In the end, Cloud proves that even a student research project can provide a strong model for gameplay
innovation. Overall, though the design process had ?¬? ts and starts throughout, and though we were not
always certain of success, the methodology of playcentric design, and a clear design goal of ?¬? nding new
areas of emotional experience for games, brought this project safely to conclusion. So while risk was high,
we had con?¬? dence in both the type of innovation we were exploring and the method by which we were
doing our exploration.
Figure 4 Cloud simulation layer (le ) and with
rendered clouds overlying simulation (right)
Selecting Viewpoints 231
controls, and in next column, list the game procedure
taken when that control is activated. If your game is
complex, you might have to make several tables, each
representing a speci?¬? c game state. For the purposes
of controls, a new game state exists each time the
controls change.
For example, if it is a game where you can drive
a car, ?¬‚ y a plane, or ride a bike, there will be three
game states. In this case, the designer should try to
keep the controls as similar as possible between the
three states to avoid confusing the player.
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