25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

8<br />

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

FIGURE 1-3<br />

Player can flee north<br />

F UNCTION<br />

During the previsualization process, it is always useful to consider function, which in<br />

this context is something akin to “<strong>game</strong>play purpose.” A well-crafted <strong>game</strong> environment<br />

has several simultaneous goals (for example, support actions and character<br />

abilities in an exciting way, perform at optimum speed on the given hardware, display<br />

logic in the environmental lay-out, and be navigable). At a minimum, you want<br />

your <strong>game</strong> environment to support in the right physical ways the kind of play dynamic<br />

you are trying to build or graft into the environment. This is a cross-genre principle.<br />

It makes little difference what kind of <strong>game</strong> we’re talking about—from a state<br />

of the art first-person shooter (FPS) to a multiplayer party arena <strong>game</strong>—in all cases,<br />

you want to give forethought to the environment and its function (<strong>game</strong>play purpose)<br />

and direct your thoughts toward supporting <strong>game</strong>play. In the end, the environment<br />

that you’re building will be built to host <strong>game</strong>play.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!