether the
future of games lies in huge, immersive worlds in which players can lose
themselves every evening, while paying a monthly fee that allows for the
running of the game, further development and a profit.
Origin's
Ultima Online
http://www.uo.com

However,
long before Ultima Online was even proposed, there were already
many online worlds welcoming players from around the world. They eschewed
graphics in favor of text-based descriptions: quick, universal and low-bandwidth.
Players picked a character class (elf, human or barbarian, for example)
and teamed up with other players to form a party of adventurers who roamed
through a world of towns, shops and dungeons, spending hours slaying monsters
and completing quests.
For
the creators of these games, adding a room was a matter of writing some
code and a little text, so the worlds grew quickly. This was the world
of the Multi-User Dungeon, or MUD.
Today,
MUDs run either through a telnet link (the player's computer 'talks' directly
to the server computer across the Internet) or through a MUD client (a
modified interface that makes entering commands quicker). While many MUDs
now support color text
and text animations, few have moved into graphics, preferring the
low cost and low bandwidth approach to the extravagance of their commercial
counterparts.
MUDs'
proponents claim that the world created in a MUD can be every bit as rich
and varied as one created in graphical multiplayer role-playing game like
Ultima
Online. Some even say the MUD option is superior, since it forces
players to use their imaginations and caters to a wider range
of players since it does not need a powerful machine on which to run.
MUDs also have the advantage of almost always being free to play, unlike
Ultima Online and its commercial competitors who require a monthly subscription
fee.
For
the designer looking for a way to demonstrate his skills, the attraction
of helping to run a MUD should be obvious. Short of actually working for
one of the companies producing modern online games, this is the closest
to direct experience you can get. You will gain expertise in creating
new areas, new monsters and new quests. You will have to deal with player
problems, arbitrate in disagreements and pass judgment where necessary.
You will handle player accounts and even recruit players to help you. If
this sounds like something that's for you, here are the steps to getting
involved.
Becoming
a Player
The
first step is, of course, to become familiar with MUDs and the way they
work, and there is no better way to do this than to become a player yourself.
Playing a MUD is good experience for any would-be designer, even if you
do not intend to move into online gaming, because it demonstrates
how atmosphere and game play can be created using only minimal tools.
You
will want to find a MUD that suits your personal tastes, too. The
common generalization that "all MUDs are about pixies and dragons" is to
some extent true, as the vast majority of them are based on hardened Tolkien-esque
ideas.
However,
there are others that either turn these ideas on their heads or branch
out in an entirely different direction, preferring to capture players'
imaginations with science fiction or cyberpunk settings.
An
excellent starting point is The MUD Connector, a deservedly well-renowned
web page that lists every MUD its creators can find, along with full descriptions
and reviews. You can search for a MUD based on a wide range of criteria
and check its statistics and connection to assess whether it's still running.
The
MUD Connector
http://www.mudconnector.com
While
you're there, you should take the time to read the MUD FAQ at:MUD
FAQ
http://www.mudconnect.com/mudfaq
You'll
also need either a telnet client or a MUD client. The simplest
option is to use the telnet client built into Windows 98 (type 'telnet'
at the 'Run' prompt accessible from the Start bar). Alternatively you can
download a third-party telnet client such as: Vandyke.com
CRT
An excellent general-purpose terminal emulator, free to try, $34.95 to
buy the full, latest version.
http://www.vandyke.com
Another
solution is to use a MUD client. Unlike telnet clients, which can be used
for any purpose that involves your computer 'talking' directly to another
over the Internet, MUD clients are specifically for MUD players. They aren't
strictly necessary but can make things easier, providing you with
such options as auto-mapping, recording and replaying of movement (useful
for making long journeys quickly) and tools to help you connect to your
favorite MUD quickly and easily.
Some
require a shareware fee, but this may be worthwhile if you're going to
spend a lot of time MUDding. Two you may want to try are:
zMUD
An
all-purpose client, free to try for 30 days, $20 if you decide to keep
it
http://www.zuggsoft.com
Portal
for Windows 5.0
Also
includes a feature that lets you search for active MUDs, free to try, $24.95
for full registered version.
http://www.gameaxle.com
When
you've found an interesting MUD and obtained a telnet or MUD client, simply
connect and start playing. Be sociable, help other people and have
fun. If you decide that MUDding is for you, that's the time to start looking
into adding areas.
Help
to Run a MUD
All
MUDs need trusted players to help keep things running smoothly.
Be polite, friendly and responsible, help out new players and you will
gain the trust of the MUD administrators, who may then give you responsibilities
within the MUD. These may involve being available to answer questions from
new players, managing player accounts (removing players who haven't logged
on in a long time) or helping to build new rooms and areas.
All
of these aspects can be of great value to a designer, because by watching
how players react to new quests and ideas, finding ways to make the MUD
accessible to first-time players while keeping it challenging for old-hands
and dealing with frustrated players you'll gain experience perfect for
transferring into the running of a modern, graphical online game.
TIP:
Remember
to keep a log of your duties and experiences. From an employer's point
of view, it's particularly impressive to find a designer who has put heart
and soul into a MUD over a period of years, helping to take it from a little-played
one to a well-known name in MUD circles.
Running
Your Own MUD
Running
a MUD requires a solid knowledge of the 'C' programming language,
as well as a machine permanently linked to the Internet and enough
time to create a whole world for the players to explore. You may be able
to join up with an existing MUD group that is in need of a designer to
plan new areas and quests, but be ready to learn some programming skills
of your own.
The
best place to find potential teammates for such a project is either to
get talking with both players and administrators on MUDs you play on (there's
a fair chance that someone on the MUD is thinking of starting their own
one) or on one of the Usenet newsgroups devoted to MUDs. In particular,
try:
rec.games.mud.admin
All
things related to the administration of MUDs
rec.games.mud.announce
This
is a moderated group where you might well find news of a new MUD starting
up that could use a new designer
rec.games.mud.misc
Miscellaneous
postings, a good place to get a feel for the community
Also
useful is the MUD Resource Collection, an index of documents relating
to all aspects of MUDding and MUD building. MUD
Resource Collection
http://www.godlike.com/muds
The
MUD
connector (mentioned above) is also an excellent source of information
for those thinking of starting their own MUD. You will find answers to
your questions on everything from building areas to getting your MUD hosted.The
MUD connector
http://www.mudconnect.com
Showing
Your Experience to an Employer
Unlike
a single-player game that you have designed, a MUD cannot be simply sent
on a CD-ROM to a potential employer, nor can you take screenshots of it
as you could with a Half Life or Quake level. What you can do is outline
exactly what you have been responsible for on a MUD, whether it's player
administration, design and building of new areas or the creation of the
MUD itself.
Include
a single line stating the length of time you worked on the MUD, its name
and your responsibilities as part of the experience listings in your resume.
Then, on a separate sheet of paper, create an 'invitation' to the
employer to visit your MUD. List the unique features of the MUD and state
exactly what you have been responsible for throughout your time working
on it. Provide the name and Internet location (IP address) of the MUD so
the employer can easily visit you.
A
useful tip is to create a player account for the employer in advance,
then send them the name of their character and its password. This serves
two purposes: firstly, it will entice the employer to try the MUD (the
fact you've taken the trouble to create an account especially for the company
will make them feel they should at least stop in once).
Secondly,
if you create a unique account for each company you contact (And why shouldn't
you, since creating new player accounts costs you nothing?) you
can tell by looking at the MUD's logs if employers are looking at your
work.
It
also doesn't do any harm to have a trusted player look out for the employer's
character and welcome them to the MUD if they see them, perhaps
showing them some of the most impressive areas. This isn't cheating-remember
that unlike a normal player, the employer will probably only visit once
and only for a short time. Make the employer's visit interesting and exciting
and you'll impress much, much more.
The
above is only a small sample of the valuable information in the FabJob Guide to Become a Video Game Designer.
The complete guide describes many additional ways to get experience, along
with detailed advice on how to get hired as a video game designer. Visit www.FabJob.com/video.asp for more
information. |
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