By Andrew Rollings
Video game layout involves 4 crucial initiatives: imagining a video game, defining the way in which that it really works, describing its inner components, and speaking this knowledge to others. This publication examines each one of those projects and exhibits you not just what concerns it is important to deal with on your layout, yet the right way to take into consideration video games and gameplay. After analyzing this e-book, you've got the instruments you want to either layout many different types of video games and create a professional-quality online game layout rfile.
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Additional resources for Andrew Rollings and Ernest Adams on Game Design
This results in a row of clone games on the store shelves. Because there isn't any particular reason to choose one over another, none of them becomes a blockbuster hit. Another reason most market-driven games aren't very good is that they lack harmony, a concept that we discuss in more detail in Chapter 3. You can't make a brilliant game by simply throwing in all the popular elements you can think of. If you try, you get a game that doesn't feel as if it's about anything in particular. It doesn't hang together; it's merely a collection of pieces.
Casual gamers can still recognize a big jump in image quality even though they're less impressed by performance statistics, and that will encourage them to buy a technology-driven game, too. The main risk in designing a technology-driven game is that you'll spend too much time concentrating on the technology and not enough on making sure your game is really enjoyable. As with a hot license, a hot technology alone is not enough to guarantee a hit. If you're the first to market with the new technique and it really is spectacular, you could well have a meteoric success in the first few months.
But don't mix up genres purely for its own sake. A game should cross genres only if it genuinely needs to as part of the gameplay. A flight simulator with a logic puzzle in the middle of it, just to be different from other flight simulators, will only annoy flight sim fans. [ Team LiB ] [ Team LiB ] Part I: The Elements of Game Design 37 38 Part I: The Elements of Game Design The Types of Game Machines Most game concepts should be fairly independent of the target platform. If you start thinking too early about the machine and its capabilities, you run the risk of designing a "technology-driven game," a notion that is discussed a little later in the chapter.
Andrew Rollings and Ernest Adams on Game Design by Andrew Rollings