Saturday, February 25, 2012

The Perfect Game Engine


Does not exist... Like any craft, designers need to learn the limitations and strengths of every tool they use - and consequently, how each tool fits into the production pipeline. Once all the technicalities are dispensed with and interfaces internalized, only then can deliberate and intentional artistic vision begin to shine through.

But sometimes a tool can just "click." As in, the tool itself conforms to your way of thinking. Maybe it was made by someone like you. Maybe you made the tool. Those tools can be enjoyable to use and efficient. But those tools are nearly impossible to make.

Or at least that's my perspective on the subject.

A much more well documented tool design concept is the trade-off between flexibility and complexity. By sacrificing features and flexibility, the tool can become much easier too use. This is because, when strict guidelines are imposed, more parts of the process can be automated, and interfaces can become more intuitive as excess options and possibilities are removed. Official game editors tend to resemble this.

But that restricts creativity and innovation.

As more options are added, more and more burden is placed on the creator to handle the complexity of the environment. Because so many different combinations and single-use cases can occur, the designer is tasked with performing what could be automated in a simple system. Licensed game engines tend to be like this.

In my opinion, the Creation Kit does an excellent job of balancing both parts of this spectrum. Limiting itself to modifying existing archetypes in Skyrim, it still allows for a remarkable amount of flexibility and scripting in quests, item design, and location creation. Simple modifications are extremely easy to form, while complex ones are proportionally difficult. It really is, probably, one of the best official game editors released. I'm having almost as much fun in the Creation Kit as I had in Skyrim itself.

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