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June 2008

June 26, 2008

The 10 Sins of game development. pt 2

#8 Bad cameras

The problem: 3D cameras that revolve around the main character lack flexibility, functionality, and complicate the perception of geometry within the game world.

Major culprits: Drake of the 99 Dragons, The Simpson's Game, Grand Theft Auto: Vice City

Avoidance:  If the camera can't rotate 360 degrees around the playable character, then it's not finished.  At any point in time a 3D cam should be able to revolve around the users character within the game world.  Anything less is well...unacceptable.  To complete time trials, countdowns, or find collectibles you need a functional 3D camera; and to expect a player to accomplish any of the these areas of the game without a working cam is foolhardy.


#9 Time Trials and Countdowns

The problem: Countdowns and time trials are essentially a way of increasing a game's intensity and drama.  However, it is often done in a way which either destroys the illusion of the game world or exposes major flaws within the game itself.  It's never fun to replay a level where the goal is to complete a mission as fast as possible, and doing so to obtain an achievement is just flat out annoying.  Very few Dev's have managed to do this well and those looking to incorporate this mechanic into their game should look to the Bungie's example at the end of Halo: Combat Evolved.

Major culprits: Tomb Raider Legend, Saints Row, TLOZ: Ocarina of Time (yeah I said it).

Avoidance:  More care should be taken to develop the environment so that the countdown or time trial is both entertaining and moderately difficult.  Additionally Dev's should restrict the implementation of this mechanic until the last act of the game where characters have been fleshed out.  You know those hack and slash movies where they start killing the kids off early before you even know any form of a back story or premise, and you could really care less?  Well that's bad writing and translating that into game development is as equally ignorant.  Lastly, the game's progress should not rely on any of the aforementioned, to expect players to play the same segment of a game to progress the story smacks of a lack of imagination and foresight. 

June 11, 2008

The 10 Sins of game development. pt 1

I really don't expect this list to be totally new to anyone.  In fact the following is just a compilation of things that I believe that could be done better.  And to be perfectly honest, these methods for building a games really aren't going anywhere.  This is mainly because they have been perfected over the last ten years and little tweaks and modifications can alter the objective while still presenting a challenge that gamers are familiar with.  Without further ado I present my highly touted and completely unofficial 10 sins of game development.


#10 Collectibles

The problem: I'm not totally sick of collecting items that unlock other features within the game.  I am just sick of hunting all over for them; only to find that the few that I am missing are in parts of the world that either would seem to be completely out of the spectrum of the game.  Often these coins, stars, or orbs are within areas of the gameworld that wouldn't be reached or discovered unless you'd spent the better part of a week trying to find them.

Major culprits: Crackdown, Assassins Creed and Superman.

Avoidance: Less collectibles that take more effort to acquire.  Easier said than done than I'm afraid.  Case in point Crackdown is great, because when you're near an orb you at least can hear the orb making noise and you know that you are close to one.  However, 300 of these in any sandbox game is overkill.  If you are one of the few that have gotten all 300, more power to you.  But overall the goal encourages frustration, which in turn breeds dissatisfaction; the last thing you want as a dev.   Less collectibles, equal less confusion.  Making these objects harder to achieve gives the player higher level of satisfaction when they are acquired.



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