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Ultimate Game Design : Building game worlds

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130<br />

<strong>Building</strong> <strong>Game</strong> Worlds 130<br />

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

been working on an RPG yesterday, today you may be working on more of a<br />

third-person action <strong>game</strong>. Yet, even this scenario is changing, as developers are becoming<br />

more and more genre-focused. Part of this is due to <strong>game</strong> scope and complexity.<br />

Once you build technologies that support RTS creation, it’s easier and more<br />

powerful to focus on RTS titles. Can you really do “everything” well in a fiercely<br />

competitive industry? Probably not.<br />

<strong>Game</strong> titles are “grown” into life by developers and often change directions entirely<br />

along the way. Sometimes, after two or three directions, the title is ultimately<br />

cancelled and your 16 months of work is packaged up for delivery into storage.<br />

Staying competitive in <strong>game</strong> development requires the ability to react quickly and<br />

remain available to constant change.<br />

INTERVIEW WITH AARON ODLAND<br />

Aaron Odland has produced <strong>game</strong> and web entertainment content based on many familiar licensed<br />

properties for Disney Channel and Disney Online. He earned a B.S. in radio, TV, film from<br />

Northwestern University and subsequently found work with Jellyvision, the Chicago-based creators of<br />

the “You Don’t Know Jack” series of <strong>game</strong>s. He is currently pursuing an interest in landscape<br />

architecture and swears that this isn’t as disconnected from <strong>game</strong> development as it sounds.<br />

TM: What is the primary difference between working on <strong>game</strong>s you enjoy playing and building<br />

<strong>game</strong>s for a wide web audience?<br />

AO: I have found that when I play <strong>game</strong>s on the PC, I have certain expectations about the quality<br />

of sound, graphics, controls, etc. based on the platform. The same is true for my expectations when<br />

playing a console <strong>game</strong> or when playing an old arcade <strong>game</strong>. The expectations are always different.<br />

The problem I have found with online content is that I’m usually playing on a PC platform where I<br />

have these high production-value expectations, and current data connections don’t really allow for<br />

most server-delivered, web-based <strong>game</strong> content to meet those expectations. So, we’re sent back to the<br />

days of 8-bit Nintendo on the same PC that is allowing us to play Unreal II.<br />

TM: How do you orient <strong>game</strong> design for a wide audience made up primarily of younger players?<br />

AO: You can’t really clump all younger players into the same group when talking about <strong>game</strong><br />

design. Preschoolers are quite different than preteens. I think you need to pick a specific age range<br />

when developing a <strong>game</strong> and focus on making the best piece of content for that group.<br />

TM: What are some of the challenges you faced in working with licensed content?<br />

AO: In some ways, I have found that working with licensed characters works very well for the short<br />

production timeframe that is characteristic of most online <strong>game</strong>s that I have contributed to. You don’t<br />

have to spend time on character design, and that certainly helps move things along. Of course, when<br />

working with third-party developers, there is time required to educate them about the property so they<br />

can understand it better. I have also found that working with licensed content involving real actors can<br />

present more challenges than working with animated characters.<br />

Image approval is generally required, and the task of getting unique, new images for a piece of<br />

web content often seems out of the question due to budget and time concerns. So, the challenge<br />

becomes hunting down alternative sources of images, audio clips, etc. that might be able to suit<br />

your needs.

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