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Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.

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Presentation on theme: "Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes."— Presentation transcript:

1 Video Game Genres

2 Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes. No deep thinking, but some tactical thought required. Camera First-person: more immersive, can’t see all around (more fear?) Third-person: more identification with character, wider view

3 Action Level Design –is crucial! –If player is forced to slog through the same area over and over again (Halo), they know you're being lazy. Weapons must be: –Varied –Well Balanced –Powerful Feeling

4 Action Ammo / Items –much or little? (conservation and fear or plenty?) –adaptive to their use? Engine choice important

5 RPG (Role-playing Game) Final Fantasy, Oblivion Key ideas: characters, character growth, and combat. Large worlds to explore. Character growth (leveling up) –“lord of the slimes” –Several paths (build orders) –Several classes? Design for both the “role player” and the “roll player” –similar to the rule we apply with application software like Microsoft Office

6 RPG (Role-playing Game) Linearity vs non-linearity –japanese vs. american –Allow for non-linearity by grouping “quests” into story arcs Combat - hack-and-slash or strategic?

7 Adventure Legend of Zelda Key ideas: –Story –Exploration –Item Collection –Puzzle Solving Increasingly a hybrid with action and/or RPG. Story –This is key. Adventure games are all about characters and story.

8 Adventure Item Collection –Avoid pointless “key hunts” Puzzles –Must be intuitive, but not easy –Make them reasonable to be there! –Make them fit with theme, and villain, if applicable –Use each puzzle as a storytelling opportunity

9 Strategy Civ, Dawn of War, Warcraft Key ideas: –Resource Management –Distinct teams –Balance Resource Management –make resources relevant to story –make resources encourage the gameplay you intend –if resources run out from a certain location, users are forced to scout and roam


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