RESEARCH, MOFO, DO YOU DO IT?

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Max McGee
with sorrow down past the fence
9159
I know that factual accuracy is generally considered less important in games than in books or movies, but do any of you ever do research while you're working on your projects? The project I'm working on right now I've had several wikipedia tabs open the whole time, browsing things like steelmaking and the various uses of tallow and lye and the crafts of the fletcher and the bowyer and the many different kinds of distinct medieval weapons and armor and so on. Now obviously it's hit and miss how much this factual research will be reflected in the game design: other considerations like balance and simplicity and ease of execution need to come first. But it's still tons of fun and I'm learning a lot.

So how about the rest of you? Do any research in the course of your game design? Tell me all about it!

(I mean researching "real life", not researching other games, although we naturally need to do that too, that's not really what this topic is about.)
What usually happens is you think it's a great idea to include that stuff in your game and everyone else thinks it's just tiresome infodump/showing off.

I say this because I have a natural inclination to do this but try to curb it.

But in answer to your question, yes and no. I tend to make games that involve things I'm interested in and naturally will tend to know a lot about things I already find interesting and cool - in which case less research may be needed than with something I'm not as interested in.
Max McGee
with sorrow down past the fence
9159
Well in my case, it's not like this appears as *TEXT* somewhere in the game, it's literally where I'm getting my ideas for the hundreds and thousands of items and weapons and armor. So the only place it appears is in the mechanics of systems and the names of in-game items.

And yes, I did know a lot of this stuff already...and 90% of the stuff I didn't know and learned through research, I didn't wind up including.
Helps with dialogue certainly. It's nice when your master blacksmith isn't using layman's terms. I appreciated the attention to detail in world building in the Mass Effect games, for example. Great for immersion.

As for the historically accurate weaponry, why not? Seriously, how cynical can people be to treat someone actually putting the effort in as some kind of faux pas. So they don't care much for the research done, doesn't mean it should be a negative to be avoided.

Wait, scratch that, people are plenty cynical and petty. I say if you like it, do it. You want that hasta to correctly be a one handed spear, why the hell not?

Personally, the stuff I research the most is cultural details. Like, when I make an old school town built around an ironworks, I need to make sure I include an area of deforestation. Offhand, someone might not think of it, but old ironworks need a ton of wood to keep running. That sort of thing.

I don't know if that's considered "showing off." I just say, no matter how you look at it, research helps you make a better world.

I do this A LOT. Real, real lot.

For Marvel Brothel... geez. For the brothel part, I actually went to a brothel, which was out-of-business at the time, but I got to talk to the owner, which was awesome. I've been to brothels before too. But those times weren't for actual research. I did lots of research for the Marvel part too. I'm a fan of a lot of Marvel things, but I read lots of sites, read extra information on every character I added to the game. Lots of Wikipedia, Marvel.com and some other awesome Marvel comics site which's name I forgot.
(more)

For Beautiful Escape I mostly researched about torture methods. It wasn't a very extensive research, but I got to read a few sites and texts about it. I also watched the Hostel movies looking for inspiration (I wouldn't have watched them otherwise). Saw movies suck too much even as research.

For my current game Polymorphous Perversity... most research I did for a game ever. The content of the game is 80% based on research. I read a lot of things, like fetish and paraphilia descriptions, sexual fantasies and short stories, personal testimonials on sexual issues, and some scientific stuff. I added a comment posting gadget on the game's blog so people could post sex-related things they like, and it got me a lot of cool material and insights.
(more NSFW)

My other projects used a little bit of research too. When I made DIE2DANCE, a researched for most popular disco songs. On my Portuguese game Alvorada do Mal, there were many parts which required some sort of research, but in this case, mostly graphical/aesthetical (the design of fast food restaurants, hospitals, etc.).

So... yeah, good topic. People who play games sometimes have no idea about the grueling process behind it.
@Max & Sauce.

Please don't misunderstand me. My natural inclination is to do exactly this.. I just have sort have managed to condition myself into thinking it's "one of my bad habits" over time. If you catch my drift. (in other words I urge toward doing it but beat myself up for it).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
When doing fan games, I definitely do research constantly to make sure that I never contradict the original game, and to try to make the settings and dialogue as accurate as possible to the original game. The Unofficial Squaresoft MUD has ultra-accurately rebuilt almost every area in the entire worlds of FF6, FF7, Chrono Trigger and Secret of Mana in text adventure format. We make sure that when people make areas, they have screenshots or videos of the original game. The missions in the game also largely mirror the events of the original games so we have a set of complete scripts for all those games and often lift dialogue. Enemies and bosses even have the same levels, the same elemental and status immunities, and the same special attacks (though players have FF Tactics jobs so it ends up playing really differently from the original games). Sometimes we intentionally modify or add to the original games, for the sake of creating something unique or because the accurate version wouldn't work as well, but we do our best to never do so accidentally.

As far as original stuff goes, I have a friend who tries to name all his monsters after actual mythological creatures. I, uh, don't. I just name them things like "Fire-Breathing Lamia" and "Killer Turtle". And I'm used to only the first, weakest items in the game being non-magical. It isn't that I don't like research - it's more that I don't think equipment is an appropriate place (in my games) for any sort of realism to show up. I want to make a bracelet that prevents poison and has high magic defense; I'm pretty sure no real material has those properties, so I just call it the Cobra Bracelet.

High fantasy, which is a term for any setting on an alternate world where there is magic, is basically designed to do away with the need for research; only internal consistency is really important. In a non-fantasy setting, or in a fantasy story set on Earth, I can totally see wanting to make sure I was using the right kind of architecture, that I was using the right words for different stuff, etc.
For me, it gets to the point of obsession. The research consumes me as I become entrenched in its subject matter. I can't help it, when it is something I love, I obtain a diligent work ethic and voracity for knowledge. I like to make sure everything is legit (according to the set-up parameters of the game)and check's out, no matter what the game type is.

I read articles, books, watch certain movies,research other games, listen to certain music, it creates a solidified mindset. I also like to take it to another layer, that is, where did my inspirations get their inspirations from? (<3 making of " books)

Whether they articulate themselves explicitly or subconsciously in the game is irrelevant. To internalize these qualities, to keep them in your mind, will give you an unprecedented level of authenticity in your game.
I've been doing the medieval weapons/armor thing in my unreleased, deleted RM2k3 games for a long time. I use metallurgy concepts too, but mostly involving fictional metals. My world's magic system also follows a few principles that can be explained with fictional science (that world's science), but the time eras I mak gam in still brand them "magic".
I also do a shit ton of research on politics/finance/business/ideology/movements and their interconnectedness all the time, which then become underlying themes or background settings. Usually when I talk about it with others, I get branded Conspiracy Theorist!! Oh noez.
Max McGee
with sorrow down past the fence
9159
For the brothel part, I actually went to a brothel, which was out-of-business at the time, but I got to talk to the owner, which was awesome. I've been to brothels before too. But those times weren't for actual research.

I lol'd.

Edit:
(But seriously, good contribution to the topic.)

I'd discuss more here but I'm too busy working on RPG Maker. Be back later.
I do a lot to the point I can't share ideas with some people because they weren't interested/think it's too serious of a topic for a game 8'D;;;
Craze
why would i heal when i could equip a morningstar
15170
Not really. I just make stuff up.
Psychology studies and clinical works are great for character development and relationships, and aside from the storyline/world design matters, knowledge on physics and chemistry can help think of new battle mechanics or quests.
I don't research, unless you call learning in school and hearing something you may think is interesting for a game idea, "research", I got ideas many times from school, books(even though 1 idea I got is from a book that is based off of a game, which I'm thinking of making a game off the book...FAN...game-book-game?), or just random stuff I hear on youtube, at home, ect. that I think is interesting. If you count that:

Yes.
Research is definitely a must before you are inspired to create a game. That goes for real life too. I mean, where do you get your ideas from then? You can't possibly get your ideas by living under a rock, right?

The purpose of research, be it other games or real life, is to get ideas. That's why good game designers are those who always go out often, exposed to the world, understand the surroundings and all. Going out to expose yourself may not seem like much, but unknowingly or knowingly, you'll get more ideas coming in that way.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I research when I'm making a game that ties into real world situations. For example in my Blue Exorcist game the source material makes a number of references to herbalism, so I decided to use that as a base for the items. I also had to do some research into the Japanese schooling system and other things like that.

CC...had a lot of research done just depending on where I was working. I made a lot of shit up too though 'cause it's not in an actual Final Fantasy world so I had a lot of leeway.

For my current game, a lot of it is based around ideas I got from the SCP website, which I am currently avoiding lest I be dragged into it. Again.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=eplipswich
The purpose of research, be it other games or real life, is to get ideas.

Not really. You get the ideas first; then you do the research to make you you don't misrepresent the ideas. The purpose of research is to keep from saying, doing or showing things that are patently wrong, because doing so will usually make you look like an idiot.

For example, if you have computer hacking in your game, if you don't know anything about computer hacking you're likely to use the wrong terminology and not know what's easy and what's impossible. If you have a game that involves a World War 2 dogfight, you should research WW2 planes and find out how dogfights actually work. You might not be aware of what they actually look like, of how much damage it takes to shoot down a plane, of how hard it is to shoot a plane with a bullet. If you are animating a character who fights with a sword, you should research sword fighting stances and techniques to try to depict what sword fighting actually looks like.

Generally, how important it is to do research on these kinds of things is directly proportionate to both A) how big a deal they are to the game's plot, B) how many times they show up in the game, and C) how much the player is likely to know about the subject. RPG players are really likely to know about my examples of computer hacking and obsolete fighting methods, while somewhatless likely to know about Max's examples of blacksmithing and metallurgy, and substantially less likely to know about calunio's examples of brothels and torture. But when the entire game is about brothels or torture, and you're not in a high fantast setting, you still want to get it right. In contrast, computer hacking in an action game or RPG might just be used as a minor plot device in a single cut scene, allowing you to find out information by accessing an enemy computer terminal. In that case it's probably fine to just skim over it, and if you make a mistake people are likely to quickly forget it.
Well, I'd say the amount of "research" is tied to how much your setting is similar to reality.

For example, in a Medieval Europe or in a low-magic-fantasy setting the steelworks thing would be nice to represent; in a high-fantasy setting, where people can probably create forest out of thin air with magic, it would not only be useless, but even look out of place.
(And that is not to say that creating a high-fantasy world is "easier": if you want your setting to be detailed, you'll have to figure out yourself how steelworking would work in such a world)

Also, I quote LockeZ's last post.
author=eplipswich
Research is definitely a must before you are inspired to create a game. That goes for real life too. I mean, where do you get your ideas from then? You can't possibly get your ideas by living under a rock, right?


Well, you're referring to research as a synonym of "living" and "doing stuff", and I don't think that's exactly what we're talking about. If you love soccer, you watch soccer games and you play soccer, and then you decide to make a soccer rm game, what you did before is not research. Research is more like an academic type of behavior... reading, taking notes, etc.

And I definitely DON'T think research is essential to a game. It's only important if you want to add flavor to stuff in your game, or if you're dealing with a knowledge area that's too specific.
The only research I ever did was for Sunnydale. And that extended no further than IMDB and wikipedia.

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