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Ultimate Game Design : Building game worlds

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322<br />

AS<br />

a point of reference and as a quick discussion about in-<strong>game</strong> art assets, I<br />

have assembled several screenshots from <strong>Ultimate</strong> Baseball Online<br />

(UBO), introduced in Chapter 8. I provide a few comments for each of the<br />

screenshots, which I hope you’ll find useful. As I mentioned earlier, this <strong>game</strong> project<br />

called for much innovation in both technology and design—a factor I found very<br />

exciting from the beginning as a design and production consultant for the makers of<br />

UBO. An attempt to develop, produce, and market the very first MMOG sports title<br />

ever is rife with many risks and considerable challenges. I applaud each of the developers<br />

who have contributed to UBO for their dedicated efforts in building this <strong>game</strong>.<br />

I’d like to thank Andy Wang and everyone at Netamin for their generous permission<br />

to use various images from the <strong>game</strong>.<br />

Baseball as an MMOG choice presented several unique design challenges. How do<br />

you entertain players waiting for action on the field or in the dugout? One potential<br />

solution is to have a roving spectator camera with a “quick jump” feature allowing<br />

players some freedom to essentially jump views during the <strong>game</strong> in order to participate<br />

and spectate the <strong>game</strong> in parallel. If you happen to be watching the <strong>game</strong> from<br />

the pitcher’s view, the catcher’s view, or the blimp overhead and you see the ball hit in<br />

your direction, a hot key snaps the camera back to your on-field position. There are<br />

other solutions currently in the works to entertain players when on-field action is low<br />

for your character or position.<br />

U For every <strong>game</strong>, no matter which genre, it’s extremely important to get the interface<br />

details right. This is why I always encourage designers to start with a thorough interface<br />

diagram put together in a flowchart application like MS-Visio.<br />

Every <strong>game</strong> interface must be easy to understand and navigate, and must operate<br />

various <strong>game</strong> details with power and efficiency. This is a balance that is always hard<br />

to achieve. Most interface details evolve substantially with player and developer<br />

feedback as a <strong>game</strong> goes deeper into development. At the very minimum, you must<br />

always begin with a well-crafted interface diagram. Be sure to map your overall<br />

screen logic, your screen-to-screen transitions, and your single-screen logic details<br />

very carefully to avoid massive amounts of reworking.

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