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Ultimate Game Design : Building game worlds

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216<br />

ANOTHER<br />

new content horizon for gaming comes in the<br />

form of wireless devices and cell phones. This<br />

is a very new arena for gaming, where many of the most important economic factors<br />

remain unsettled. Yet, if the progress in building and delivering <strong>game</strong>s made so far is<br />

to be believed, there is a very exciting future looming for wireless gaming. In my opinion,<br />

each and every possible gaming platform should always be viewed as an opportunity<br />

to grow gaming further, and wireless or mobile phone devices are no exception.<br />

Adults who wouldn’t be caught dead in public playing on a colorful chunk of plastic<br />

like a <strong>Game</strong>boy Advance (GBA) will happily plunk away at a <strong>game</strong> on a mobile<br />

phone. Whereas a <strong>Game</strong>boy Advance looks like a toy, mobile phones look like<br />

phones, so adults don’t mind being seen using them.<br />

<strong>Game</strong>s built for these devices offer an obvious portability factor and an exciting<br />

new way to grow the gaming player base. Up to this point in the book, we’ve talked<br />

about the design process for <strong>game</strong> console and PC development. These platforms<br />

continue to be the “bread and butter” content areas for the largest number of <strong>game</strong><br />

developers. However, to grow and prosper, independent <strong>game</strong> developers are constantly<br />

searching for sources of development revenue. The career of many developers<br />

and the ability to continue making <strong>game</strong>s depend on it.<br />

New opportunities to grow gaming should never be considered a blight on the<br />

<strong>game</strong> industry. Do not forget that, despite the highest-horsepower hardware on<br />

the hottest new <strong>game</strong> machine, if you can’t deliver a compelling <strong>game</strong> experience<br />

that speaks to human players in some fundamental way, you have only a pricey<br />

technology demonstration on your hands. It’s a similar story for many other<br />

forms of entertainment media.<br />

Chess doesn’t inspire our predictive abilities, grow us, or challenge us by the measure<br />

of polygons blasted to a screen. In other words, technology doesn’t determine play<br />

value. Many have said it before me, and I couldn’t agree more: if you want to know<br />

how to connect your particular <strong>game</strong> design with an audience, you must try to understand<br />

how to tap, needle, and play around with basic human desires within the context<br />

of your <strong>game</strong>—even if you’re hamstrung by technology.<br />

Players all have wants and desires. Your <strong>game</strong> designs have to satisfy these wants<br />

and desires in some way. Players project these wants into your suspended <strong>game</strong><br />

<strong>worlds</strong>, whether the vehicle is total 3-D immersion or slow 2-D sprites.

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