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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

This is not because
we do not enjoy the existing genres of play. Rather, it
is because we see those areas as being ???solved problems???
of gameplay. What we mean by this is that a lot
of designers have spent a number of years working
out the speci?¬? cs of the ?¬? rst person shooter game as
we know it today. They have solved many of the gameplay
issues surrounding this genre. Unless you feel
that you can ask new questions about this genre (and
perhaps you can), we suggest staking out some brand
new territory for your gameplay. As we described in
Chapter 1, you should develop a vision of the type
of player experience you would like to create. The
formal structure will follow from that vision. Perhaps
it will have elements of existing games, but overall it
will feel like something entirely new.
As you continue to brainstorm, edit, and re?¬? ne your
game idea, ask yourself how you would like your players
to act and feel. Come up with a list of game verbs as
described in the mind mapping method. What is the role
of the player? Does the player have a clearly de?¬? ned
goal? And what are the obstacles in ge ing to that goal?
What kind of resources do they have to accomplish that
goal? The game mechanics should stem from the core
idea.


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print 'Choroby serca 1171501762' . "\n"; print 'Nadciśnienie leczenie 1171501763' . "\n"; // Klienci TP print 'Suomy 1171501965' . "\n";