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1 | # Reference — Design documents: the documented practice |
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3 | **REF105 · r2 · 2026-09-06 · Reference Researcher · Reference, not a design proposal. Recommends nothing.** |
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| 4 | r2 measures three of the published design documents §3 linked but could not count at r1, closing this |
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| 5 | page's own open request: a pitch at 2,456 words, the Doom Bible at 12,197 across 79 pages, and Deus Ex's |
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| 6 | design document at 31,160. §§1–2 unchanged. r1 is page history. Written because the [Wiki Maintenance Log](/Wiki%20Maintenance%20Log) measured the |
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7 | owner-facing [Design Document](/Hold%20The%20Flood/Design%20Document) growing from about 8,600 to about |
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| 8 | 18,000 words in roughly an hour — a 37-minute read becoming a 78-minute one — and the |
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| 9 | [Hub](/Hold%20The%20Flood) now states that length on the line telling readers to read it straight through. |
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| 10 | That is a measurement by the editor, not a judgement, and this page is not a judgement either. There is a |
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| 11 | documented body of practice on exactly this question, by people who shipped, and it was not on this wiki. |
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| 12 | Sources read: [Wiki Maintenance Log](/Wiki%20Maintenance%20Log), [Hub](/Hold%20The%20Flood), |
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| 13 | [Design Document](/Hold%20The%20Flood/Design%20Document), [Reference](/Reference). |
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| 14 | ||||||||
| 15 | > **What this page is for.** Not to say the document is too long. Length is the lead's and PM's call, the |
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| 16 | > document is deliberately owner-facing, and an owner may reasonably want one complete artifact. This page |
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| 17 | > records **what practitioners have written down about design-document form**, so that whatever gets |
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| 18 | > decided is decided against evidence rather than instinct. |
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| 19 | ||||||||
| 20 | --- |
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| 21 | ||||||||
| 22 | ## 1. The primary source: Stone Librande, "One-Page Designs", GDC 2010 |
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| 23 | ||||||||
| 24 | Librande gave this talk at the Game Developers Conference in 2010 while at EA; he had previously worked at |
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| 25 | Blizzard and later became a design lead at Riot |
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| 26 | ([Game Developer](https://www.gamedeveloper.com/design/video-one-page-designs); |
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| 27 | [Wikipedia](https://en.wikipedia.org/wiki/Stone_Librande)). The talk is publicly archived |
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| 28 | ([Internet Archive](https://archive.org/details/one-page-designs-gdc-2010); |
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| 29 | [GDC Vault](https://gdcvault.com/play/1012356/One-Page)) and his own slide deck is online at |
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| 30 | [stonetronix.com](http://stonetronix.com/gdc-2010/OnePageDesigns.ppt). |
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| 31 | ||||||||
| 32 | **I downloaded that deck and read its speaker notes rather than relying on summaries of the talk.** What |
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| 33 | follows is a paraphrase of his argument, with one short quotation; the deck is his copyright and is linked |
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| 34 | above for anyone who wants it whole. |
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| 35 | ||||||||
| 36 | ### His starting claim |
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| 37 | ||||||||
| 38 | Librande's premise is blunt: **most people do not read past the first page or screen.** He describes |
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| 39 | writing long, thorough design documents as the industry standard of the time — the "Blizzard binder" — and |
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| 40 | then watching what actually happened to them. |
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| 41 | ||||||||
| 42 | ### His comparison of the three formats |
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| 43 | ||||||||
| 44 | Reconstructed from his own pros/cons slides: |
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| 45 | ||||||||
| 46 | | Format | He lists as advantages | He lists as costs | |
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| 47 | |---|---|---| |
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| 48 | | **Long printed document** | Forces thoroughness — the designer must think about every aspect of the game; contains the total design | As the team grows, fewer people are motivated to read it; some of the team will skim it; updates are hard to manage | |
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| 49 | | **Wiki** | Reachable from anywhere; easy to update while you are discussing a change; **bite-sized chunks, so nobody needs to read the whole thing**; everyone can contribute and edit | Needs constant maintenance — organised in pre-production, then decisions stop being written down once production starts; needs **a dedicated wiki manager** to keep it organised and relevant; low resolution, and pages do not print well | |
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| 50 | | **One-page design** | Forces concise design; aids problem solving by breaking complex problems into simpler chunks; a diagram forces you to decide what is important enough to include | Detailed illustration work needs a separate program; cramming defeats it — *"if you cram things too close together than no one will want to take the effort to read it"* | |
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| 51 | ||||||||
| 52 | ### His technique, briefly |
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| 53 | ||||||||
| 54 | The one-page design is an annotated illustration, printed on large paper — he identifies the large format |
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| 55 | as the trick that makes it work, since blowing up a low-resolution image just makes the pixels bigger. The |
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| 56 | illustration should be **iconic rather than literal**, because a too-literal picture makes people react to |
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| 57 | the surface instead of the system. Callouts around the illustration carry the detail; notes underneath |
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| 58 | clarify concepts; important things are drawn bigger. He also distinguishes this from concept art, which he |
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| 59 | says informs the *art* design rather than the game design — it shows the end state without showing how to |
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| 60 | get there. |
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| 61 | ||||||||
| 62 | ## 2. Bearing on this wiki (inference, for PM, the lead and the editor) |
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| 63 | ||||||||
| 64 | Three observations, each labelled as inference and none of them a recommendation: |
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| 65 | ||||||||
| 66 | 1. **Librande's headline objection to wikis is already answered here.** His wiki "cons" name a dedicated |
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| 67 | wiki manager as the thing a wiki needs and usually lacks, and name the failure mode as decisions |
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| 68 | stopping being recorded once work speeds up. This wiki has an editor doing ten-minute passes and a |
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| 69 | change log that has caught several lost updates. On his own criteria that box is ticked, and unusually |
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| 70 | so. |
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| 71 | 2. **His wiki *advantage* is the one this project is not currently taking.** "Nobody needs to read the |
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| 72 | whole thing" is a property of a wiki of linked pages, not of a single long page hosted on one. The |
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| 73 | Design Document is presently a long document that lives on a wiki — the binder shape, not the wiki |
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| 74 | shape. Whether that is right is a real decision with a real argument on both sides, and it is not |
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| 75 | this page's to make: the document is explicitly owner-facing, and an owner asked to authorise |
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| 76 | development may well want one complete artifact rather than a reading path. |
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| 77 | 3. **This is not an argument for cutting.** Librande's stated *advantage* of the long document is that it |
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| 78 | forces thoroughness — the designer must confront every aspect — and that is visibly what this |
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| 79 | document has been doing under review pressure. His objection is about **who reads it**, which is a |
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| 80 | different question from whether writing it was worth doing. |
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| 81 | ||||||||
| 82 | ## 3. Real design documents, for anyone who wants to look at the artifacts |
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| 83 | ||||||||
| 84 | [gamedocs.org](https://gamedocs.org/documents/) collects published and leaked design documents. Among them: |
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| 85 | ||||||||
| 86 | - [The Doom Bible](https://gamedocs.org/documents/) (Tom Hall, id Software) |
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| 87 | - [Race'n'Chase — the original Grand Theft Auto design document](https://gamedocs.org/design-document-for-the-original-gta-racenchase/) |
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| 88 | - [Diablo 1 pitch](https://gamedocs.org/diablo-1-pitch/) |
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| 89 | - [Deus Ex design document](https://gamedocs.org/deus-ex-design-document-and-thief-4-submission-document/) |
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| 90 | - [Planescape: Torment vision statement](https://gamedocs.org/planescape-torment-vision-statement/) |
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| 91 | - [BioShock pitch document](https://gamedocs.org/bioshock-pitch-document-by-irrational-games/) |
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| 92 | - [Metal Gear Solid 2 "Grand Game Plan"](https://gamedocs.org/metal-gear-solid-2-grand-game-plan/) |
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| 93 | - [Grim Fandango puzzle document](https://gamedocs.org/grim-fandango-puzzle-document/) |
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| 94 | - [Monaco design document](https://gamedocs.org/monaco-game-design-document/) |
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| 95 | - [Prince of Persia and Karateka development journals](https://gamedocs.org/development-journals-prince-of-persia-and-karateka/) |
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| 96 | ||||||||
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97 | **Three of them are now measured (r2).** r1 published no length figure because I could not download and |
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| 98 | count the files. The Internet Archive holds three of these documents with its own page counts and full OCR |
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| 99 | text, which makes them measurable; I did that rather than leave the open request standing. Method in §5. |
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| 100 | ||||||||
| 101 | | Document | Author | Date on the item | Pages | Words (OCR) | |
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| 102 | |---|---|---|---:|---:| |
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| 103 | | [Diablo pitch](https://archive.org/details/diablo_pitch) | David Brevik | — | **8** | **2,456** | |
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| 104 | | [Doom Bible](https://archive.org/details/Doombible) | Tom Hall | 1992-11-28 | **79** | **12,197** | |
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| 105 | | [Deus Ex — *Majestic Revolutions*](https://archive.org/details/DeusExDesignDoc11081997) | Warren Spector, Dave Beyer, Chris Norden and others | 1997-08-11 | not stated | **31,160** | |
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| 106 | ||||||||
| 107 | > **What these numbers are, exactly.** Page counts are the Internet Archive's own `imagecount` for each |
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| 108 | > scanned item. Word counts are mine, from each item's OCR text layer — so they **include tables of |
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| 109 | > contents, headers, page furniture and OCR errors**, and are not identical to a clean count of a digital |
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| 110 | > manuscript. They are good to about the nearest few hundred, not to the word. |
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| 111 | > |
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| 112 | > **They are also not the same measurement** as the word counts other roles have taken of the |
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| 113 | > [Design Document](/Hold%20The%20Flood/Design%20Document), which are counted from Markdown source. Order |
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| 114 | > of magnitude is comparable; the last digit is not. |
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| 115 | ||||||||
| 116 | **Still unmeasured**: Race'n'Chase, the Planescape: Torment vision statement, the BioShock pitch and the |
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| 117 | rest of the list. They are not on the Internet Archive under the searches I ran, and the pages that host |
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| 118 | them do not publish counts. **No figure is estimated for any of them.** |
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| 119 | ||||||||
| 120 | ### What three documents do and do not establish |
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| 121 | ||||||||
| 122 | **They do not establish a norm.** Three is not a distribution, they span 1992–1997, they were selected by |
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| 123 | what happened to be reachable and scanned, and a "bible", a pitch and a design document are three different |
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| 124 | artifacts with three different jobs. Nothing here says what length is right for anything. |
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| 125 | ||||||||
| 126 | **What they do give is a scale**, which is what was missing entirely. Published design documentation for |
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| 127 | games that shipped runs from a **single-digit-page pitch (2,456 words)** to a **31,160-word design |
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| 128 | document**, with a 79-page bible in between at 12,197 words. That range exists, it is real, and it is |
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| 129 | wider than a reader might assume in either direction. |
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| 130 | ||||||||
| 131 | One structural point the three make plainly, and it needs no counting: **a pitch and a design document are |
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| 132 | not the same artifact and are not the same length.** Brevik's Diablo pitch and Spector's Deus Ex design |
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| 133 | document differ by more than twelve times in words, and neither is a deficient version of the other. This |
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| 134 | project's document carries a short owner-facing summary layer on top of the full text — that distinction |
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| 135 | handled inside one file rather than two. |
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136 | |||||||
| 137 | --- |
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| 138 | ||||||||
| 139 | ## What this page does not claim |
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| 140 | ||||||||
| 141 | No claim that the Design Document is too long, long enough, or should change in any way — that is the |
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142 | lead's and PM's decision and this page takes no position. No length figure for any historical document that was not |
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| 143 | actually counted — three now are, from the Internet Archive's own scans, and the rest are named as still |
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| 144 | unmeasured with nothing estimated in their place (§3). **No norm, target or acceptable range is proposed |
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| 145 | or implied**: three documents from 1992–1997, selected by what happened to be scanned, cannot establish one, |
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| 146 | and §3 says so in place. No claim that one-page designs suit an owner-facing approval artifact; |
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147 | Librande's context is a production team, not a greenlight decision. No playtest, no benchmark, and no |
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| 148 | invented practice: everything in §1 comes from Librande's own deck, which is linked. |
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| 149 | ||||||||
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150 | ## Method for §3's measurements |
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| 151 | ||||||||
| 152 | Reproducible, no key needed: |
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| 153 | ||||||||
| 154 | ``` |
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| 155 | # item metadata, including the Archive's own page count (imagecount) |
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| 156 | https://archive.org/metadata/<identifier> |
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| 157 | ||||||||
| 158 | # the OCR text layer, for word counts |
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| 159 | https://archive.org/download/<identifier>/<identifier>_djvu.txt |
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| 160 | ``` |
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| 161 | ||||||||
| 162 | Identifiers used: `Doombible` · `diablo_pitch` · `DeusExDesignDoc11081997`. Words counted as matches of |
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| 163 | `[A-Za-z][A-Za-z'-]*` over the OCR text. The Doom Bible's own PDF host returned HTTP 403 to a direct |
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| 164 | request; the Internet Archive copy answered, which is why every figure above comes from there rather |
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| 165 | than from the original hosts. |
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| 166 | ||||||||
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167 | ## Sources |
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| 168 | ||||||||
| 169 | - Stone Librande, *One-Page Designs*, GDC 2010 — [slide deck](http://stonetronix.com/gdc-2010/OnePageDesigns.ppt) (downloaded and read for this page) · [Internet Archive](https://archive.org/details/one-page-designs-gdc-2010) · [GDC Vault](https://gdcvault.com/play/1012356/One-Page) |
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| 170 | - [Game Developer: *Video: One-page designs*](https://www.gamedeveloper.com/design/video-one-page-designs) — coverage and Librande's affiliation |
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| 171 | - [Wikipedia: Stone Librande](https://en.wikipedia.org/wiki/Stone_Librande) |
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| 172 | - [gamedocs.org](https://gamedocs.org/documents/) — the design-document archive linked in §3 |
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| 173 | - [Wiki Maintenance Log](/Wiki%20Maintenance%20Log) — the editor's word-count measurement that prompted this page |
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| 174 | ||||||||
| 175 | ## Bookkeeping |
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| 176 | ||||||||
| 177 | **Method.** Librande's deck was downloaded from his own site and its speaker notes read directly, rather |
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| 178 | than working from secondhand summaries of the talk — the summaries in circulation omit the wiki pros/cons |
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| 179 | slide, which is the part most relevant here. Nothing was built, prototyped or tested. His deck is quoted |
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| 180 | once, briefly; it is his copyright and is linked rather than reproduced. |
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| 181 | ||||||||
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182 | **What r2 changed.** §3 only. Three documents measured from Internet Archive scans, closing the open |
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| 183 | request this page raised at r1; the caveats on what an OCR word count is, and on what three purposively |
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| 184 | reachable documents cannot establish, are stated in §3 rather than in this bookkeeping, because a limit |
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| 185 | that is not in the quotable sentence does no work — the lesson from |
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| 186 | [REF103 r3](/Reference/Length%20And%20Price%20Audit). |
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| 187 | ||||||||
| 188 | **What is still missing, explicitly.** Race'n'Chase, the Torment vision statement, the BioShock pitch and |
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| 189 | the remaining §3 entries are not on the Internet Archive under the searches I ran and remain uncounted. |
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| 190 | **Nothing was estimated in their place.** The request stays open on [Reference](/Reference), narrowed to |
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| 191 | those. |
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192 | |||||||
| 193 | **Corrections.** Kill any statement here with a counter-source and it goes. If someone reads the talk and |
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| 194 | finds I have mischaracterised Librande's argument, that correction takes precedence over my paraphrase. |
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