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Ultimate Game Design : Building game worlds

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excite recruiting efforts isn’t even worth mentioning. It’s an insignificant expense for<br />

the Army. It’s a serious source of much-needed revenue for an independent <strong>game</strong><br />

developer. It’s also further proof that you can make a good <strong>game</strong> while working<br />

within the context of a license.<br />

Look for plenty of <strong>game</strong> development in the near future to borrow on the success<br />

of titles like America’s Army, especially as <strong>game</strong>s become more mainstream and<br />

more traditional companies begin to embrace the power of gaming. In the coming<br />

years, publishers and developers alike will be looking to collaborate in a number of<br />

ways with large company efforts to support brands and capture audiences by building<br />

<strong>game</strong> content. Think about The Sims Online deal with Intel and McDonald’s to<br />

include “Intel Inside” PCs, Big Macs, and entire McDonald’s franchises within the<br />

world of The Sims Online.<br />

There’s no reason to fight it … at this point it’s inevitable. The offbeat <strong>game</strong> industry<br />

building those pleasant little time wasters for the local pizza palace crowd has grown<br />

up into a corporate behemoth. It is big business when the Super Bowl telecast starts<br />

with professional football players challenging each other to a <strong>game</strong> of Madden Football<br />

with “EA Sports” logos conveniently scattered everywhere amidst scads of the<br />

latest consoles.<br />

So what do we do about it? How do we build <strong>game</strong>s in this climate? We focus on<br />

what’s still important and what will always be most important as developers—<br />

making great <strong>game</strong>s. They might not be our own original characters in our own<br />

unique <strong>worlds</strong> anymore (some of them probably will), but we can all still work our<br />

hardest at coming up with entirely new kinds of <strong>game</strong>s to play and finding new play<br />

mechanics for character to world interaction. The actors and environments are<br />

important, but ultimately arbitrary when compared to the kinds of actions and play<br />

they participate in. Refining the <strong>game</strong> design process itself, in my opinion, is one of<br />

the next great areas of revolution in the <strong>game</strong> business. Even given the conditions I’ve<br />

tried to describe for you, there is always a need for executable <strong>game</strong>play ideas that<br />

capture a player’s emotions.<br />

Interesting Trends for the Near Future<br />

C H A P T E R 1 0<br />

I think we’ll begin to see even more kinds of crazy partnerships between several factions<br />

in the near future for gaming. Some of these partnerships will probably surprise<br />

all of us. Just as in every other area of modern commerce, corporate influence will<br />

continue to grow and most independent developers will simply have to ally themselves<br />

with a diminishing number of uber-publishers. We’ve already seen this happening<br />

all over town.<br />

Most independent <strong>game</strong> developers, when given the chance, make quick and<br />

deep alliances with the biggest-name <strong>game</strong> publishers. When viewed from the perspective<br />

of an independent <strong>game</strong> developer, you can’t blame them. There are numerous<br />

247<br />

Getting Started in <strong>Game</strong> Development

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