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Ultimate Game Design : Building game worlds

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132<br />

<strong>Building</strong> <strong>Game</strong> Worlds 132<br />

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

AO: If you want to pursue <strong>game</strong> development, I would recommend that you spend some time<br />

analyzing your interest in the field and try and develop specific goals that you can work towards. This<br />

sort of focus will help you sell yourself to others as you look for a job, if that’s the path you take.<br />

TM: What three design features do you focus on as “critical” points of content evaluation?<br />

AO: User interface, <strong>game</strong>play mechanics, and replay ability. I think basic user interface is often in<br />

danger of getting overlooked in <strong>game</strong> production. Thoughtful GUI design, menu designs, etc. can really<br />

help add to the depth of the <strong>game</strong> experience, as these are elements that the user is constantly<br />

interacting with.<br />

Of course, if the <strong>game</strong> isn’t fun to play, then you can have the best interface in the world and it<br />

doesn’t matter.<br />

And if your <strong>game</strong> doesn’t provide something to bring players back to play again, then it’s not going<br />

to have a long life.<br />

TM: What near-future aspects of gaming excite you?<br />

AO: I think the continued growth of online <strong>game</strong> communities is exciting. Even though AI keeps<br />

advancing, there’s something cooler about playing a strat-sim <strong>game</strong> online against real people in<br />

different parts of the world.<br />

TM: What advice do you have for others interested in <strong>game</strong> design?<br />

AO: Find the specifics of what interests you in <strong>game</strong> design and pursue that. Study <strong>game</strong>s you like<br />

and dislike, analyzing that specific area.<br />

TM: What current <strong>game</strong>s on any platform interest you?<br />

AO: I’m excited about the community that’s developing around the online version of Neverwinter<br />

Nights. Granted, you started here with a strong Dungeons & Dragons fan base, but I think it’s great<br />

that Bioware created the tools to allow the fans to shape their own <strong>game</strong> experiences and create their<br />

own <strong>worlds</strong>.<br />

TM: How do you measure whether a <strong>game</strong>play mechanic “works”?<br />

AO: I guess the success of a <strong>game</strong>play mechanic is ultimately subjective. You could always improve<br />

everything, and as deadlines approach, sometimes you just have to ask “is it good enough?”<br />

TM: What are your goals in gaming at this point?<br />

AO: I’ve recently been pursuing an interest in landscape architecture, and this has got me thinking<br />

quite a bit about how this relates to creating <strong>game</strong> environments. I think there’s a lot to learn from<br />

that design field as well as from architecture and urban planning.<br />

Conversely, a lot of those fields have been using <strong>game</strong> tools to further their development of spaces<br />

and structures for the real world. It’s an interesting relationship.<br />

TM: What <strong>game</strong> industry trends disturb you?<br />

AO: The consolidation of publishers and distributors in the <strong>game</strong> industry disturbs me, although this<br />

is certainly not a trend unique to the industry. I am also dismayed by the proliferation of <strong>game</strong> sequels.<br />

There doesn’t seem to be much support these days for independent, original <strong>game</strong>s. I hope this will<br />

change in the future.<br />

TM: What is the ultimate communal form of gaming in your opinion?<br />

AO: I don’t know that I have a single idea of this in mind. Watching groups of people play Sambe<br />

de Amigo and Dance Dance Revolution is fascinating and entertaining, and that’s sort of<br />

communal and attracts non<strong>game</strong>rs as well.

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