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Ultimate Game Design : Building game worlds

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

246<br />

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

desk at home for extended periods of time. The main household PC doesn’t tend to be<br />

in the youngest child’s bedroom either. You can see that when you add up each of<br />

these factors, there are some significant problems to overcome in getting large numbers<br />

of PC toys out there successfully. This doesn’t mean that toy manufacturers<br />

won’t try to crack this market with future products; they no doubt will, and it’s just<br />

this kind of work that most independent developers don’t mind taking on to offset<br />

their own costs in building more traditional electronic <strong>game</strong>s.<br />

A DVERGAMES<br />

This is a sore spot for many developers, and I can sympathize entirely. You probably<br />

don’t or didn’t want to get into the <strong>game</strong> business to make ads right? You fell in love<br />

with Metroid and you said to yourself: “That’s it! That’s what I want to do!” Right?<br />

Those are the perfect reasons to want to pursue gaming. Everyone wants to be a part<br />

of building the next revolutionary <strong>game</strong> title. In fact, it’s why you suffer the multiple<br />

trials of being a <strong>game</strong> developer in the first place.<br />

Many (some would say “most”) of the <strong>game</strong>s that get built today are based on licenses.<br />

You can build an excellent <strong>game</strong> based on a license, but for the license holder<br />

the <strong>game</strong> “is” essentially a commercial. At the least, it’s a form of commercial for the<br />

brand based on the license.<br />

Companies of every description that create products or services for specific demographics<br />

by age and gender are eager to promote their offerings using <strong>game</strong>s. If this<br />

idea is a shock, it really shouldn’t be since this idea has been with gaming from the<br />

beginning. Because of the increased risk and cost of making <strong>game</strong>s for every next generation<br />

of consoles, publishers are always looking for ways to offset their own costs<br />

and limit risks. Getting corporations to buy in on the risk of a <strong>game</strong> is an attractive<br />

idea to most publishers, and probably indicates a strong pattern for things to come.<br />

Honda, for instance, spends more money on TV commercials in a single day than<br />

it would cost to make a rock-solid PlayStation 2 <strong>game</strong> based on a series of its current<br />

and forthcoming street bikes. A solid <strong>game</strong> has huge replay value. Many in the industry<br />

hate to think this way, but you experience the commercial every time you play<br />

the <strong>game</strong>. Remember Cool Spot for the Sega Genesis? A great <strong>game</strong>; plenty of fun.<br />

Based on a state-of-the-art 16-bit engine for the Genesis at the time, it was ultimately<br />

an ad for the soft drink 7-Up. If you spend $2 million on TV network ads for two<br />

days, that’s it. You had an expensive impression, and it has passed. In the near future,<br />

next time you go to the Honda dealer to check out some motorcycles, you might take<br />

a <strong>game</strong> home with you to experience the ride as often as you’d like.<br />

The success of America’s Army, a collaboration between military advertisers and<br />

<strong>game</strong> developers, is exactly what I’m talking about when I mention “adver<strong>game</strong>s.”<br />

Considering the U.S. Army’s advertising budget, the cost of developing a <strong>game</strong> to

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