Ogni tanto qui ci vuole la parola di un developer VERO (non quelli pezzotti come il nostro caro Nathan :trollofacciacheballa.gif: ), che ha fatto lasstoriah dei Giddierre...
Ergo bando alle ciance ed i WoT e passo la parola a Mr. Warren Spector, che ci parla di come ha dato vita a Deus Ex ai microfoni di Game Industry:
http://www.gamesindustry.biz/article...of-game-design
Alcuni pezzi interessanti:
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If the game director and producer have just one job that matters it's to ensure that the entire team heads in a single direction, staying on course throughout the years-long development process. To that end, I drafted a set of rules, "The Deus Ex Rules of Roleplaying."
Here's the list of rules, the mission statement for the game:
- Always Show the Goal - Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it.
- Problems not Puzzles - It's an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer's mind.
- Multiple solutions - There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, “This is where the player does X” about a mission or situation within a mission.
- No Forced Failure - Failure isn't fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Use forced failure sparingly, to drive the story forward but don't overuse this technique!
- It's the Characters, Stupid - Roleplaying is about interacting with other characters in a variety of ways (not just combat… not just conversation…). The choice of interaction style should always be the player's, not the designer's.
- Players Do; NPCs Watch - It's no fun to watch an NPC do something cool. If it's a cool thing, let the player do it. If it's a boring or mundane thing, don't even let the player think about it - let an NPC do it.
- Games Get Harder, Players Get Smarter - Make sure game difficulty escalates as players become more accustomed to the interface and more familiar with the game world. Make sure player rewards make players more powerful as the game goes on and becomes more difficult. Never throw players into a situation their skills and smarts make frustratingly difficult to overcome.
- Pat Your Player on the Back - Random rewards drive players onward. Make sure you reward players regularly and frequently, but unpredictably. And make sure the rewards get more impressive as the game goes on and challenges become more difficult.
- Think 3D - An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting point (though even that's under limited circumstances). A 3D game map must take into account things over the player's head and under the player's feet. If there's no need to look up and down - constantly - make a 2D game!
- Think Interconnected - Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.
In aggiunta una lista di add-ons da parte di Harvey Smith, Lead Designer di Deus Ex ed attualmente negli Arkane Studios...
Here's Harvey's list of add-ons to the original commandment set:
- All missions, locations and problems will be specifically keyed to: Skills (and skill levels), Augmentations (and augmentation levels), Objects, Weapons
- Gameplay will rely on a VARIETY of tools rather than just one - Character Capabilities (Skills/Augmentations), Resource Management, Combat, Character Interaction
- Combat will require more thought than “What's the biggest gun in my inventory?” - A more relevant question might be “How do I deal with this situation involving a few intelligent, dangerous enemies?”
- Geometry should contribute to gameplay - Whenever possible, show players a goal or destination before they can get there. This encourages players to find the route. The route should include cool stuff the player wants or should force the player through an area he wants to avoid. (The latter is something we don't want to do too often.) Make sure there's more than one way to get to all destinations. Dead ends should be avoided unless tactically significant.
- The overall mood and tone will be clear and consistent - Fear, Paranoia, Tension, Release (through combat and/or reaching a predetermined goal or NPC conversation)
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Citazioni a random:
"Games are not about being told things. If you want to tell people things, write a book or make a movie. Games are dialogues - and dialogue requires both parties to take the floor once in a while"
"I have never been able to understand why players expect games to fill up 15 to 100 hours of their lives. No other medium is like that... a single game is roughly equivalent to an entire season of television"
(la seconda è una velata trollata per i bethesdari!)
Ergo...che ne pesante?
...discuss!![]()