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Ultimate Game Design : Building game worlds

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

226<br />

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

Which <strong>game</strong>s don’t work well on cell phone handsets? Well, just about everything<br />

else most <strong>game</strong>rs are used to playing on one portable platform or another. Again, 3-D<br />

development is very early, and current physical screen size issues offer some large<br />

hurdles. These hurdles will be overcome in time, but for now most developers concentrate<br />

on providing content that will perform well and provide for some satisfying<br />

play. The goal is to build <strong>game</strong> content that finds its way to people on their handsets<br />

while standing in line at the DMV or sitting in an airport terminal waiting for a flight.<br />

Any experience building small <strong>game</strong>s for modest hardware will come in handy in<br />

developing these <strong>game</strong>s. I’m even seeing a resurgence of veteran <strong>game</strong> programmers<br />

from the early Atari days coming out of hiding to build cell phone <strong>game</strong>s or update<br />

some of their classic libraries for a new era.<br />

Multiplay Cell Phone Gaming<br />

Several wireless carriers, having experienced some success with single-player standalone<br />

<strong>game</strong>s, are pushing developers toward building multiplay cell phone gaming titles.<br />

Currently, these are turn-based <strong>game</strong>s that allow players to be matched up to compete.<br />

Most turn-based <strong>game</strong>s work well as test subjects in order to start creating this kind<br />

of content. Most of these <strong>game</strong> titles are very early in execution, so there is no way to<br />

determine how popular this form of gaming might be, but it seems like the right kind<br />

of <strong>game</strong> could capture a sizeable audience.<br />

Mobiles are starting to use Bluetooth (www.bluetooth.com) to enable players to discover<br />

other players. For instance, if a player is on a train and wants to play a <strong>game</strong>, but isn’t<br />

close to other players or doesn’t know who or where they are, the player’s phone can<br />

broadcast an “Anyone want to play Mortal Kombat?” message to potential players.<br />

You can bet that multiple carriers will be looking for the right kind of content to<br />

keep their subscribers happy in <strong>game</strong> offerings. Plenty of content will be focused on<br />

capturing and entertaining teenage wireless subscribers.<br />

Having a large audience already extremely familiar with gaming is fortunate for<br />

<strong>game</strong> developers, since part of adding value to a wireless subscription service will depend<br />

on <strong>game</strong> content, among other content offerings, to keep subscribers satisfied<br />

with the value of their services.<br />

Wireless Toy Networks<br />

This is an expansion area for some <strong>game</strong> developers, especially for those that have built<br />

<strong>game</strong> content based on toy licenses. Toy manufacturers appear to be collaborating more<br />

frequently with <strong>game</strong> developers to provide local wireless toy and <strong>game</strong> entertainment.<br />

Some toys feature specific <strong>game</strong> elements built into the toys in a number of ways, and<br />

others offer <strong>game</strong> interaction among toys as part of a local wireless toy network.<br />

Think for a moment about the variety of <strong>game</strong> experiences available to nextgeneration<br />

toys with local wireless command centers. These command centers can be

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