Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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<strong>Building</strong> <strong>Game</strong> Worlds<br />
342<br />
U L T I M A T E G A M E D E S I G N<br />
player dropout/lost connections, 199<br />
special events, 198<br />
tools support, 198<br />
MMOG player differences from console players, 189<br />
MMOG production challenges, 188–193<br />
cost and support considerations for MMOG,<br />
191–193<br />
defining titles, 189<br />
MMOG player differences from console<br />
players, 189<br />
pure production risks for MMOG, 190–191<br />
saturation concerns for MMOG, 190<br />
MMOGs and design orientation, 200–203<br />
current challenges, 203<br />
deep social factors, 202–203<br />
isolating and MMOG strengths, 201–202<br />
MMOG genre growth, 201<br />
MMOG player categories, 202<br />
NPCs and familiars, 201<br />
MMOGs (massively multiplayer online <strong>game</strong>s)<br />
box solutions, 301<br />
construction factors and solutions, 194–197<br />
opportunities, 205–206<br />
play mechanics, 199–200<br />
pure production risks for, 190–191<br />
saturation concerns for, 190<br />
structures, 194–197<br />
testing, 171<br />
MMOGs (massively multiplayer online <strong>game</strong>s),<br />
design considerations for, 187–213<br />
case study comments on challenges for UBO,<br />
206–209<br />
interview with Michael Weiner, 209–212<br />
MMOG construction factors and solutions,<br />
194–197<br />
MMOG design features, 197–200<br />
MMOG production challenges, 188–193<br />
MMOGs and design orientation, 200–203<br />
sports fans or groups and MMOGs, 203–206<br />
MMOGs, sports fans or groups and, 203–206<br />
MMOG opportunities, 205–206<br />
MMORPG (massively multiplayer online role playing<br />
<strong>game</strong>), 188<br />
Mobile Information Device Profile (MIDP), 219<br />
Modeling packages, 3-D, 296<br />
Modeling, quick, 317–318<br />
Modularity, prefabricated geometry and, 27–28<br />
Mood, reinforcing, 12<br />
Moonlight forest example, 79–80<br />
Motion capture process, 328–329<br />
Motion-tracking, 300<br />
suit, 109, 110<br />
Multiplay cell phone gaming, 226<br />
Multipliers, lighting strengths or, 60–62<br />
N<br />
Networks, wireless toy, 226–227<br />
New opportunities, growth areas and, 244–246<br />
NPC actors, 90–91<br />
NPC conversation templates, 140–141<br />
NPC (nonplayer characters), 17<br />
O<br />
Odland, Aaron, 130–134<br />
Online, toys and card <strong>game</strong>s go, 249<br />
Opportunities, growth areas and new, 244–246<br />
Organizations, 288<br />
Outsourced testing services, 290<br />
P<br />
Packages, 3-D modeling, 296<br />
Paper-based level blocking, 13–17<br />
quick topographic maps, 13–17<br />
Particle emitters, 68–69<br />
Particles, 53, 67–72<br />
exporting particles and dynamics information,<br />
69–72<br />
using particle emitters, 68–69<br />
Passion, maintaining, 257–259<br />
Pathfinding code, 119<br />
Patterns, shooter flying, 141–143<br />
PC; See also Console/PC<br />
PC toys, challenges for, 245–246<br />
Perl sample, 140<br />
Perspective, creating, 257–259<br />
Phones<br />
cell, 215–235<br />
design issues for cell, 222–230<br />
Picture in view, keeping big <strong>game</strong>, 42–43<br />
Pipeline, script, 92<br />
Planning and building, level, 23–52