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Ultimate Game Design : Building game worlds

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54<br />

FOR<br />

a <strong>game</strong> to be competitive these days, its <strong>game</strong> environment must be<br />

visually enthralling. We want to connect the player’s emotions to<br />

the play via their eyeballs and their twitchy fingers (or even their not-so-twitchy fingers<br />

for slower-paced <strong>game</strong>s steeped with character building, resource management,<br />

or environmental exploration filled with clues and cues). However, a visually enthralling<br />

<strong>game</strong> environment is so much more than just eye candy or sweet visuals. Eye<br />

candy is just that … momentarily sweet, but ultimately unfulfilling. The best use of visuals<br />

in <strong>game</strong>s supports interesting and meaningful <strong>game</strong>play. During the time we have<br />

a player’s attention, we want to grab hold of their emotions. We want to provide new<br />

levels of excitement and “connectedness.” We can do this in several ways, often depending<br />

on the specific emotional experience we’re trying to transfer: panic, confusion,<br />

impending doom, wonder, and so forth.<br />

Is it possible to have great <strong>game</strong>play that is perfectly satisfying without utilizing<br />

state-of-the-art graphics technology? Of course it is. Many great <strong>game</strong>s reduce to<br />

simple yet addictive actions or motivations. (Shoot that thing before it eats you and<br />

survive!) However, when <strong>game</strong>s call for rich environmental immersion, we want to<br />

deliver in that area as well. We want to melt the player with mood. Mood transfers<br />

emotional cues.<br />

From an environmental design standpoint, some of the most powerful weapons in<br />

your mood-altering armory are lighting, texturing, particles, effects, and audio. The<br />

application to <strong>game</strong>s of each of these elements continues to evolve with technology.<br />

We need to try to keep pace, remembering all the while that we’re trying to build on<br />

shifting sands.<br />

Each of these elements—lighting, texturing, particles, effects, and audio—can be<br />

studied in great detail in its own right. We’re going to survey the use of these elements<br />

as they apply to building up <strong>game</strong> environments. Most importantly, we need to understand<br />

their use at the conceptual level so that, no matter how they evolve, we understand<br />

their application in principle, enabling us always to build better <strong>game</strong>s. In this chapter,<br />

we will survey and explore each of these areas with our goal clearly in sight—to<br />

understand how these elements are used to create mood, which in turn supports<br />

<strong>game</strong>play.

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