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Ultimate Game Design : Building game worlds

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

signs altogether. Simply put, you want plenty of condensed action points if you are<br />

trying to appeal to the action player. This is why it’s so important to keep in mind<br />

your “target player” when making design decisions. You make decision trade-offs<br />

based on your intended audience.<br />

The fantasy aspect of the sports experience flies in the face of sports simulation. A<br />

purist baseball simulation might have you spending nine years playing AA/AAA ball!<br />

Players want to proceed quickly, get better at both offense and defense quickly, and<br />

challenge the pros by lunch. This is part of the pleasure in the experience. If players<br />

are stifled by an extended or cumbersome route, with bad physical play controls, you<br />

will lose your audience.<br />

Licensing, the ability to use known professional teams, players, and stadiums or<br />

venues, will affect the “reach” of your design. In the recent past, you could make<br />

sports <strong>game</strong>s without a major sports league franchise license from, for example, Major<br />

League Baseball (MLB) or the National Basketball Association (NBA). Technically,<br />

you still can, but most <strong>game</strong> players prefer the <strong>game</strong> that has access to and<br />

utilizes the familiar talent of the sport they prefer. Again, part of the fantasy is putting<br />

yourself in control of the teams and athletes.<br />

Sports <strong>game</strong>s require heavy tuning. Tuning refers to editing into perfection moves,<br />

functions, or data until an action or event “performs” properly in the <strong>game</strong>. Animation<br />

transitions from move to move are complex, yet must perform seamlessly.<br />

Sports <strong>game</strong>s usually require editing minutiae like ball scale (the size of the ball at different<br />

performance points), passing zones (when does the ball transfer ownership<br />

from player to player?), and catch zones (how big is the zone for catching or dropping<br />

the ball?), among many other detail-specific functions.<br />

Most sports titles include a player versus CPU mode, so the computer has to be<br />

programmed to compete against human players in offensive and defensive actions.<br />

These require complex scripts and programming. Here’s a quick example. If you<br />

have two defenders and a goalie guarding a hockey goal, with two wingers and a center<br />

coming at the goal on offense in some unique formation, how does the computer<br />

best position the defenders? It’s hard to program a player’s intuition.<br />

This is why sports <strong>game</strong>s build rules into their scripts … rules that can be discovered<br />

and exploited easily by human players! The rules in defense or offense scripts<br />

generally take up a straight conditional form (for example, if the puck is in this quadrant<br />

or area on the ice, with this number of players involved, then set up the defense<br />

like this, and modify it slightly in this way based on opposing player orientation).<br />

Another challenge for sports <strong>game</strong> designers is getting the player and arena look<br />

and feel correct. People spend hours staring at these players and locations. They<br />

know what they look like. You want these to be pleasing to your audience, and you<br />

have to present the players and arenas in the best possible light to your licensor (the<br />

party giving you permission to use known players and arenas). This often requires<br />

plenty of work and revision to get player models, textures, and facial detail correct.<br />

111<br />

<strong>Design</strong> by Genre

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