Archive for the ‘Game Design Documents’ Category

Game Design Brief: Warbinder


Binders are greater lords who bind together teams of warriors, train them, and then enter them into deadly combat with other Binders’ teams to fight for the ultimate title of Warbinder. Will you be the next Warbinder?


You start as a fledgling Binder with only 8 lowly warriors under your control. Each individual Bound has a multitude of differing strengths and abilities. From here, you have a few options for building a well integrated team of mighty gladiators whose skills supplement and balance each other.


You can get out and scour the world capturing, bribing or persuading fighters to join your cause. The method of capture you should choose will depend on the nature of the particular Bound you are trying to bring under your control. Some are more aggressive. Some are more crafty.


Logging into the secure web site or through the game interface will allow Binders to connect and trade Bound with other Binders. Since the warriors have fixed cost values and variable training levels, the trade combinations are limitless. Perhaps you have trained your lowly Umglot to an amazing level, but he doesn’t fit well into the firearms team you are building. Trade him for a vastly more powerful, but not as well trained Nitarian Flame Sniper.


Through secure online transactions, you can purchase groups of warriors outright. These “booster packs” will include a variety of untrained Bound based on rarity and point values.

Once you have built up your force, train your warriors well for soon it will be time to enter the coliseum for your first training battle. Carefully command your Bound during series after series of single player action against Binder configurable training Bots. Use the Bot control panel to tune the Bot’s combat abilities anywhere from a particular fighting style to general melee and train your Bound how to defeat them. Teach them combat formations and individual skills to counter any foe. The more you train, the better your Bound will be in live combat.

Then, log in, find a worthy adversary and put it all on the line for the title of Warbinder.

The huge metal doors hum and then slam shut behind your team of 5 well trained Bound. O’Keefe is your wolfman bristling with electro-static knives. Shahara begins to glow with armor made of light as she begins to cast a protection spell. Kongar, a monstrous barbarian, steps forward with his dual, humming battle axes. H’rathsis hovers near by as he readies the stinging spikes along his manta ray shaped body. And finally, Jake steps forward and racks his over and under double-barreled shotgun. He clenches his teeth, puts on his shades and says grimly, “Let’s get it on.”

On the far side, as your opponents enter the ring, you offer up a prayer that you have taught your team enough about teamwork – that you have taught them enough about each other – that you have taught them enough about themselves to not only come out alive, but to win. And then, someday, that they will make you a Warbinder.


The game takes place in a world of techno-sorcery. Sweeping, flaming swords carve through concrete walls and mighty sorcerers battle against armored troops carrying shock rifles. Search far and wide for your future Bound. Trek through rolling hillsides and forests, in over populated hi-tech megacities or hike the deserts and canyons of the world of Galtaar. Home of the most powerful beings in the cosmos – Warbinders.


  • 100 different races and styles of warriors with different abilities.
  • Build complimentary teams based around strategic combinations of individual powers.
  • Train your Bound to a higher skill level to become more powerful.
  • Advanced learning AI.
  • Many different skills for characters to learn.
  • Shift characters around to build different teams.
  • Find, purchase or trade to acquire different characters.
  • Trade characters in the game environment or on the web site.
  • Research, inspect and arrange your team in game, on the web site or even on your PDA

Ideas are a Dime a Dozen

i thought i would share a piece i wrote about a million years ago — okay. actually only 5. i was feeling a bit melancholy after having written a pretty decent game design brief, shipped it off to bioware, had it swapped to lucas arts (in exchange for kotor) where it eventually became the xbox game “gladius.”
heh. with not even so much as a *pat* *pat* “nice work.”

man, i wish i had taken some screenshots of their ‘back of the box’ bullets when they first announced the title.  70% of them were god damn verbatim.  ah well. at least i know i can play at that level, eh?

Game development ideas are everywhere. Everyone has one. How many times have you and your friends been sitting around thinking to yourselves “Wouldn’t it be great if someone made this into a video game?” What if there was somewhere where you could put your ideas and have game developers actually take them under advisement?

This, of course, only works if two things happen. First, you have to be willing to share your “million dollar idea” and, second, game developers have to implement it.

I hate to be the one to break this to you, but, that idea of yours may be original and unique and the best thing since sliced bread, but there isn’t a game developer in the world who will sign an NDA to listen to your idea. They get hundreds upon hundreds of “idea” submissions every day. Not to mention the ideas of their own. You have to build it yourself or it won’t get made. That is, unless you push it out there to the game development community at large and hope someone picks it up.

Now, if you can cover that part, we at Addicting Entertainment are hoping to cover the sharing of our collective ideas with the people actually building games. If your idea is clever enough to make it into a game, you finally get to actually experience your idea.

Here’s where you may want to just stop reading and opt out of any idea sharing:
We’re not in this to make money. Any ideas posted here are fair game.

By posting your “million dollar idea” you are turning it into a “zero dollar idea.” If some developer takes a fancy to your killer new idea for an FPS weapon, well, it sucks to be you. — In the monetary sense. You, of course, still retain the bragging rights to say “Dude! I posted my idea and id made it real! Woot!” You aren’t going to get paid for it. Not by us, nor (probably) by the game developer. Although, it would be nice if they publicly gave you a slap-on-the-back-you-rock-thanks. But they are not obligated to at all.

You might be asking, “Well, dammit. Why the hell would I post my great idea then?” Our answer? Because you are a gamer. We all are. If you are in game development or thinking about being in game development for the money, you need to rethink your career. Sure, just like in the music business there are a few rockstars (pun intended) but also, like in the music business, the majority of us slave away at our labor of love for free or barely enough to eat. If you want to make money building software, move into enterprise level software development. Boring, but lucrative. Games are fun, but you’ll likely be piss-poor if you do it for a living.

So you might as well share with the community and advance the art and science of gaming.

here’s what i was thinking. i’ll make an open call for user submitted design documents. i’ll post a design brief in a bit as an example. i’ve set up a category for them. i’ll see if i can get a couple up there that i’ve got rolling around in my head. there’s just not enough time for me to make them all, so i might as well put them up here just in case someone else wants to build one or two.

not sure how many i’ll see, but it would be fun to find out.