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

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

TM: How do you capture and grow an audience for delivery of <strong>game</strong>s via the Web?<br />

AO: I think that people constantly strive for recognition of their success or the success of things that<br />

they have created, and the online community really provides you with an opportunity to work this feedback<br />

into your <strong>game</strong>s. High scoreboards certainly provide a basic form of this, but I am more intrigued by<br />

providing players with tools to build levels, create character texture maps, etc. The Internet provides a<br />

lot of collective time and energy, and if you can get it on the side of your product, I think that can be<br />

very powerful.<br />

TM: What restrictions do you face in building <strong>game</strong>s for a younger audience?<br />

AO: Parents don’t like their kids talking with strangers, but the Internet is a great tool for communication.<br />

So, how do you allow players to communicate without telling too much? This issue becomes particularly<br />

frustrating when you’re dealing with preteens who are constantly using Instant Messenger and<br />

e-mailing, but then you often can’t allow them to have the same interaction in your <strong>game</strong>s.<br />

As for this question in relation to <strong>game</strong>s as a whole, I think a lot of the “restrictions” that people<br />

think of as necessary for <strong>game</strong>s for kids are things that really should apply to all design. You shouldn’t<br />

make the keyboard controls simple and intuitive just because the <strong>game</strong> is for kids who might have<br />

problems with the complexity; you should make them simple and intuitive because that will make for<br />

better <strong>game</strong>play for all groups.<br />

TM: What do you like the most and the least about building web-oriented <strong>game</strong> content?<br />

AO: One of the things that I like most about building web-oriented <strong>game</strong> content is that it’s still<br />

something that can be done by creative individuals without the backing of some huge <strong>game</strong> publisher<br />

and distributor. Some of my favorite, small-scale <strong>game</strong>s online have been completely crafted by a<br />

single person and provided to people around the world to play for free.<br />

The short timeframe of online <strong>game</strong>s also allows you to work on quite a variety of content without<br />

as much pressure based on time or budget. A downside of these short cycles is that you don’t always<br />

have much time to invest in brainstorming new types of <strong>game</strong>s, so a lot of what I have seen produced<br />

is very derivative.<br />

TM: What would you say is the future of large-scale web gaming?<br />

AO: I think that web gaming as a component of purchased CD-ROMs will continue to grow as you<br />

get mainstream examples like The Sims Online. As for server-delivered <strong>game</strong>s, I think the future of<br />

that is harder to predict.<br />

I’m not sure what the future of online entertainment in general holds. While completely online<br />

subscription services such as fantasy league sports teams have been successful, I don’t know what new<br />

business models will arise to provide for outlet opportunities for more <strong>game</strong>s.<br />

TM: How does your background in radio, TV, film contribute to your work approach?<br />

AO: One thing that was always stressed to me in my production classes was that the time you<br />

spend in preproduction will save you a great deal more time during actual production. So, I’ve tried to<br />

take that to heart and be sure to develop flow diagrams, use case studies and other guidelines that<br />

not only help me consider possible failure points but also make me think more in depth about the<br />

<strong>game</strong> experience as well as be able to better communicate to engineers and artists the creative and<br />

technical details of the <strong>game</strong>.<br />

TM: What advice would you give to those interested in pursuing any form of <strong>game</strong> development?<br />

131<br />

<strong>Design</strong> by Genre

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

Saved successfully!

Ooh no, something went wrong!