Jerz: New Media Projects (EL405)


26 Sep 2006

Darby, Make Amazing Games in Minutes

The actual game-making part of this book doesn't start until Chapter 12 but the introductory material is still useful. Read the introduction through chapter 4.

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Here is my glorious post. Enjoy.
http://blogs.setonhill.edu/KarissaKilgore/017030.html

Posted by: Karissa at September 25, 2006 8:43 PM

Here is a link to my blog entry on this reading selection:

http://blogs.setonhill.edu/ChristopherUlicne//017040.html

Posted by: ChrisU at September 26, 2006 11:51 AM

http://blogs.setonhill.edu/MikeRubino/017028.html

Posted by: Mike Rubino at September 26, 2006 12:17 PM

I have an issue of GI with an article entitled "THE TOP 10 DESIGN TRENDS: IDEAS HITTING NOW THAT WILL SHAPE OUR GAMES IN THE FUTURE."

1. Motion Sensing
2. Microtransactions
3. Social Gaming
4. Instant Gratification
5. Micro Events
6. Physics As Gameplay
7. Multiplicity
8. Episodic Content
9. No HUD
10. Epic Trilogies

Not all of these concepts will really have an impact on the games we'll be making in class, but it might prove useful to consider the following:

4. Instant Gratification - Basically, games are getting easier to pick up, play, and complete, and they reward players who master them with special content.

5. Micro Events - Background events that add to realism and urgency of the gaming experience. For instance, in a first-person shooter, a player in a city setting might see buildings being blown up in the distance, but might not be able to actually reach them (at least, not until later in the game).

7. Multiplicity - More everything, but especially more enemies onscreen.

9. No HUD - Meaning, no "heads-up display" cluttering up the screen all the time. A typical example of an HUD would be the number of remaining lives and the amount of remaining ammunition a player has in a first-person shooter. Designers are finding other ways to provide this information to the player; for instance, having the character announce how many rounds are left in a gun, or making it so the HUD only displays when a player hits a certain button, remains for a few seconds, and then fades.

(Game Informer, Issue 160, August 2006, Pages 26-27)

Posted by: ChrisU at September 26, 2006 12:33 PM

oops, forgot to post this earlier.

http://blogs.setonhill.edu/StormyKnight/017041.html

Posted by: stormy at September 26, 2006 4:25 PM
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