GameSpot may receive revenue from affiliate and advertising partnerships for sharing this content and from purchases through links.

Developer for A Day 4

A community-run contest in which we accept design documents from members of the GameSpot community and judge them based on how they would be made into a game.

Comments
By GameSpot Community || Design: Randall Montanari - posted March 3, 2006
No Caption Provided

Hogwarts Online

By Fiddlecub

No Caption Provided

Hogwarts Online is a story-driven massively multiplayer online role-playing game set in the Harry Potter universe. Players enter the transcendent, living world of their magical imaginations, along with new concepts and gameplay elements to freshen up and streamline the genre. Ride a hippogriff. Conjure a patronus. Mix the polyjuice potion. Chase the golden snitch. Grab a portkey and join the adventure!

Judge 1

No Caption Provided

The first thing I thought to myself when the words "Harry Potter MMO" were put to me was "What? How the hell could that possibly work?" It does, thanks to the writer's excellently detailed doc. The unique leveling and character-class systems make perfect sense in the context of this document, and the writer is totally correct--the Harry Potter lore and universe would be a perfect fit for this type of game. My only concern is what would be left to do for high-level players once they've reached the cap? But hey, that's an issue with all MMOs. I hate, hate, hate, hate, HATE Harry Potter, but I would totally check this game out.

Judge 2

No Caption Provided

The world of Harry Potter might seem like a natural setting for an MMO full of would-be witches and wizards, but it's your care in planning that turns this proposal into something that could actually work. From the equipment and modifiers to your use of instanced content, the mechanics here sound like a great starting point. I also particularly like how you granted each House its own distinct special abilities to ensure that 90 percent of the players don't pour themselves into Gryffindor. The system of progression makes sense, and even the minigame-type activities seem like they'd be fun to jump into. I'd definitely give this game a shot.

Judge 3

No Caption Provided

This one starts with a brilliantly obvious concept and runs with it far and wide, within a well-researched and well-organized document filled with plausible examples. From a gameplay standpoint, culling from World of Warcraft and Guild Wars seems like a no-brainer for any future MMO, but this idea for Hogwarts Online sounds like much more than just a clone of the stuff that's already out there. Some interesting original ideas are carefully introduced, and the whole experience seems to fit with the theme of J.K. Rowling's novels very well. Honestly I'm not much of a fan of the source material, having never read the novels but enjoyed a couple of the movies; but this sounds like a game that could genuinely appeal to fans of massively multiplayer games and not just Harry Potter. Reading this document reminded me that I really need to catch up with everybody else and check out those books.

First Runner-Up

No Caption Provided

Unseen

By Mad_Scientist

No Caption Provided

Unseen is an adventure game for the DS focusing on two distinct worlds. Shawn, a man gifted with the rare ability to see the ethereal Other Place, must use his unique skills to discover the truth behind a corruption that is spreading in both worlds.

Judge 1

No Caption Provided

I had a tough time picking a winner between this and Hogwarts Online, but what it ultimately came down to was which of these games, precisely as they're described in the design docs, would I rather find myself playing? Unseen was the answer. For me, this document is the perfect balance of story exposition and gameplay description, and each is detailed as such that I was able to totally grasp onto both. I love that people are totally down to try things with the DS hardware, and while some of the more adventure-ish games that have been released on the system thus far have been OK at best, this one seems like it could be awesome. I love the characters, I love the concept of the Other Place and the way the two universes are displayed, and I just love the idea of how it plays. The whole time-flow thing seems cool, and the way you use the Other Place as a gameplay mechanic is--dare I say it--masterful. Cheers on this one.

Judge 2

No Caption Provided

The Nintendo DS makes a great home for unique adventure games, and Unseen sounds very well suited to the particular strengths of the platform. Your document is extremely easy to read, the design is well thought out (in particular, the touch screen), and all the detail makes the game sound viable and appealing. Unseen is a game I'd absolutely want to play. Testing out the various pathways and endings while working out all the mysteries sounds like a lot of fun. I get a strong Indigo Prophecy vibe from this game, and that's a very good thing.

Judge 3

No Caption Provided

I like the premise of this creepy, supernatural-themed adventure game. For that matter, I like that this is an open-ended adventure game for the Nintendo DS, designed to use its two-screen display to suit an interesting concept. The document could use more focus up front, clearly highlighting some of the game's distinguishing features. But the concept and the story nevertheless seem compelling. I like the idea that the main character seems to exist in two places at once, one of which is sort of this spirit world occupied by strange monsters. And allowing players to make meaningful decisions in the context of the story is always a noble goal for a game. This one gave me flashbacks of Deus Ex now and again, so it's the type of game I'd definitely be interested to play.


Second Runner-Up
No Caption Provided

Duke Nukem: When It's Done

By Jobano

No Caption Provided


Set shortly after the conclusion of Duke it out in DC, When It's Done is an FPS that doesn't have time for long-winded narratives or plotlines that make sense. Action is the name of the game and When It's Done features plenty of it. Hail to the King, baby!

Judge 1

No Caption Provided

Congratulations, you're officially further ahead in the design process of your Duke Nukem game than George Broussard is in his. The thing I like most about this document is that it's a fun read. There's nothing really groundbreaking in this design, but the writer clearly has a ton of enthusiasm for the source material and isn't afraid to work with an existing license for his own purposes. And at the same time, this doesn't degenerate into Duke Nukem fan fiction. There's a potentially fun game here. Hey, give 3D Realms a call. Maybe after reading this, it will be willing to scrap its umpteenth game and start anew with yours!

Judge 2

No Caption Provided

Poor ol' Duke--if only he had someone like you looking out for his interests! While this design probably wouldn't rock the shooter genre on its heels, you've captured the humor and spirit of what Duke Nukem can and should be. It was very fun to read. It's a pity that we probably have a few more years yet before we see Duke's grinning mug grace a system of any sort. He won't be merrily planting the American flag through someone's torso anytime soon. I wonder which engine the "real" game is up to now...

Judge 3

No Caption Provided

The image of Duke Nukem impaling ugly aliens with the flagpole of an American flag was enough to sell me on this one. The author clearly understands the qualities that made the original Duke Nukem 3D such a great game, and spells out--in great detail--how those qualities could be applied to a next-generation first-person shooter. The document could have been a lot more succinct, and I would have liked to see some more reference to the core shooting action and how the level of challenge is balanced--issues that I think are very important to a good FPS. But this author sounds like he knows a great FPS when he sees one, and a lot of those ideas do come across here. I'd play this game.


No Caption Provided

Mafia Man

By Special_K411

No Caption Provided

Mafia Man, an action game that thrusts players into the world of lies that make up organized crime, features a variety of weapons and vehicles as well as an intriguing story. It is underneath the surface of the game, however, where the biggest lie of all can be found.

Judge 1

No Caption Provided

I had one of those Keanu Reeves "whoa" moments when I got to the twist in this document. Kudos on that. I love this game conceptually, and I give you serious clever points for coming up with it. I'm also unconvinced that this could actually work as a game. Trying to actually create one compelling game is hard enough as it is; creating two with one working within the other sounds like a monumental task. There are also some things about the Mafia portion of the game I would have liked to have seen fleshed out a bit more. Even if it is incidental to the subversive concept, it needs exposition if that's what players are going to be spending the bulk of their time doing. Again, great idea, though.

Judge 2

No Caption Provided

OK, aside from the fact that there's no way this game would actually fly--and a "fake" publisher at the very least would be sniffed out by Tor Thorsen faster than you could say "Rumor Control"--it's actually a pretty neat concept. What with viral marketing and the state of in-game advertisements nowadays, could such an insidious plot ever come to fruition? If you thought "Hot Coffee" was bad, just wait for the headlines when some congressman accuses you of pushing cigarettes on "minors." Prepare to be sued!

Judge 3

No Caption Provided

Wow, what a concept. The author had me, hook, line, and sinker with the first couple of pages. I read through this document more eagerly than any other, fascinated by the "metagame" concept. The author admits it's been done to a certain extent by games like Metal Gear Solid 2, but I really like the underlying premise of this game. It's an alternate-reality game (ARG) combined with a "normal" game. I honestly do thing the straight-GTA-clone underpinnings of Mafia Man undercut the real creativity behind it, though. Some sort of obvious distinguishing feature would help differentiate it from all the other GTA clones out there. For example, how about making the main character a skilled arsonist? Realistically setting buildings, people, and vehicles on fire would be a compelling feature to sickos like me, and would fit in nicely with the theme. At any rate, there's not enough straight gameplay detail in here for me to be able to say "I'd love to play this," but I can say I'd love to get hit in the side of the head again by a game of this sort.


No Caption Provided

Hellkite: Beyond Heaven's Reach

By Atrus

No Caption Provided

Hellkite: Beyond Heaven's Reach is a mature squad-based first-person shooter, incorporating elements from real-time and turn-based strategy games to make a new next-generation gameplay experience. Taking place in a dystopian future, this epic war drama follows the events of a war on an earth already teetering on ruin.

Judge 1

No Caption Provided

This is another doc that I think gets a little too bogged down by minute details and overly elaborate plot descriptions, though once the gameplay was explained, I became more enamored with it. It just took way too long to get there. You've got a very intriguing backstory here and have clearly put quite a bit of thought into the stories for each individual character, as well as the world surrounding them. It's just a bit much all in one shot like that, and the fact that this is based on the middle chapter of a trilogy that exists currently in your brain alone is a little tough to swallow. This also sounds like a fairly complicated project--the kind that could be overreaching for the technology it's aimed for. But if nothing else, it sounds like much, much more than your average first-person shooter, and a game I'd like to see in action.

Judge 2

No Caption Provided

Backstory ahoy! You've certainly plotted out a pretty deep universe and history for your game and your characters. I also appreciate the fact that this game is actually in the chronological middle of a trilogy. But this document also shows how a series proposal can be a harder sell than a stand-alone game--it's harder to get a sense of the individual installment if you have to couch it in three games' worth of plot developments. That said, a lot of the concepts here sound neat, including the "refugees as resources" and the idea of a busy, but constantly streaming, battlefield.

Judge 3

No Caption Provided

The author is meticulous in spelling out a grim, near-future science fiction world that reminds me a bit of Neon Genesis Evangelion, though the game itself is a squad shooter with real-time strategy elements. I really like the setting and the attention paid to the story and characters; the storytelling of a game like this could make it more than just a fun and intense shooter. The gameplay itself sounds like a cross between Freedom Fighters and Mercenaries--two excellent sources of inspiration, and the author seems to have thought through a lot of the squad mechanics and persistent world elements. This is an ambitious idea, but I'd really like to play something like it. As for the document, the author's enthusiasm for the material clearly shines through, though I'd recommend focusing on the gameplay up front and finishing with the details about the story and setting, rather than the other way around.

History of Developer for a Day

Adam Buchen began Developer for a Day as a GameSpot forum member, and has always offered the prizes out of his own pocket. Without Adam's vision and efforts, Developer for a Day never would have happened.

2003 - The first winner of the contest was ssfreitas with the document Encomium.

2004 - The second winner was September23 with The Eternal Champion in The War on Chaos.

2005 - The third year winner was September23 again with Out of Place

2005 - September23 reveals himself as GameSpot Executive Editor Greg Kasavin

2006 - The fourth year winner is fiddlecub with his document Hogwarts Online.

No Caption Provided

Nightingale

By Soulreavercross

No Caption Provided

Nightingale is a realistic survival horror game that focuses heavily on storyline and gameplay. The problems that plagued the genre were omitted or improved on while the strengths were exploited. The storyline is unique and promises to dive into your emotions as the truth about a major conspiracy is revealed.

Judge 1

No Caption Provided

The Island of Dr. Moreau meets Dino Crisis, eh? Sounds neat, but after reading some of the gameplay concepts, this one kind of lost steam for me. You had me initially with the storyline, which does seem intriguing at first. But when you start talking to me about hanging out in the same area for hours at a time, copious amounts of backtracking, and enemies that kill with one hit, I just can't quite get behind it. Parts of the story read a bit convoluted to me, as well. Kudos on the descriptions of the gore factor, though. I totally agree that horror games just aren't bloody enough these days.

Judge 2

No Caption Provided

It's the X-Files meets Jurassic Park meets Resident Evil meets the Twilight Zone meets a bunch of other things. Interesting read with a lot of crazy characters, situations, and monsters going on, though you're a tad on the sadistic side. One-hit kills? Exacting stealth elements? Incurable viruses? Multiplayer you have to unlock? Hardcore, man. Multi that you have to unlock scares me almost as much as extraterrestrial prison islands, velociraptors, and giant, mutated spider-people. Almost.

Judge 3

No Caption Provided

This epic three-part document clearly shows the author's devotion to the idea--and, soon enough, I became convinced it was a good one. The storyline seems straightforward enough at first, but it ended up reminding me of the movie Dark City, and I really like the movie Dark City. As for the gameplay itself, the author unabashedly cites Resident Evil 4 and Metal Gear Solid 3 as influences, and it's hard to come up with two better influences than those. Gameplay-wise, I especially like the idea of how the location-specific damage is manifest on the player character. Too many games let you operate at full capacity even when you're about to die. They do that in the interest of "fun", but I think Nightingale would mess with you and your head in the name of fun. The document would benefit from putting the gameplay description and explaining some of the twists front and center, but overall it's clear that the author has picked up on some of the best qualities of recent games--but also how they could be improved on. I'd play this.


No Caption Provided

Retribution: The Dawn of Heroes

By Aedelas

No Caption Provided

Retribution: Dawn of Heroes is a console-based RPG that grants you the task of saving the world from almost certain destruction. Experience an epic storyline, a rich and vibrant world, detailed weather effects, fearsome enemies, and much more. Your destiny awaits.

Judge 1

No Caption Provided

High-fantasy RPGs are in no short supply these days, and as well presented as this document is, I wasn't especially grabbed by what it had to offer. The lore behind the game seems like sort of a mishmashing of Lord of the Rings and World of Warcraft, and in fact, many of the design elements seem heavily based on WOW's design. Granted, WOW is very much the gold standard of PC RPGs right now, so that inspiration is hardly a major detriment. On the positive side, again, I think this document is presented very, very well. You are clear and concise about the lore behind your game, the mechanics contained within, and the way that you want all of its nuances to work. I also like that there's multiplayer, though I'm left curious as to how well it would actually work.

Judge 2

No Caption Provided

This design document illustrates the strong attachment players feel to role-playing games and wide fantasy worlds while demonstrating how it can be difficult to make such a game stand out in the current market. A PC RPG that features humans, elves, and dwarves doesn't immediately set itself apart, and other than the outlines of the game's mythos, it's a bit muddled to see what makes the game unique. More details on the "puzzle" elements would have been nice here, since they're seemingly distinct and varied. While reams of complicated story details aren't all that necessary, a little more in-depth narrative about the races and their motivations would also help paint the picture of Retribution's unique universe that much better.

Judge 3

No Caption Provided

This one sounds like it could be right up my alley, since it's an action RPG reminiscent of Diablo, but with elements shared in common with action adventure games--fairly complex, action-packed combat and puzzle-solving to go with all the leveling up. I didn't necessarily get a great sense of what was unique about the fantasy gameworld from the document, and the unique features of the gameplay probably could be spelled out more clearly early on. However, I think this one does a good job of not trying to totally reinvent the wheel--it describes a big, sprawling RPG, and those of us who like RPGs only wish that we had more stuff to play along these lines.


No Caption Provided

MSoul Slayer

By Alter_Ego

No Caption Provided

Soul Slayer is an action RPG for the PS2. It not only attempts to break away from the set formula of what an RPG should be, but it also breaks new ground for licensed anime games.

Judge 1

No Caption Provided

I think the word "convoluted" applies here as well. It's clear that you're way into the Bleach anime. However, while you say that the game is merely loosely based on it and that a lot of things have changed, that doesn't seem entirely accurate. A lot of the characters seem the same but with different names; the story, as you said, is basically the same; and you just added a lot of crazy space stuff that doesn't seem like it adds much to the package so much as makes it crazier. Some of the gameplay concepts and ideas sounded neat, but it was hard to get over the weirdness of the story and characters. I think you honestly might be much better off just axing the Bleach associations and creating something wholly unique.

Judge 2

No Caption Provided

As a fan of Bleach myself, I am a bit confused by what you tried to do here. Bleach is a great universe. If you want to make a game based on the anime, you should submit one, not change the names around and add a bunch of craziness to what is an existing licensed property! Still, if this were a game based on that property, the skilling-up system does sound like an interesting mechanic. Anything that makes slicing apart evil spirits easier and more satisfying is all for the good.

Judge 3

No Caption Provided

I'm not too familiar with the anime Bleach, but my understanding is that this game design idea bears more than a passing resemblance to it. That's fine, but the author should presume to be basing a game off of a licensed property rather than assuming it's possible to make minor changes to an original work of fiction and pass it off as new. Gameplay-wise, there are some promising ideas in this action RPG, such as how it suggests that characters' "spirit force" represents both their offensive and defensive strength; you'll need to decide whether to go all-out against an enemy or reserve some power so you can withstand an attack. I like that idea, and appreciate that the game itself is attempting to be a new spin on Japanese role-playing conventions. The document itself could be structured more clearly to present the game's unique features right up front, though.


No Caption Provided

Pure Sin

By Oilers99

No Caption Provided

Pure Sin is a DS/Revolution game that emphasizes a stylistic, morally charged, interactive story with mind-bending plot twists. Using cinematicism and lyrical music, it condemns a sinful world and shows how choice is merely an illusion.

Judge 1

No Caption Provided

I had two very distinct problems with this doc, and neither of them was that this is a game based on Christianity. The Christian game market is something that has yet to be fully realized, and the potential existed here for something new and inventive based on that. However, the first problem is that from the very opening of this document, the writer is dead set on beating the reader over the head with Christian beliefs, the hypocrisy of modern Christianity, and the writer's musings on the true meanings of Christian faith. Listen, if I'm a game publisher reading this document, Christian or not, I'm looking at this from a business perspective. If the person trying to sell me on a game design insists on going off on long tangents about things that don't directly pertain to the product at hand, I'm going to get two pages into this thing, and put it aside, never to look at it again.

And therein lies the other problem: I have no clear understanding on what this is as a game. All this talk of emotional connections, music, philosophies of sin, and what have you...it's pure distraction from the mechanics of what this game does. My head was spinning five pages into this thing, and I never fully comprehended why I would want to play this either as a Christian or as someone who just plays a lot of games. If I want a theology lesson, I'll go to a seminary. At no point did the word "fun" ever enter my mind with this.

Judge 2

No Caption Provided

When detailing what you hope your game will accomplish, it's best to have a focused approach. A Christian-driven game concept is absolutely valid, but more game information and less proselytizing would make this document a lot easier to process. When I'm reading through numerous paragraphs that explain why you would create this game and what you hope people get out of it and I start mentally replacing the word "cinematics" with "sinner-matics," you're probably beating us over the head a wee bit too hard. What you list about the actual "missions" is a better place to go into detail about character motivations, character misconceptions, and the human truths you hope to reveal.

Judge 3

No Caption Provided

It's been a very long time since I've read something that was so disarming right from the start as the document describing Pure Sin...and I've been reading H.P. Lovecraft and some of my brother's publishings from Void Books lately, which are pretty gnarly. This is one ballsy concept, and frankly, in a lot of ways it seems the least viable out of all of the documents I've read for this concept. The author deconstructs his own work all the way through, something that comes into play on more than one level...so much that this becomes difficult, bewildering to follow even if you try, and the author himself concedes that big questions are left unanswered at the end. And even though other games have tentatively broached similar subject matter, Pure Sin is plainly and brazenly straightforward in its traditional approach to a subject that--in its purest form--has become uncomfortable for many. The author himself says it best at one point: "Pure Sin is the author's attempt to make one of the greatest stories of all time (though it probably fails)." I enjoyed reading this document.


No Caption Provided

Tenet Storm

By Ectomy

No Caption Provided

Tenet Storm is a 2D action adventure that applies a rigorous fighting system to a game that is about much more than just the fighting.

Judge 1

No Caption Provided

Details are not what I felt was lacking in this document. The writer clearly had very specific ideas of what he or she wanted each and every facet of this game to be. The problem is that from the outset, I never felt engaged by the descriptions of this game. I felt more like I was getting a technical lesson in design philosophies than reading about a game. There's also a degree of self-confidence I felt was lacking from this. Talking about how you don't have the time or the know-how to make a 3D game design, so instead you're sticking to 2D, doesn't sell me on the project. If you want to make a game in 3D, then structure the design doc as such and do the necessary research. We're all amateurs here, so it's not like you're going to fail to impress us if you don't completely grasp every nuance of 3D game design. Likewise, if you're fine with a 2D design, then sell it like you mean it. No need to apologize for what your game is. There's definitely an intriguing game somewhere in here, but I felt it was too buried in technical speak and statistical information that just didn't pull me in.

Judge 2

No Caption Provided

While I appreciate how detail-dense this outline is, it would be much easier to work through and understand if all the story information and basic game layout came before your lovingly crafted lists of attack statistics. This would make the document that much easier to parse, and would make it much easier to appreciate your game. That said, you obviously have a real love for action games and their gameplay, and that definitely comes through. Your enthusiasm is great, and I'd be interested in giving things a try...but only if I can fight Sand Bandits in the Cake Jungle. You never can get enough bandits these days.

Judge 3

No Caption Provided

The author of this one grabbed my attention early on because of his stated goal to create a game with a really good combat system, partially inspired by fighting games. I quickly thought of Ninja Gaiden or maybe Devil May Cry 3. But the document deals in some pretty dense abstraction, going as far as to give detail about hit frame data for specific moves. So I found it ironic that the author asserts, "I favor the minimal systems over complex ones." Still, I think Tenet Storm provides a complex explanation for what in fact is meant to be a fast and responsive combat system. There seems to be a pretty interesting story to it as well, but the author saves that for near the end of a long document. Some restructuring to focus clearly and early on about the game design's distinguishing features would help here, but I'm comforted to know there are others out there who recognize that combat in most games still has lots of room for improvement.

Got a news tip or want to contact us directly? Email news@gamespot.com

Join the conversation
There are no comments about this story