This weeks lesson was a continuation of last weeks lecture. We discussed genres again.
Action games have sub genres:
- Horror Survival
- Action RPG
- A combination of many of these.
Often require you to understand the rules of the sport beforehand. They are made to play the same as sports are shown on TV.
Camera positions are 3rd person, side view, top down and isometric.
Role Playing Games
RPGs revolve around stories and creating your own character. They are a mixture of various genres and have a huge variety for players to explore. These are the most difficult to design for as you have to account for everything. Character growth and experience are very satisfactory for players and enjoyment of the game. The statistics and skills you gain are used as you progress through the levels.
Statistics include skills, weapons, areas the player has visited and the items that have been collected.
Stories are difficult to create in RPGs but good dialogue and characters are very important. They can also be played online. Playing online with the extra players can alter the game quite drastically.The environments are more expansive because they need to accommodate the extra players.The camera positions are also important. You can have a third person camera view or an isometric positioning so the whole area becomes visible.
Characters were the hero of these games but the focus also had to be on the story.
These should be logical and follow through the story setting. One puzzle needs to lead to the next puzzle with consistency.
Puzzles need to be difficult enough to test your mentality but not so annoying that they frustrate the player. Need the balance between making the game interesting enough not to be boring but simple enough so the player does not switch off.
The interface determines the kind of activities and interaction within the game for a player. For example items being picked up and dragged into an inventory.
Camera positions are usually 1st person, 3rd person and side view.
These are the hardest games to design for. There needs to be a balance in the gameplay. For example resources,teams, units and weapons, realism versus fun and map design. The AI needs to be intelligent enough for the game to work.
Camera positions are usually top down/isometric.
These are simple,quick, engaging and fun to play. There are not so many rules but characterisation is very important. Also players have to be balanced where one can not over power the other.
Camera positioning tend to be side views.
These focus on a realistic experience. For example plane and train simulators. They allow players to fulfil their childhood dreams.
Camera positions are 1st person, 3rd person and top down.
Never gave games so much in depth thought before. Usually just played them and never thought about the mechanics or the storyline.
Game Design Documents
Game design is really tough. That’s what I think but was told by Haris that everyone in the game design industry spend hours in frustration.
Purpose: To store information and write down your vision of the game. The document details your idea, characters, land, props, weapons interface designs, mechanics, technical specifications, settings and resolutions, art concept, for hard drive or dvd and testing procedures. It also states the roles each of your group will have in creating your game. The document often needs updating as you progress with the various specifics of game creating. It should be clear and concise and used as a construction guide. It should be arranged by topic so each team member knows which area refers to them.
Games are made by hundreds of people, each working on a specific task. Indie games are made by a lot fewer people.
Game Concept Document
This is a game idea and pitch document. It is given to the producer to make the game a reality. This document contains your game idea, background description, key features, genre, platform and concept art.
We also got into groups of two to discuss how different genres of games would be described in a document.
A pre-historical RPG:
- 3rd person view
- map level designs
- fantasy elements
- 1st person view
Restaurant Management Game
- levels of difficulty
- user interface
- multiple restaurants
This was quite an interesting session and lots of ideas popped out from everyone.