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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

110<br />

U L T I M A T E G A M E D E S I G N<br />

FIGURE 5-1<br />

Motion-tracking suit<br />

Sports <strong>game</strong>s have established rules. In many other genres as a designer, you are<br />

tasked with creating the rules. Typically, for standard sports titles, you will be translating<br />

the rules of a particular sport into your <strong>game</strong>. <strong>Design</strong>-wise, in an effort to<br />

maintain the best <strong>game</strong> experience, you will have to consider how the flow of a typical<br />

<strong>game</strong> and its rules affect the player. You will frequently decide to provide the<br />

player with options to disable parts of the officiating rules of a <strong>game</strong> that breaks the<br />

“action feeling” for the player (for example, turning off “icing” calls in a hockey<br />

<strong>game</strong>). Every effort will be made to bring the full set of rules of the given sport into<br />

the <strong>game</strong>.<br />

A point of design balance is frequently called for in the “simulation versus fantasy”<br />

area as it pertains to sports. A hardcore simulation that attempts to re-create<br />

every minute detail of a sports <strong>game</strong> experience in real-time may find an audience<br />

among die-hard simulation fans, but lose the action player in the mix. For example, a<br />

baseball <strong>game</strong> may simulate the catcher sending signs for pitches, to which the<br />

pitcher either agrees or shakes off the sign before pitching. For brevity and less distance<br />

between “action points” in the <strong>game</strong>, you would probably cut sending pitch

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