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Buku Game design theory and practice

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Ramlan Jantan

Academic year: 2023

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This book addresses that development process from a game designer's perspective. All one has to do in order to be rightfully called a game designer is to set the game's shape. Thus, the computer game "fakes" the interesting part of human interaction without all the possible annoyances.

After players have spent some time playing a game, they come to understand the limits of the game world. It's also a good idea to let players earn a little early in the game. The core of games, the game design stuff, I think it's a pretty slow evolutionary process.

This is why we return to playtesting at the end of game development. These different origins are interrelated in interesting ways, with the origin of the game idea limiting what one will be able to achieve in the other two areas. Entering a project with a large part of game technology already developed is also a fairly common occurrence.

One of the game's weaknesses was that I didn't fully understand the limitations of the Marathon engine at the beginning of the project.

Designed by Ed Logg with Donna Bailey Released in 1981

This is ideally suited to moving the player's gunship to the bottom of the screen. For many Centipede fans, the excellent controller is one of the first things they remember about the game. The centipede walks down from the top of the screen to the player's area at the bottom, moving horizontally.

Each of the insects in the game also has a unique relationship to the mushrooms, which populate the game's playing field. So we can see that each of the creatures in the game has a special, unique relationship with the mushrooms. A big part of the success of Centipede is how it escalates tension over the length of the game.

As for the centipede itself, the game ramps up the tension by splitting the centipede every time it is shot. As the mushrooms get denser, the centipede gets to the bottom of the screen faster. And since the score can never go down, the tension escalates over the course of the game.

At the start of each wave, the game always creates a total of twelve segments and centipede heads at the top of the screen. As a game designer, you should start focusing on your game at the very beginning of the project. By reviewing these questions, you should be able to determine the core of the game you plan to create.

I would argue that truly understanding the nature of the game you plan to develop is key. If it's not on paper, it's not part of the game's focus. It's better to fix problems in the game and your focus now than to be stuck with it for the rest of the project and end up with an inferior game.

However, my son loved the game and I still have one of the two prototypes in my garage. The player played the role of the Road Runner who would try to have Wile E.

First I try to think of the game and then look at all aspects of the game. I believe it is extremely important to work on the aspect of the game that will make or break the concept. Yes, I would say that most of the game play is done after the core game concept has been proven.

So I would end up feeling like the game wasn't what I expected, it wasn't mine anymore. As followers of the game pumped quarter after quarter into the game, they began to notice some patterns. Second, they saw that the flea does not come out on the first wave of the game.

It was a tactic that Logg, as the game's creator, didn't even know existed. Non-linearity is another buzzword in the gaming industry, but like emergence, there is a lot of value in the concept. Players can then continue playing until the end of the game, without ever interacting with challenge Y or Z.

If they are forced to stay in a specific line to get from the beginning of the game to the end, the game will feel limited. I can do this in real life; why not in the game?" Indeed, many of the more complex first-person shooters have added this feature. With some titles players had almost no chance of success in the game without first reading a large part of the manual.

Recently, many complex games have begun to introduce players to the game world through a tutorial level that exists outside of the actual game world. This was a training level that was completely camouflaged in the game world and was a lot of fun to play. Almost all games offer players a vision of the game world as a central part of their output system.

Oddworld: Abe's Oddysee has taken away a completely in-game GUI, giving the player an unobstructed view of the game world. Not all information about the game world needs to be communicated to players via visual stimuli.

Designed by Alexey Pajitnov Released in 1987

The AI ​​that players face only needs to be as smart as the game mechanics require. What matters is that the AI ​​matches the game mechanics to challenge the players enough. Further escalating the tension of the game is the acceleration of the speed at which the pieces fall during the game.

How the game responds to player actions is determined by the game's AI, and thus the quality of the AI ​​determines how fun and challenging the game is. Indeed, the behavior of the creatures in the game is extremely easy to implement. But at the same time the game offers a lot of challenge for the player.

Regardless of the game type, the AI ​​should present players with an interesting challenge. For another example, inDamage Incorporated, according to the story of the game and the appearance of the levels in the game, the action is supposed to take place in a real world environment. Indeed, with the "next" function enabled (which displays the next part to be thrown to the side of the screen) the game becomes somewhat easier.

InDamage Incorporated, the AI ​​that the player's teammates exhibit plays a crucial role in telling the game's story. There is a close connection between filling the game with environmental life and using the AI ​​to tell the game's story. If the AI ​​is really advanced, but it makes the game unplayable or extremely frustrating, players will not comment on the intelligence of the game's fighters.

Or perhaps the structure of the game world's architecture is suitable for coordinated team movement. But even with prior knowledge of the sophistication of the game's AI, as soon as Damage Incorporated began testing, endless problems with the AI ​​arose. In a game with teammates, such as Damage Incorporated, the inability of the AI ​​agents to work as the player expects severely hinders the player's ability to play the game.

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