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Noun-verb diagrams vs GDD on Game Development?
(discuss.tchncs.de)
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That looks more of like a brainstorming overview for basic mechanics than something comparable to a game design doc. The GDD gives concrete info on all aspects of the game. This also includes things like the story/backstory, the art style, helpful screenshots of other stuff to compare to and keep people on the same page, etc.
The only thing I got from that image is that it's a survival game where you fight monsters. How does that work though? What's the combat like? What's the general vibe of the game? Is it third person or first person? What's the scope? That's what a design doc is for.
you may have confused with mere brainstorm flowcharts but noun-verb diagrams are also for what could interact with what instead of going over multiple pages like you usually would in a GDD, and think about more how the player is using the game mechanics throughout the game (use of game systems through game mechanics), its a more visual approach than of GDD ideally you would start from elaborating all the game mechanics to properly elaborate the rest to be balanced to them
those could be written separatedly from the noun-verb diagram since yes its not a part of the process of going over "what interacts with what" and still get the benefit of having a noun-verb diagram specificity and more organized on the artistic side of the game
correct me if im wrong but i dont think many people are relying on GDD for that? i could be wrong though, this seems it could be a separate part of playtesting and version management documentation
There is a vast amount that would go into a Game Design Document that doesn't fit into a noun-verb diagram.
What about the objective of the game? The story or art style? Software platform and input devices? What gets better when the player activates a jar to level-up? A design doc might also include some anticipated implementation details.
It's a whole different level of detail.