Game Design
involve you in the game itself and have you create your own really cool mental images based on some suggestions that we give you ...
A lot of your games have had sequels of one kind or another, but you have never been the lead designer on one of them. Why is th ...
the player as much of the decision making as possible. ThoughGettysburg!had a multi-player option, by and large your games have ...
Sid Meier Gameography Hellcat Ace, 1982 NATO Commander, 1983 Spitfire Ace, 1984 Solo Flight, 1984 F-15 Strike Eagle, 1985 Decisi ...
Chapter 3 Brainstorming a Game Idea: Gameplay, Technology, and Story “You know what’s the number one dumbest question I get aske ...
H arlan Ellison might scoff at the idea of trying to explain where ideas come from. Certainly, if you are a novelist having trou ...
For each decision the designer makes about the game she is hoping to create, she needs to understand how that limits what the ga ...
arcade shooter. Certain types of stories just will not fit with certain types of gameplay, such as the Greek mythology in a flig ...
designed that makes use of the physics for puzzles and player movement. Of course, the designer does not need to use every piece ...
numbers of moving units on the screen at once, it will be impossible to tell a story where the player must participate in epic, ...
games, and thinking of gameplay possibilities early can help you rule out settings that simply will not work out in games. So a ...
Good examples of story-centered or at least story-dominant game design are some of the adventure games created by Infocom and Lu ...
Odyssey: The Legend of Nemesis .................... Odysseystarted with a story. I actually inherited this project at a point wh ...
efforts to make the rest of the game as interesting as the story was, while never under- mining or diminishing the impact of the ...
One of the game’s weaknesses was that at the start of the project I did not fully understand the limitations of theMarathonengin ...
the majority of it was stripped out. Thus the technology was molded to fit the gameplay desired. Centipede 3D’s story was the si ...
of a shooter got us a more action-oriented experience and increased the game’s poten- tial for immersion. So our origins were tr ...
technology will lend itself to specific types of games and stories. One designer may con- sider these requirements to be limitat ...
be employed to make a large group of AI agents look like they are working independ- ently when really they are using a relativel ...
best to embrace those limitations instead of fighting them. This is not to suggest that a designer should always design the simp ...
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