[ Shihiko° × Game。]

About Games. by Shihiko°

July 4th, 2010

Game Design can sound complex when you think that about the current games in our generation. Even the most simple games on the high definition consoles require an exceptional amount of work because it is how the consumers expect to see from their investment in the technology.

It is true that we as consumers expect to get high quality games when we pay for high quality consoles, but what defines a high quality game? Is a high quality game the surround audio and high definition visuals or the game play or the amount of game content? Well I would say it is all of those.

From the game makers point of view that looks very expensive to do… which it is. Sometimes you can’t maximize all the aspects to achieve a great game due to limitations of time, money, resources and hardware.

Therefore you need a balance to help achieve a good game with limited resources. My thoughts on the balance is that there should be an order of priority which should always put Game Play and Game System above all the other aspects. You are making a game right?

To find the balance there is two ways about it… both ways require one simple start: What game are you making? Establish the game you want to make, be clear about what you want out of the game. So using one method, you can start to prototype the game and testing until you achieve what you wish the Game Play and System that you want. Of course this method isn’t feasible and sometimes not required… the other methods are if your game is in a genre where there are other similar types of games out there you have access to, you can play them and look for the Game Play and System that you want… remember that you are looking for aspects that are enjoyable and not reproducing a game that is already available out there… unless the game is a sequel to another game hehe.

Hopefully this will have given you an idea of how your game feels and plays before you decide if it will work or not. Depending on how complex the game is, a prototype might be close to half way of making the game anyway or may require the prototype game to be near complete before you even know if it will work or not. An example would be that the game is a heavily based visual game… the art in the game drives the game and the look and feel makes it all work. The worst part is reaching this point and realising your prototype struggles to run smoothly or has lag or frame skipping due to the intense visual requirements of your design… but that is why it is a prototype, there is always room for improvement… :)

Balancing between all the aspects that make a game will achieve a well thought out, fun, attractive and responsive game. I mean no one wants to play a game where it may look great, but everything you do makes you game over because the controls are appear to be lagging behind the visuals, where in fact it is the visuals that are reducing the performance of the game. Look at all the games out there, there will definitely be games that don’t appear too great yet people still play it religiously every day… there must be something about it that keeps them coming back right?

That’s the Balance.

  • Shihiko (29)
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