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Ultimate Game Design : Building game worlds

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everyone wants to push hard, achieve more, and do what hasn’t been done previously.<br />

If you spend too much time on any one prop or action behavior, you risk not<br />

having enough time to complete another one later in the level or later in the <strong>game</strong>.<br />

This <strong>game</strong> genre is particularly performance-intensive. It regularly requires some<br />

pretty serious hardware on the player’s side. This genre is known for “upping the<br />

bar” in machine requirements for graphics cards, memory, and CPU speed. These requirements<br />

can be used to great effect for many titles, but from a commercial standpoint,<br />

making the argument to your publisher that an average player will need the<br />

absolute latest “everything” can be a very tough sell.<br />

S IMULATIONS<br />

Many popular simulation-oriented <strong>game</strong>s let the player experiment with a growth<br />

process of some kind. You might be growing a zoo, an amusement park, a futuristic<br />

city, or a record business cartel. Some developers don’t even consider these kinds of<br />

titles to be <strong>game</strong>s at all, but rather something closer to a digital or software-based<br />

toy. They certainly allow a player plenty of room to experiment with the experience<br />

at hand.<br />

In any case, this genre continues to hold serious player appeal. Most of the successful<br />

titles to date seem to focus on growth and the shaping of a growth process. A<br />

player’s decisions have impact and show positive or negative results. Raise the taxes<br />

or the ticket prices too high, and suffer the consequences. These <strong>game</strong>s teach players<br />

to strive for a degree of balance in their dealings, and to find edges, or ways to maximize<br />

a process without overloading it. They have been used by some as an entertaining<br />

teaching tool.<br />

Let’s look now at just a few design considerations:<br />

� Unit-intensive<br />

� Open-ended or “blank slate” beginnings<br />

� Easy to expand<br />

� Passive in a positive way<br />

� Rule- and definition-dependent<br />

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

Simulators are unit-intensive. They require hundreds (even thousands) of art assets,<br />

which form the play pieces (such as buildings, roads, animals, ride pieces, snack<br />

shacks, people, and vehicles). These titles can be extremely heavy in art asset requirements,<br />

which becomes a design and production trade-off point. Your time and budget<br />

only allow for a limited number of assets. Which to build to serve your <strong>game</strong> idea?<br />

123<br />

<strong>Design</strong> by Genre

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