game design 2: lecture 12 - platform specific design

28
Game Design 2 Lecture 15: Designing for Platforms http://www.comu346.com [email protected] 2011

Upload: david-farrell

Post on 29-Jan-2018

2.303 views

Category:

Education


0 download

TRANSCRIPT

Page 1: Game Design 2: Lecture 12 - Platform Specific Design

Game Design 2Lecture 15: Designing for Platforms

http://www.comu346.com [email protected]

2011

Page 2: Game Design 2: Lecture 12 - Platform Specific Design

Designing for Platforms

Page 3: Game Design 2: Lecture 12 - Platform Specific Design

Designing for Platforms

• It is not always possible to have exactly the same experience on different platforms.

• Even when it is, it is not always a good thing.

Page 4: Game Design 2: Lecture 12 - Platform Specific Design
Page 5: Game Design 2: Lecture 12 - Platform Specific Design

• Deus Ex 2

• one ammo type

Page 6: Game Design 2: Lecture 12 - Platform Specific Design

• Modern Warfare 2

• No dedicated servers

Page 7: Game Design 2: Lecture 12 - Platform Specific Design
Page 8: Game Design 2: Lecture 12 - Platform Specific Design

PC to Console

• Civilization 4 for PC was re-imagined as Civilization Revolution for Xbox 360, Nintendo DS, and later iPhone

• Whilst it would probably be POSSIBLE to do a direct port, that would fail to consider the context in which the player is engaged or the best way to utilise that platform.

Page 9: Game Design 2: Lecture 12 - Platform Specific Design

iPhone HIG Video

• App statement that captures experience

• Consider the context that the user is interacting with the device

• screen 30 centimetres away?

• phone 1 metre away?

Page 10: Game Design 2: Lecture 12 - Platform Specific Design

Console Player Context

• Shorter Sessions

• Further from display

• lean forward vs sit back (10 ft interface)

• Less fidelity in controls

• Vs mouse / keyboard

• Less resolution (non hi def TVs)

Page 11: Game Design 2: Lecture 12 - Platform Specific Design

http://bit.ly/d0XSpi

Page 12: Game Design 2: Lecture 12 - Platform Specific Design

Abstracting Systems• Where an interface must be simpler, one

option is to redesign an underlying system, either by simplification or abstraction.

• Civ 4 has a unit called a worker. The player must build this unit then give that unit order to improve land and build roads.

• Civ Rev has no such unit. The player can spend money to build a road instead.

• Civ 4 has universal tax - Civ Rev city by city

Page 13: Game Design 2: Lecture 12 - Platform Specific Design

Combining Actions

• In order to further simplicity, look for opportunities to reduce the number of actions required from the user.

• Civ 4 has the ability to build boats and then load those boats with units for exploration

• Civ Rev gives the player one ‘free’ unit on every boat built

Page 14: Game Design 2: Lecture 12 - Platform Specific Design

Reduce Micromanagement

• Micromanaging the details of a civilisation takes a significant amount of time and doesn’t reinforce the streamlined goals of the Civ Rev design.

• Firaxis made decisions that allow the player to pay less attention to micromanagement

• workers, ‘happiness’, automatic builds

Page 15: Game Design 2: Lecture 12 - Platform Specific Design

Less Info on Screen

• Providing the interface is intuitive, it may be possible to retain information but reduce the amount of information on screen at any one time (i.e - spread info over multiple screens).

• On low resolution devices, a larger percentage of screen is taken up by UI

Page 16: Game Design 2: Lecture 12 - Platform Specific Design
Page 17: Game Design 2: Lecture 12 - Platform Specific Design

ci

Page 18: Game Design 2: Lecture 12 - Platform Specific Design

• xbox normal

Page 19: Game Design 2: Lecture 12 - Platform Specific Design

Control Schemes

• Not having mouse / keyboard on consoles means that it is necessary to use the buttons and joysticks to access menus and other items that would normally be placed at corners of screen.

Page 20: Game Design 2: Lecture 12 - Platform Specific Design
Page 21: Game Design 2: Lecture 12 - Platform Specific Design
Page 22: Game Design 2: Lecture 12 - Platform Specific Design

Redesign Control Scheme

• PC control scheme vs Console vs iphone

Page 23: Game Design 2: Lecture 12 - Platform Specific Design

Doom

• PC - Mouse and (OR) keyboard

• iPhone 3 Modes

• id aren’t sure what is best

• compromise of flexibility vs convenience

Page 24: Game Design 2: Lecture 12 - Platform Specific Design
Page 25: Game Design 2: Lecture 12 - Platform Specific Design
Page 26: Game Design 2: Lecture 12 - Platform Specific Design
Page 27: Game Design 2: Lecture 12 - Platform Specific Design

To Summarise• Abstract Systems and Information

• Group similar items

• Reduce micromanagement

• Understand control schemes

• Consider Resolution

• Reduce on screen information

• Be aware of norms and guidelines documents

Page 28: Game Design 2: Lecture 12 - Platform Specific Design

Hands on?