I have taken the time to actually post something, my last semester of university, along with my personal life has been taking up too much time to dedicate to actually writing something that is not a lot of nonsense.
I'm now in my final semester of my final university year. Over the past few months I've mainly been working with Unity for university projects, and "learning" about what I did for a year already on my placement....yay, not.
The actual Interesting subjects I have been exploring (mostly in my own time) are artificial intelligence, and interface design, that is to say, not simply drawing pretty HUDs for games, but doing proper research into the techniques various different types of software use to provide their users with meaningful input and control, this covers the use (not style) of graphical user interfaces, input mechanisms, and most importantly the design of software.
I chose to study this topic for my research dissertation, but more specifically to look into the applicability of using minimal interface and interaction techniques in games which contain masses and masses of information. A prime example of this is the dfference between Civilization IV and Civilization V, which contains a much more simplified and streamlined set of controls, menus and interactions. More on this in another post. :)
As of now I'm not really doing any mobile mod or Unity development, and I am instead picking up the UDK (yay free tools) but most of my time is spent preparing to take part in Dare to be Digital. Things are coming along well as far as the game itself is concerned, however the team is proving to be more of a problem, most of the programmers and developers in my University either have no interest in games, or run a mile at the sign of commitment and effort, and trying to drag the school of art and design to join in is proving spectacularly difficult, it's as if the chance of winning a BAFTA just doesn't sound that great to anyone but me.....weird, weird world.
sovified
Saturday, 5 February 2011
Tuesday, 27 July 2010
Game Design Musings: too complex? Introduction
Many games feature complex interactions, mechanics and controls. Often we find ourselves just slightly dissatisfied with an aspect of a game; and want just a few more options here, a little more complexity there. We believe that suddenly this will make the game, which was previously a passable experience, transform in to something better.
This can be contrasted against a few examples where ideas ran rampant, and a game has collapsed under its own weight, whether by becoming convoluted, or being so complex that it turns into a mess of bugs that hardly works.
When games were in their infancy they were simple, by necessity, not design, there was just not the hardware to support some of the complex ideas which must have been floating around the brains of game developers. However as time went by we were given more and more tools to play with, and some raced away from the simple model as fast as possible without thinking of the direction they took.
This has led to developers throwing on feature after useless feature, just because it is new. What is worse, it is then decided that because games X, Y and Z were successful this new game needs all the features that made X Y and Z so successful, and the more time passes, the longer the list of arbitrarily 'necessary' features from other games gets.
Now in 2010 we have the luxury of many new, almost scientific approaches to game design, discovered, nurtured and shared by some brilliant minds. It is easier than ever to distill a game down and examining it as if under a microscope, cut out what is counter productive and create a game of pure fun.
Over the course of this article series I shall explore a few approaches to the complexity of a game, and compare their differences.
This can be contrasted against a few examples where ideas ran rampant, and a game has collapsed under its own weight, whether by becoming convoluted, or being so complex that it turns into a mess of bugs that hardly works.
When games were in their infancy they were simple, by necessity, not design, there was just not the hardware to support some of the complex ideas which must have been floating around the brains of game developers. However as time went by we were given more and more tools to play with, and some raced away from the simple model as fast as possible without thinking of the direction they took.
This has led to developers throwing on feature after useless feature, just because it is new. What is worse, it is then decided that because games X, Y and Z were successful this new game needs all the features that made X Y and Z so successful, and the more time passes, the longer the list of arbitrarily 'necessary' features from other games gets.
Now in 2010 we have the luxury of many new, almost scientific approaches to game design, discovered, nurtured and shared by some brilliant minds. It is easier than ever to distill a game down and examining it as if under a microscope, cut out what is counter productive and create a game of pure fun.
Over the course of this article series I shall explore a few approaches to the complexity of a game, and compare their differences.
Thursday, 1 July 2010
I am currently working on: A Morrowind mod!
I have joined a group working on an already established mod, I won't say who or what... But I'm very happy to be exercising the creative side of my brain that has all but atrophied over the last year. Which is what working at a software company writing systems to be used in insurance broker's offices will do to you.
Labels:
Bioware,
Game Design,
Game Modifications,
Mass Effect,
Morrowind,
Projects,
Work
Friday, 4 June 2010
"Hardcore vs Casual games." is a meaningless phrase.
The Escapist recently had an article that commented on the definition of hardcore commonly accepted in the gaming scene. I recommend reading it, and agree with the closing message. To call this game casual or hardcore, or that player hardcore or casual is a statement often thrown about with negative connotations; usually with the individual or game in question being too much of one or the other, but which one, and did you actually mean it as an insult? Without taking in a lot of supporting context it is almost impossible to tell, this is obviously quite problematic. Why do we even do this, when really casual and hardcore don't mean what we are trying to say.
Labels:
Game Culture,
Game Design,
The Escapist Magazine
Wednesday, 2 June 2010
I was going to develop for the iPhone, but I'm no longer considering it.
I am not the only one in this boat, there are a number of others of a higher profile than mine (not a hard status to reach ;) ) that have thrown up their arms in disgust at the behaviour of Apple with regards to developers, however the voices we have heard sing this tune before have been established entities, well travelled in the arena of iPhone development. On the other hand I was just beginning, but without even having to go through the horrendous approval process I decided this was not the place to be.
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