Game Design

(Elliott) #1

  • No Story: Classic arcade games almost universally eschewed the notion of trying
    to “tell a story” of any sort, just as many modern arcade games continue to do. The
    games always had a setting players could easily recognize and relate to, many of
    them revolving around science fiction themes, though others dabbled in war,
    fantasy, and sports, among others. Many, such asPac-ManandQ*Bert, created
    their own, unique settings, keeping up with the rampant creativity found in their
    gameplay. The classic arcade game designers did not feel required to flesh out their
    game-worlds, to concoct explanations for why players were shooting at a given
    target or eating a certain type of dot, and the games did not suffer for it.


Of course, some games broke some of the above rules of the form, yet they can still
be considered classic arcade games. For example,SinistarandDefenderboth included
scrolling game-worlds for players to travel through, with players unable to see all
aspects of the game-world at any one time. Indeed, on first inspection,Battlezoneseems
entirely the odd man out among early classic arcade games. Yet, if one looks at the traits
above, one will discover that it featured infinite play, multiple lives, scoring, was easy to
learn, and had almost no story. All three of these games included mechanics which, by
and large, were adherent to the classic arcade game form. Thus we can still group them
with games likeSpace InvadersandAsteroids, which follow all the rules laid out above.
Centipede, one of the defining games of the form, follows all of the characteristics of
the classic arcade game listed above. Though not a very complex game by today’s stan-
dards, the marvel ofCentipedeis how all of the different gameplay elements work
together to create a uniquely challenging game. It is easy enough to make a game ramp
up in difficulty by adding more and more enemies, butCentipedenaturally increases the
challenge by the interplay of its few elements so that the game organically becomes
more difficult over time. Nothing inCentipedeis out of place, nothing is inconsistent,
nothing is unbalanced. To analyzeCentipedeis to attempt to understand how to design
the perfect game.


Chapter 4: Game Analysis:Centipede 61


Even though the action
inSinistardid not take
place only on one
screen, it is still
considered to be an
example of the classic
arcade game form.
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