Game Design 2 - Lecture 13 - Platform Specific Design

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Game Design 2 - Lecture 13 - Platform Specific Design

  1. 1. Game Design 2 Lecture 13: Designing for Platforms http://www.comu346.com dfarrell@davidlearnsgames.com
  2. 2. Errata & News • Thursday Lecture • attendance required! • This week’s labs used for coursework • attendance still req’d
  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. Console Player Context • Shorter Sessions • Further from display • Less fidelity in controls • Vs mouse / keyboard • Less resolution (non hi def TVs) • Potential new audience
  8. 8. 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
  9. 9. 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
  10. 10. 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
  11. 11. 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. • On low resolution devices, a larger percentage of screen is taken up by UI
  12. 12. • civ 4 science
  13. 13. • xbox normal
  14. 14. • xbox with science up •
  15. 15. 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.
  16. 16. • civ screen shot with top right icons
  17. 17. • xbox ‘back’ button to bring up equivalent menu
  18. 18. Redesign Control Sceme • PC control scheme vs Console vs iphone
  19. 19. Doom • PC - Mouse and (OR) keyboard • iPhone 3 Modes • id aren’t sure what is best • compromise of flexibility vs convenience
  20. 20. 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
  21. 21. Hands on?

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