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2011                   Game Design 2                   Lecture 15: Designing for Platformshttp://www.comu346.com          ...
Designing for Platforms
Designing for Platforms• It is not always possible to have exactly the  same experience on different platforms.• Even when...
• Deus Ex 2 • one ammo type
• Modern Warfare 2 • No dedicated servers
PC to Console• Civilization 4 for PC was re-imagined as  Civilization Revolution for Xbox 360,  Nintendo DS, and later iPh...
iPhone HIG Video• App statement that captures experience• Consider the context that the user is  interacting with the devi...
Console Player Context• Shorter Sessions• Further from display • lean forward vs sit back (10 ft interface)• Less fidelity ...
http://bit.ly/d0XSpi
Abstracting Systems• Where an interface must be simpler, one  option is to redesign an underlying system,  either by simpl...
Combining Actions• In order to further simplicity, look for  opportunities to reduce the number of  actions required from ...
Reduce Micromanagement • Micromanaging the details of a civilisation   takes a significant amount of time and   doesn’t rei...
Less Info on Screen• Providing the interface is intuitive, it may be  possible to retain information but reduce  the amoun...
ci
• xbox normal
Control Schemes• Not having mouse / keyboard on consoles  means that it is necessary to use the  buttons and joysticks to ...
Redesign Control Scheme • PC control scheme vs Console vs iphone
Doom• PC - Mouse and (OR) keyboard• iPhone 3 Modes • id aren’t sure what is best • compromise of flexibility vs convenience
To Summarise• Abstract Systems and Information• Group similar items• Reduce micromanagement• Understand control schemes• C...
Hands on?
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
Game Design 2: Lecture 12 - Platform Specific Design
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Game Design 2: Lecture 12 - Platform Specific Design

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  • Consider the second Deus Ex game.\n\nOne of the first big cross-platform PC games that designed for console first.\n\nNote the radial menu\n
  • They made compromises and hurt their PC base - ammo and radial menu\n
  • When MW2 came out there was a protest because of the lack of Dedicated servers\n\n\n
  • of course on the day of release, we saw how effective the ‘boycott’ was.\n
  • So it is important to understand the expectations and norms of a platform in order to create somethign satisfying for that platform.\n
  • \nthe key statement from the iPhone video \nyou want to recreate the core experience, not the feature list\n
  • Compared to PC - civ would have this profile on console\n\n\n
  • 10 ft interface\n\n\n
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  • because of the low res, you can’t cram as much in - you have to be clever about how you split info up over screens\n\n
  • here is civ 4 - loot at all that data\n\nmight seem cluttered - but it’s perfect for viewing on a pc screen.\n\nlots of easy to read info (once you know how)\n\n
  • Civ rev on xbox reduces amount of info shown at once - you use the LT and RT to go between ‘bits’ of info\n
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  • another thing you have to consider is the inptu scheme\n\n
  • note how each corner has a suite of info accessible through the buttons there\n\n\n
  • civ rev uses the corners but instead of showing the ifnor directly, you have to act to access it.\n\n\n
  • On the iPhone you don’t have mouseover - so to move a unit, you click and drag...\n\n
  • Doom was also redesigned for phones and tablets\n\non PC it uses mouse / keyboard\n\non iPhone they had THREE modes! \n\nbecause non was actually that good\n
  • this one has one finger to rotate and move and you tap the shoot button\n\n
  • this one has movement and rotation separately - so you can circle strafe - but have to reach for shoot\n\n
  • this one like last one but instead of a wheel it worked like a joypad\n\n\n
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  • Transcript of "Game Design 2: Lecture 12 - Platform Specific Design"

    1. 1. 2011 Game Design 2 Lecture 15: Designing for Platformshttp://www.comu346.com david.farrell@gcu.ac.uk
    2. 2. Designing for Platforms
    3. 3. Designing for Platforms• It is not always possible to have exactly the same experience on different platforms.• Even when it is, it is not always a good thing.
    4. 4. • Deus Ex 2 • one ammo type
    5. 5. • Modern Warfare 2 • No dedicated servers
    6. 6. PC to Console• Civilization 4 for PC was re-imagined as Civilization Revolution for Xbox 360, Nintendo DS, and later iPhone• Whilst it would probably be POSSIBLE to do a direct port, that would fail to consider the context in which the player is engaged or the best way to utilise that platform.
    7. 7. iPhone HIG Video• App statement that captures experience• Consider the context that the user is interacting with the device • screen 30 centimetres away? • phone 1 metre away?
    8. 8. Console Player Context• Shorter Sessions• Further from display • lean forward vs sit back (10 ft interface)• Less fidelity in controls • Vs mouse / keyboard• Less resolution (non hi def TVs)
    9. 9. http://bit.ly/d0XSpi
    10. 10. Abstracting Systems• Where an interface must be simpler, one option is to redesign an underlying system, either by simplification or abstraction.• Civ 4 has a unit called a worker. The player must build this unit then give that unit order to improve land and build roads.• Civ Rev has no such unit. The player can spend money to build a road instead.• Civ 4 has universal tax - Civ Rev city by city
    11. 11. Combining Actions• In order to further simplicity, look for opportunities to reduce the number of actions required from the user.• Civ 4 has the ability to build boats and then load those boats with units for exploration• Civ Rev gives the player one ‘free’ unit on every boat built
    12. 12. Reduce Micromanagement • Micromanaging the details of a civilisation takes a significant amount of time and doesn’t reinforce the streamlined goals of the Civ Rev design. • Firaxis made decisions that allow the player to pay less attention to micromanagement • workers, ‘happiness’, automatic builds
    13. 13. Less Info on Screen• Providing the interface is intuitive, it may be possible to retain information but reduce the amount of information on screen at any one time (i.e - spread info over multiple screens).• On low resolution devices, a larger percentage of screen is taken up by UI
    14. 14. ci
    15. 15. • xbox normal
    16. 16. Control Schemes• Not having mouse / keyboard on consoles means that it is necessary to use the buttons and joysticks to access menus and other items that would normally be placed at corners of screen.
    17. 17. Redesign Control Scheme • PC control scheme vs Console vs iphone
    18. 18. Doom• PC - Mouse and (OR) keyboard• iPhone 3 Modes • id aren’t sure what is best • compromise of flexibility vs convenience
    19. 19. To Summarise• Abstract Systems and Information• Group similar items• Reduce micromanagement• Understand control schemes• Consider Resolution• Reduce on screen information• Be aware of norms and guidelines documents
    20. 20. Hands on?
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