Principles and conventions of interactive media and game design
Visual style of the game relates to the design of its
world, main character, non-playable characters, feedback interface,
perspectives and full motion video. Quality graphics are very important as they
make the game more appealing to the user. The world of the game consists of
terrain, architecture and objects. Different examples of terrain would be
grass, mud, sand, water and tarmac. It is a landscape where the player moves
over. Architecture includes different designs of buildings, monuments and
structures within the game. Objects are all the items within the game that the
main playable character or non-playable character (NPC) can interact with. It would
be a flower, weapon or road sign. All of the game world elements have to match
the same visual style. The main character or protagonist is any character
within the game that can be controlled by the player. Non-playable character
cannot be controlled by the player. They are incidental characters that create
more realism in the game. Antagonist is an enemy within the game that struggle
against or compete with the main character. Their visual style is equally
important and contributes to the success of the game. Feedback interface gives
information about the player’s current status or progress within the game. It
would be the score which gives information about the player’s progress or mini
map which communicates the place of the player within the game. Perspective is
very important element of the designing process of the game. This is the view
the player has of the game world which can be two or three dimensional. 2D
perspective can also be called a scrolling view where images are sliding horizontally
or vertically across a monitor or display. First-person refers to the graphical
perspective rendered from the viewpoint of the playable character. It simulates
the player presence in the real or imaginary worlds. Third-person refers to the graphical
perspective rendered from a fixed distance behind or in front of the main
character. This viewpoint allows the player to see precisely the protagonist of
the game. Aerial viewpoint shows the player the game world from the above. Full
motion video (FMV) is a pre-recorded animation which shows the action in the
game. For example, the animation in Angry Birds shows to the player how to kill
pigs using angry birds.
Gameplay is a connection between the player and the
game. It defines the pattern of player’s interaction with the game. There are
two different ways of interaction models in the game: avatar and omnipresence.
The first model, avatar, is when the player is presented as the main character
in the game. This model focuses on how the protagonist is controlled by the
player and moves through the world. The second model, omnipresence, is when the
player controls the whole army of characters or to be a God like. It gives the
player the ability to be everywhere at the same time. Single player mode allows
the player to play against the artificial intelligence of NPCs. This is the
simplest mode. Multi player mode is when two or more players play together or
against each other. Massive multi player online games allow a great number of
people to play around the world. Narrative in the game can be presented by the
graphics, text, audio, video and feedback. It tells the story of the game which
is a non-linear narrative controlled by the player. When designing the game,
game settings such as temporal, physical, environmental, emotional and ethical
have to be taken into consideration. Physical setting refers to how the player
will interact with the game. Temporal setting could be a background sound as a
result of the player action. Environmental setting includes any weather
condition which enhances the overall experience of the player. It has to
represent the weather change as realistic as possible. Emotional setting
dictates players’ emotions within the game. The designer has to take the
targeted emotions into consideration and set a proper atmosphere in the game.
Ethical setting includes game content which depends on the targeted audience.
Mini tasks such as goals, challenges and rewards are very important for a
success of a game. Challenges are built on goals. Rewards can give the player
extra points or life. These mini tasks enhance the experience of the player. Rules
and mechanics in the game have to be considered in advance by the designer.
Thus, the game will be programmed correctly and will correspond correctly to
complex interactions. The balance of the game has to be set correctly so that
it is not too easy or too difficult. The player has to build its skills on
easier levels of the game. Feedback is part of the feedback interface which gives
different information about the player’s performance within the game. It could
be a text based or video based information which reacts to the player’s
actions. A flowchart gives structured information of how different game
elements interact between each other. Fun and exciting design can make one game
successful as well as the immersion experience which involves the player into
its virtual world.
Game genres are based on the gameplay interaction
rather than on the visual style of the game. There are different genres such as
action, adventure, role-playing, puzzle and simulation.
There are different game platforms such as desktop
computer, mobile device, television, console and online. Porting is the process
of adapting an application, game, to a different computing environment. The
lower the cost of porting a game to a different platform than writing it from
scratch, the more portable it is said to be. The difficulty of portability
depends on the differences between the two platforms and the software language
they are written on. If the original authors of the game are familiar with both
programming languages of the two platforms, the porting process will not be
difficult. A game engine is a system of creating and developing a video game.
It incorporates a software framework which helps to create the video game for
different platforms. It, also, incorporates rendering engines for 2D and 3D
graphics, physics engines, collision detection, animation, sound, scripting,
networking etc. Unity is across-platform game engine software which is primary
used for developing mobile and web games. Often, the same game engines are
reused in order to create different games or to make the porting process
easier.
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