Summary

This document provides a breakdown of different game platforms, types, and time intervals. It also looks at goals for game development and common game types.

Full Transcript

Handout 01 Game Platforms 1. Arcade: o Found in public venues. o Stand-alone systems, typically with joystick and button controls. 2. Console: o Home systems connected to TVs. o Proprietary, controlled by manufacturers like Sony, Microsoft, and Nintendo....

Handout 01 Game Platforms 1. Arcade: o Found in public venues. o Stand-alone systems, typically with joystick and button controls. 2. Console: o Home systems connected to TVs. o Proprietary, controlled by manufacturers like Sony, Microsoft, and Nintendo. 3. Computer: o Played on desktops and laptops. o Development is complex due to varying setups. 4. Online: o Played on computers or consoles connected to the Internet. o Involves thousands of players on multiple servers. 5. Handheld: o Portable, lightweight with built-in screens. o Easy to carry anywhere. 6. Mobile: o Designed for smartphones, tablets, and other portable devices. o Features wireless multiplayer connectivity. 7. Tabletop: o Physical games played on tables (e.g., board games, card games). Time Intervals 1. Turn-Based: o Players take turns without time limits (e.g., board games). 2. Real-Time: o No turns, continuous gameplay. Common in online games. 3. Time-Limited: o Limits players’ turns or the entire game time (e.g., puzzle games). Player Modes 1. Single-Player: o One player vs. AI or NPCs. 2. Two-Player: o Two players either compete or cooperate. 3. Local Multiplayer: o Multiple players on the same machine, sharing a screen. 4. LAN-Based Multiplayer: o Players on a local area network with separate devices. 5. Online Multiplayer: o Players connect via the Internet to share a game. o Includes MMORPGs with massive player bases. Handout 02 Goals of Game Development  Entertainment: Games developed to entertain, offering players an escape or a way to relieve stress through problem-solving or role-playing.  Social Interaction: Games promoting social interaction, from simple two-player games to massive multiplayer online games (MMOs).  Educational: Games designed to teach topics like geography and math while engaging players.  Recruitment & Training: Simulation games for training, used by the military or corporations, such as NASA's astronaut training programs.  Health & Fitness: Games aiding physical and psychological well-being, like exergames (e.g., Wii Fit) or therapeutic games for cancer patients.  Consciousness & Change: Games focusing on social issues like poverty or human rights, developed to raise awareness.  Creativity & Aesthetics: Games that allow creative expression, such as Guitar Hero or WarioWare D.I.Y.  Marketing & Advertising: Advergames designed to market products and brands through interactive play. Genres of Games  Action: Fast-paced games requiring quick reflexes, such as platformers, shooters, racing, and fighting games. o Platformers: Players navigate through environments by jumping, dodging, and avoiding obstacles while often collecting items. o Shooters: Involves combat where players shoot enemies, and the subgenres include: o First-person shooters (FPS): Players experience the game from the character’s perspective, primarily seeing through their eyes. o Third-person shooters: Players view their character within the environment, allowing a wider perspective of the game world.  Racing: Involves racing vehicles, where players control speed and maneuverability to avoid losing control while competing.  Fighting: Two players control characters and engage in combat using a mix of attack and defense moves, often from a side perspective.  Adventure: Story-driven games where players solve puzzles and explore worlds.  Action-Adventure: A hybrid genre combining fast-paced action with puzzle-solving and exploration.  Casino: Gambling-style games simulating real-world casino activities like poker or blackjack.  Puzzle: Focus on solving puzzles, like the classic game Tetris.  Role-Playing Games (RPGs): Story-focused games where characters evolve and develop throughout the game.  Simulations: Games replicating real-world systems or activities, from flying planes to managing sports teams. o Vehicle Simulations: Players control complex machinery like airplanes or tanks. These games are also used in professional training, such as military simulations for pilots or astronauts. o Sports and Participatory Simulations: Players engage in sports activities, simulating real- world games like football or basketball, where they manage athletes or even coach teams. o Process Simulations (Construction and Management): These games focus on building and managing systems, such as cities or companies, where players must understand and control processes to succeed. Examples include games like "SimCity" or "RollerCoaster Tycoon."  Strategy: Games where players manage resources to outmaneuver opponents, either turn-based or real-time. o Turn-Based Strategy (TBS): Players take turns making decisions and managing resources, allowing time to ponder their moves carefully. o Real-Time Strategy (RTS): These games move at a real-time pace, requiring players to make quick decisions while managing multiple resources simultaneously.  Massively Multiplayer Online Games (MMOs): Games where hundreds or thousands of players interact in a shared world, from MMORPGs to MMOFPSs.

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