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IT2012 Platforms and Player Modes Time Intervals Platf...

IT2012 Platforms and Player Modes Time Intervals Platforms Time intervals are time-dependent elements that affect the pacing Each game platform has distinct characteristics. The games of the game. This pacing affects whether the game is played developed for each platform differ in several important respects. reflexively or reflectively. The three basic (3) time intervals used in The following are the various game platforms: arcade, console, games are turn-based, real-time, and time-limited. computer, online, handheld, mobile, and tabletop. Turn-Based: Games that are turn-based allow each player, Arcade: Arcade games are stand-alone game systems found in whether artificially generated or human, to take a turn. Usually, the public venues—such as malls and amusement parks. Most games time allotted for each turn is unlimited. In traditional board and card are played standing up—with player controls consisting of buttons, games, players have as much time as they need to plan their joysticks, or a combination. moves. Console: Console systems are usually played in the home, hooked Real-Time: The opposite of a turn-based game is known as a real- up to a television set. The console platform is proprietary—which time game. In this case, there is no time interval between turns. In means that hardware manufacturers such as Sony, Microsoft, and fact, there are no turns at all. Real-time games are extremely Nintendo have control over what software is developed for their popular online—partially due to the ability to communicate in real- respective platforms. time with other players. Computer: Computer games are played on desktop computers and Time-Limited: A time-limited game is a compromise between turn- laptops. The computer platform adds complexity to the based and real-time games. Time-limited games limit the time each development process due to non-standard setups and a variety of player has for their turn. In the case of some single-player puzzle systems. games, a time limit is placed on the game itself. Online: Online games are played on a computer platform or through a console system connected to the Internet. The largest Player Modes online games involve thousands of simultaneous players, which sometimes requires that the information for the game be stored on There are several possible player modes, which directly correlate several servers. to the number of people playing a game. The choice of the player Handheld: A handheld gaming device is a lightweight, portable mode—as well as the content—has a significant impact on how a game console with a built-in screen, game controls, and speakers. game is played. The player modes are single player, two-player, The small size of handheld devices makes it convenient for them to local multiplayer, LAN-based multiplayer, and online multiplayer. be taken with the player almost anywhere. Single-Player: Only one person can play a single-player game. Any Mobile: Mobile games are games designed for mobile devices, additional players (usually opponents) in the game are known as such as smartphones, tablets, and portable media players. Mobile artificial intelligence (AI) characters or non-player characters devices have a wide range of connectivity features allowing (NPCs). wireless multiplayer games. Two-Player: In two-player mode (also known as head-to-head Tabletop: Tabletop games are played on top of tables. These game), two (2) players play against each other or team up to fight a include board, card, and dice games, and even pen-and-paper common enemy. Early in the industry, players took turns playing games such as Dungeons and Dragons, where the game pieces against the game itself. Each player’s experience of playing the literally consist of pens and paper. game was identical to what it would have been in single-player mode. 01 Handout 1 *Property of STI  [email protected] Page 1 of 2 IT2012 Local Multiplayer: In local multiplayer mode, all players sit in the same space and play the game on the same machine—sharing the same screen using separate input devices or controllers. This is a common mode of play on console systems, which allow for local play of up to four (4) players. Since all players share the same screen, each player can see what the other players are doing. LAN-Based Multiplayer: LAN-based games allow players to share the game on a local area network without sharing the screen or input device. With LAN-based games, it became possible to combine the networking capabilities of online mainframe games with personal computers that could be placed in one local area. Online Multiplayer: In online multiplayer mode, players connect their devices to the Internet and share the game. Online multiplayer games can be played by thousands of players simultaneously. o A Massively Multiplayer Online Role-Playing Game (MMORPG) persists 24 hours per day and maintain a subscription-based revenue model in which players pay a monthly fee to continue playing it. References: Buttfield-Addison, P., Manning, J., & Nugent, T. (2019). Unity game development cookbook. Sebastopol: O'Reilly Media, Inc. Novak, J. (2012). Game development essentials: An introduction (3rd ed.). New York: Delmar, Cengage Learning. 01 Handout 1 *Property of STI  [email protected] Page 2 of 2 IT2012 Goals and Genres change=) might be created by non-profit, political, or religious groups to raise awareness of certain beliefs, attitudes, values, Goals lifestyles, and causes. Examples of social issues covered by these Games are developed for a variety of purposes, and these can be games include poverty, human rights, global conflict, and climate for entertainment, social, educational, recruitment & training, health change. & fitness, consciousness & change, aesthetics & creativity, and Aesthetics and Creativity: Some games are created to elicit marketing & advertising. creative expression or aesthetic appreciation from players or are Entertainment: Many games were developed purely to entertain developed to express or share artistic ideas. WarioWare D.I.Y. for the players, and many people play games to escape from the the DSi XL allows players to make their own games, music, and stresses of daily life or to relieve boredom. Some games are comics. Guitar Hero World Tour allows players to create and share designed to involved players in in-game actions such as role-play, instrumentals via its GHTunes Service. physical movement, and problem-solving. These allow players to Marketing and Advertising: Some games are created to market a take part in creating entertainment experiences. product or service to consumers. Advergames are specifically Social: When more than one person is playing a game, the players designed as advertising tools and used as an alternative to other might be motivated to interact socially with their opponents or team web-based advertising, such as banners. Many of these games members. This social interaction could exist in simple two-person exist online and are created in Flash or Java tools. Advertisers pay games at an arcade or in massively multiplayer online games sites to host these games, which usually feature the advertiser’s (MMOs), with thousands of people playing simultaneously. brand. Another online form of game-related marketing is Educational: Games are developed to teach while they entertain. advertainment 3 in which sites developed to showcase a brand This feature in-game knowledge acquisition4where knowledge of contain games and discussion forums, becoming a fun hangout for certain topics (such as geography, math, and reading) is taught or customers. accessed within the game itself. Recruitment & Training: Games have also been used by the Genres military, government, and even for-profit corporations for Genres are categories based on a combination of subject matter, recruitment and training purposes. Simulation games, which setting, screen presentation/format, player perspective, and game- replicate processes, environments, and objects that exist in the real playing strategies. In looking at your target market, consider what world, have been used by government and military institutions such genre these people play because some players focus on playing as NASA and the Air Force to train astronauts and pilots to adjust one (1) particular genre. to changes in the atmosphere and to navigate vehicles. Action: The goal of most action games involves quickly destroying Corporations have also developed games to help build their your enemies while avoiding being destroyed yourself. These employees’ leadership and management skills. games tend to be simpler because they focus on player reaction Health and Fitness: Games created for health and fitness include time. Simplicity is necessary for action games because the average those used for psychological therapy, physical rehabilitation, and brain cannot process much additional information in a fast-paced even exergames4a subcategory specifically related to fitness. environment. People are motivated to play action games for the Many exergames are commercial products such as EA Sports adrenaline rush involving quick reflexes and snap judgments4 Active and Wii Fit; even some music and rhythm games such as focusing on reflexive actions rather than reflective thoughts. Just Dance could be considered exergames. Medical games o Platformer: The platformer action sub-genre focuses on include Re-Mission, which gives children with cancer a sense of players moving quickly through an environment4often jumping power and control over their disease by battling cancer cells. and dodging to avoid obstacles, and sometimes collecting Consciousness and Change: Games created for social items along the way. consciousness and change (sometimes termed

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