Recently, TGDF's reverse design of Final Fantasy 6 went up online. This project was an attempt to totally reverse-engineer the design decisions that went into FF6. The project took hundreds of hours and a lot of help... and it can't be done again without some funding to help support its production. You can see that project here: http://thegamedesignforum.com/features/reverse_design_ff6_1.html
This time around, the game in question is another classic: Chrono Trigger. (Plus, other games as stretch goals like Super Mario World--and more!) Once this reverse design is up, it will be free to everyone forever. The hope is to create a series of chapters in a reverse design manual, that will help anyone who's interested in game design to understand what made the classics so good.
Features include NPC sociology, extensive script analysis, game balance issues, how designers connected theme and mechanics, the use of music, shortcuts and compromises necessitated by production and how they shaped the game, etc.
Have a question? If the info above doesn't help, you can ask the project creator directly.
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