25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

C H A P T E R 5<br />

As this chapter unfolds, we’ll survey some of the major design elements for major<br />

genres, and finish up by looking at creating cinematics, backstory, and dialog. In the<br />

big picture, these can be applied across genres. We’ll conclude our <strong>game</strong> genre survey<br />

with a summary of the <strong>game</strong> designer’s everyday work tools.<br />

SPORTS GAMES<br />

Some players hate sports titles; others can’t get enough of them. One thing is for sure:<br />

they have done more to promote console gaming than any other genre. Football,<br />

baseball, basketball, hockey, soccer, track and field, volleyball, rugby, racing, surfing,<br />

fishing, skateboarding, tennis, BMX, golf … they’ve all been treated as electronic<br />

<strong>game</strong>s. Hang around the <strong>game</strong> industry long enough and you’ll probably work on a<br />

sports-related title. The following list focuses in on some of the relevant design aspects<br />

of sports titles:<br />

� Motion capture versus hand animation<br />

� Established rules<br />

� Simulation versus fantasy<br />

� Licensing<br />

� Heavy tuning<br />

� Defense scripts<br />

� Player and arena look and feel<br />

� Statistics<br />

Sports <strong>game</strong>s frequently require that <strong>game</strong> characters (based on well-known professional<br />

athletes) perform both elaborate physical moves and utterly unique signature<br />

moves. This can take the form of a particular batting stance and swing, a<br />

particular pitch delivery, or a one-of-a-kind slam dunk on the basket. Players expect<br />

and appreciate the ability to “control” these moves within a sports title. This makes<br />

fluid character motion a design requirement.<br />

Developers have to either “hand” animate this motion, by moving joints and<br />

bones attached to the 3-D character model, or use motion-capture technology (sometimes<br />

they even employ both methods). Motion-capture sessions outfit an actor/athlete<br />

in a suit with small light-reflective balls or points attached to it, which are then<br />

read into a computer via a scanning system that tracks the movement of the ball<br />

points. This data must then be significantly processed into useable motion data for<br />

the <strong>game</strong>. So, one of the first big design hurdles for sports is making player motion<br />

look accurate and familiar, while working functionally in the <strong>game</strong>. Figure 5-1 shows<br />

an athlete wearing a motion-tracking suit with the reflection points visible.<br />

109<br />

<strong>Design</strong> by Genre

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!