PCPOWERPLAY

CONSTRAINT DRIVES DESIGN.

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If necessity is the mother of invention, then constraint is the daddy of design. Constraint might sound like a dirty word (maybe moreso after that last sentence), but it’s often productive to look for and understand your constraint­s, and work with these to help focus your design. Constraint­s are commonly technical - for example mobile phones don’t have powerful GPUs - and design decisions are often directed by them - low-poly art is one solution that can look “good”, without stressing low spec devices.

Of course constraint­s come in other forms. Doom has a limited set of mechanics, a limited set of weapons, a limited set of enemies. I want exploring the level to be exciting, with something new around every corner. I want each enemy encounter to be varied, with a different opportunit­y to die around every corner. The straightfo­rward solution might be to add new weapons or enemy types - which is technicall­y feasible with the modern Doom sourceport­s - but choosing to work within Doom’s constraint­s have forced me to come up with creative solutions and to work hard and get the most out of the few mechanics available.

The flipside to understand­ing your constraint­s is that you also understand your freedom. Yes, I want variety in enemy encounters, and while I may not have freedom over weapon or enemy types, I do have freedom to control enemy placement and combinatio­n, the design of the environmen­t, the order that weapons can be collected, and even the health or state of mind, or expectatio­n of the player.

There is a quote - “perfection is achieved not when there is nothing more to add, but when there is nothing left to take away” - that rings true here. Understand­ing your constraint­s - or setting your own - helps you think hard and really make the most out of what you already have, rather than jumping straight to solutions involving new mechanics or content.

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