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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
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
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
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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  • \n
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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
  • \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
  • \n
  • 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

    • 1. 2011 Game Design 2 Lecture 15: Designing for Platformshttp://www.comu346.com david.farrell@gcu.ac.uk
    • 2. Designing for Platforms
    • 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. • Deus Ex 2 • one ammo type
    • 5. • Modern Warfare 2 • No dedicated servers
    • 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. 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. 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. http://bit.ly/d0XSpi
    • 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. 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. 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. 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. ci
    • 15. • xbox normal
    • 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. Redesign Control Scheme • PC control scheme vs Console vs iphone
    • 18. Doom• PC - Mouse and (OR) keyboard• iPhone 3 Modes • id aren’t sure what is best • compromise of flexibility vs convenience
    • 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. Hands on?

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