Games, marketing, the web and new technology

Tuesday, December 05, 2006

Look at these

Really in depth theories on game play from Mike Lopez at Gamasutra

http://www.gamasutra.com/features/20061128/Lopez_01.shtml


A good article on game character design with the legendary games designer Shigeru Miyamoto

http://www.gamasutra.com/features/20020308/saltzman_01.htm

An interview with David Goosen on mobile game design

http://www.gamasutra.com/features/20060307/cifaldi_01.shtml

An interesting article on how mobile gaming will develop in the future

http://www.gamasutra.com/php-bin/letter_display.php?letter_id=1318

Friday, December 01, 2006

Wii are the revolution

The new Nintendo wii is to revolutionize the way gamers play games, the new wii controller is bringing a new element to the Nintendo catalogue of games, but more does need to be done by games designers to take advantage of this new technology.

As games companies start developing games to work with the new controller the full potential of the wii will be realized, but not enough of this happening, Ubisoft have dedicated a huge chunk of their energy towards developing games for the wii, but that seems to be the exception to the rule.

new forms of game controllers have traditionally influenced game design, from the original joysticks on the Atari to the two analogues sticks of the ps2, these new controller features have influenced game design. Here is a breakdown of the influence of different controllers on game design:

The Pong Wheel: The very first attempt at a commercial video game, SpaceWar, flopped because the button-and-lever controls were too complex for newbies. Pong's dead-simple paddle wheel was much easier to grasp, and boom: A zillion ball-bouncing copycats, including Breakout, were born.

Space Invaders' Buttons: Space Invaders' "fire" button transformed video games into a sci-fi shooting gallery. But because it only allowed side-to-side motion, it limited the "space game" to earthbound combat -- scuttling back and forth across the bottom of the screen. Games wouldn't break out of this paradigm until ...

The Atari 2600 Joystick: Presto: X-Y coordinate motion! By allowing you to roam in any direction, the joystick opened up the rest of the screen, and a flood of new types of play emerged -- including maze navigation with Pac-Man and side-scrolling shooters like Scramble. (Caveat: Atari didn't invent the joystick, but it did popularize it at home.)

Nintendo Entertainment System Gamepad: The more buttons you have, the larger an array of moves a game designer can easily put into a game. Though Nintendo's epochal gamepad had only a D-pad and two buttons, gamepads quickly evolved. Soon, the Sega Genesis offered a six-button pad that created a generation of mash-ariffic fighting games. Later, trigger and "shoulder" buttons paved the way for increasingly Byzantine button options in today's supercomplex titles.

The Computer Mouse and Keyboard: By letting you type in text and conduct precise aiming with a mouse, computer games sacrificed simplicity -- but gained sophistication. The result? Everything from complex, chat-based online games to the 3-D bloodbath of Quake and the elegant crack of Bejeweled..

The Nintendo 64 Analog Stick: By going analog, Nintendo created the most subtle controller movement yet. In Mario 64, you could run, walk or creep slowly -- and swivel around easily to marvel at the environment. Without the analog stick, 3-D worlds would never have taken off on consoles.

The Rumble Pack: Sure, the Rumble Pack was most often used as a gimmick: Hey, I just got shot! Cool! But it also brought "ambient information" to consoles. Games could use subtle rumbling to expand your senses -- letting you sense the approach of an enemy you couldn't yet see.

Sony's Dual Analog Stick Controller:The second analog stick allowed for two vectors of movement to fluidly intersect. Increasingly complex movements -- such as running around a corner while swiveling your gun in the opposite direction -- became easier. In response, game environments erupted in sophistication.

c thompson wired (2006)

The Nintendo wii will hopefully have the same influence as these other types of controllers had on games designers. Such games are in development now, a good example is trauma centre were u have to play the role of a surgeon. You use the wii controller as the instruments on the game and perform the surgery virtually.

But as these games come out the way we play games could change and this inturn will change the 'model' for traditional game design.


(trauma centre ,Nintendo wii)

Mobile gaming

Playing games on your mobile has been around for a while now, but not much has changed in the way these games are developed. Games on mobiles just seem to be smaller versions of their 'big brother' counterparts (Fig 1). But are these games truly mobile, they do not take advantage of some of the new features on most mobile phones, GPS, blue tooth, sms, mms, exploring the web and infrared.

Fig 1
(splinter cell)

mobile game conception has grown stale of late and innovation has disappeared, there have been some location based games but most of these have revloved around the same theme, you go here this pings your phone. Some games are starting to be developed involving good gameplay characteristics but there does seam to be a lack of these types of mobile games

using the features within a mobile phone the possibilities are endless in terms of good quality gaming that is truly mobile, and breaking away from the mini version of other games that in essence are not mobile at all (except that u can put it in your pocket)

Quick fix gaming

Playing video games can turn into an obsession as recent reports coming out of Korea have shown. Gamers have been going into hospital suffering from malnutrition from playing games for hours and days on end. Some extreme cases have seen people dying from too much gaming one such incident in south Korea a man died of heart failure after a massive 50 hour stretch on a mmorpg. This is an extreme case and one that is hopefully not going to happen again, but this does highlight the addictive side of gaming.

These kind of horror stories reflect very badly on the gaming industry as a whole, it is already underfire from groups for encouraging laziness in gamers by encouraging them to spend lots of time on games. So maybe more shorter instant games are the key. Mobile games are designed to be able to be played and put down, there not huge epic games that require days and hours of gaming it is more like minutes with a mobile game,its more a quick fix instead of an immersive experience.

"In fact mobile gaming is part if an event rather the event itself, gaming will take place
e
during a journey or whilst watching TV. It is normally a secondary activity, but nonetheless it is an experience that more and more people are doing. The main platform for mobile gaming does appear to be the mobile phone as people see the mobile as a necessity were as other platforms such as the PSP are more hardcore gamers". Goosen (2006)

So the order of the day with regards to mobile gaming appears to be short games that can be picked up and played at the drop of a hat. This will hopefully encourage more shorter gaming sessions and less gaming addiction