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Ultimate Game Design : Building game worlds

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

6<br />

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

may end up degrading the <strong>game</strong>’s performance or running speed to a degree that is<br />

way too slow to be any fun to play. This won’t do at all, because when the lights go<br />

off at night and Junior gets tucked into his racecar bed, it’s all about the fun!<br />

Chugging frame rates are not fun. Remember that a <strong>game</strong> level is a self-contained section<br />

of the entire <strong>game</strong> experience, and each particular level will have its own unique<br />

performance challenges.<br />

Frame rate refers to the speed at which a single frame can be redrawn to the screen<br />

following another frame; kind of like a flipbook animation. How fast can you make<br />

the pages flip? That’s your frame rate. A “chugging” frame rate is a frame rate that is<br />

too slow to provide adequate <strong>game</strong> play performance or satisfaction. You want as<br />

much visual pop as possible, while maintaining fundamental performance. This is<br />

the crux and crisis point. Let the trade-offs begin! At its simplest, for modern 3-D<br />

<strong>game</strong>s, the more stuff you put in the scene that uses polygons on drawing the scene,<br />

the more performance speed you stand to lose.<br />

Also, what works in traditional architecture doesn’t necessarily make for compelling<br />

<strong>game</strong> environments. Generally, interior levels—such as the inside of a castle—can<br />

be adapted from real architecture and “bent” into <strong>game</strong> shape. You want<br />

architecture that makes sense as a level layout, but you also want architecture that’s<br />

fun (and fast) to navigate or move around in. So, it often helps to start with an existing<br />

reference point, like the floor plan of a castle, and then tweak and modify it into<br />

<strong>game</strong> shape. Or, you can start with something entirely new if you wish. Either way,<br />

you’ll need solid reference material.<br />

The nice part about working in the digital world is that you can combine bits and<br />

pieces of architecture from several different castles to build the ultimate castle interior.<br />

If you tried to build the real thing, it would fall apart like a sand castle in the surf,<br />

but it sure looks good. No matter what <strong>game</strong> genre you’re building for, it always<br />

helps to start with a reference point and then adapt and refine it for <strong>game</strong>play. In fact,<br />

<strong>game</strong>play itself should determine level layout. Remember, environment supports<br />

play, but play is the deciding factor.<br />

Basic Environmental <strong>Design</strong><br />

In a networked multiplayer environment, characteristic of many of the <strong>game</strong>s made<br />

today, it makes sense to consider a couple of simple ideas about layout. After all, if<br />

you’re going to have several players roaming a level or arena, you will want to consider<br />

carefully how they’re going to navigate your map.<br />

Entry and Exit<br />

In general, bottlenecks and dead-ends don’t work too well in a multiplayer environment.<br />

However, this is considered a “soft” rule because there are always exceptions.<br />

For example, someone may point out a case in which a bottleneck makes for a perfect

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