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Ultimate Game Design : Building game worlds

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

224<br />

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

FIGURE 9-5<br />

Kanga Kaos platform <strong>game</strong> by Magnet Island, Inc.<br />

it’s very difficult to get a shooter to behave even as well as an old shooter<br />

<strong>game</strong> for the 8-bit Nintendo.<br />

� Simple arcade <strong>game</strong>s These work well if they don’t require great speed.<br />

A good example is any <strong>game</strong> where your lead <strong>game</strong> character doesn’t have<br />

to move across the screen at lightning speed, yet engages the player with<br />

simple challenges or collection goals. You will want to design around this<br />

consideration.<br />

� Sports “instance” <strong>game</strong>s These <strong>game</strong>s typically take an instance or action<br />

event from a sport and build a <strong>game</strong> around it. Examples include a “shot on<br />

goal” <strong>game</strong> using hockey or basketball. Currently, these <strong>game</strong>s simply have<br />

to use sports “instances” since it would be extremely difficult to put a whole<br />

baseball or football <strong>game</strong> onto a cell phone handset and have the <strong>game</strong> be<br />

visible to the eye and perform well enough to offer satisfying <strong>game</strong> play.<br />

� Simple sports <strong>game</strong>s These are sports <strong>game</strong>s that can be represented well<br />

enough without being graphically intense. Shuffleboard and bowling are

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