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Ultimate Game Design : Building game worlds

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

176<br />

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

� Bad “built-in” resource balancing<br />

� Various kinds of character speed and navigation issues<br />

� A power, function, weapon, or ability is not working as intended<br />

� Character, vehicle, or weapon physics are weak<br />

� A clunky interface has emerged, making it hard to perform operations easily<br />

or quickly<br />

� Bad animation elements, such as bad motion transitions from move to move<br />

� Disconnected, awkward, or illogical map, arena, and level layouts<br />

� Too few or too many enemies; enemy density is not balanced well<br />

� Play is simply too hard or too easy<br />

� Play is simply not fun or engaging<br />

� Characters or units need a better balance of complementary powers and<br />

abilities<br />

� Offense or defense is too high or low (for example, destroying opponents<br />

is too easy or too hard)<br />

� Controller reaction “feels” too slow<br />

� The camera moves are jilting, shaky, or prevent/obscure the play experience<br />

� Character, effect, prop, or environmental features are visually unappealing<br />

� Need better AI (actors are too stupid)<br />

� Need more diversity in weapon type or kind and projectile abilities<br />

� Performing moves using controller button combinations or mouse/keyboard<br />

is too confusing<br />

� Audio support seems tacked-on, disconnected, or transparent<br />

� Boss behaviors requiring impact and excitement for player are too simple<br />

� Cinemas, segues, and intro and ending movies have grown way beyond the<br />

scope of available resources<br />

� <strong>Game</strong> features and functions try to accomplish too much, rather than doing<br />

the simple things well (an all-too-common mistake; you can build a very<br />

solid <strong>game</strong> by doing the so-called “simple things” well—controller tuning,<br />

ease of operation, nicely “ramped” or ascending ease of objectives, solid<br />

player payoff points, and so on)

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