Www.intrigue-entertainment.com. The Technology Pipedream – A Development Fallacy The Role of Technology in Game Design & Development Ivan Beram – General.

Slides:



Advertisements
Similar presentations
Testing Relational Database
Advertisements

Click to Begin. Home Automation is the process of taking something that normally has to be switched or monitored manually and automating that process.
© 2011 IBM Corporation Improving Reliability and Making Things Cheaper to Run Tuesday 20th September James Linsell-Fraser, Senior Architect & Client Technical.
Chapter 4 Design Approaches and Methods
 Title: QWOP  Developer: Bennett Foddy  Genre: Casual Skill Game  Price: Free  Requirements: A computer with internet and flash.
David Hewitt AGDC 2004 Designing Games for Nintendo's Handheld Platforms: The transition from GBA to DS.
Game Deconstruction 101 How to stop developers reinventing the wheel.
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
Interactive Media and Game Development Project. Game Idea - Goal Build complete, playable, finished game Complete? –Objectives, goals, win/loss, gameplay.
Making Games with Game Maker Project 2 Due dates: A) Tuesday, September 5th, by 11:59pm (list) B) Sunday, September 14th, by 11:59pm (final)
Game Inception and Design Project 1 Due dates: –Wednesday, January 18th: First-draft –Monday, January 23rd: Peer Review due –Thursday, January 26th: Final.
Game Inception and Design Project 1 Due date: –Wednesday, May 24 th (in class)
Game Inception and Design Project 2 Due dates: – Friday, September 8 th, 11:59pm.
Mark Nelson Alessandro Canossa Design documents Spring 2011
Presented by Gary Darby. Basic Information Game Title NHL 10.
Creating Vision and Strategic Direction
Chapter 7.3 The Publisher-Developer Relationship.
Interactive Media and Game Development Project. Game Idea Suggestions Goal: build complete, mini-game –Constrain idea by resources (time) Think small.
A Technical Game Project 4 Due dates: Game Idea Friday, March 16 th Game Plan Friday, March 23 rd Web Page Sunday, April 9 th First Playable Wednesday,
Interactive Media and Game Development Project. Introduction ARG story: –monolithic game corporation (like EA) is trying to take over the world –using.
Portfolio Selection of IT Service Products – Case Study Antti Vikman
…or how to make a game for free Karl Magnus Troedsson – Executive Producer.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
1 Review PowerPoint for Unit Test covering Chapter #1 & #2.
Prototyping with a Purpose Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics.
Acquisitions, a Publisher’s Perspective Craig Duncan Development Manager External Development Studio Building the partnership between.
Game Development and Game Design academy.zariba.com 1.
The Evolution of Video Game Development Research by Jariel Ortiz, Academia Bautista de Puerto Nuevo, San Juan, Puerto Rico Research Mentor: Prof. Irma.
Early Design Process Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
Software Project Management Lecture # 8. Outline Chapter 25 – Risk Management  What is Risk Management  Risk Management Strategies  Software Risks.
Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Getting past the initial selection.
BASIC PROGRAMMING CONCEPTS Chapter 1. PROGRAM A program is a designed opportunity for leisure experience to occur. A program is a designed opportunity.
Section Market Research & Development
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
Entrepreneurial Opportunities. Overview  Things to consider when reviewing an opportunity include: Selecting a venture Bringing ideas and marketing together.
Fundamentals of Game Design
Integrating Usability Engineering and Agile Software Development: A Literature Review 陳振炎教授 楊哲豪
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
© A. Kwasinski, 2014 ECE 2795 Microgrid Concepts and Distributed Generation Technologies Spring 2015 Week #7.
ISPE China Annual Conference 2012 April Beijing 1 Current situation and solutions of Chinese GMP implementation Wu Jun
1 Copyright © 2011 Pearson Education, Inc. publishing as Prentice Hall.
Nostromo Tom Patecky Ross Brown. Operational Concepts Based on Ambrosia Software’s Escape Velocity series Based on Ambrosia Software’s Escape Velocity.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Maths & Technologies for Games Production Processes & Asset Management CO3303 Week 10.
How the NLP Skill of Chunking Can Help You Get What You Want Although most of us have goals and dreams, why do so few people succeed in achieving what.
Reverse Engineering. Reverse engineering is the general process of analyzing a technology specifically to ascertain how it was designed or how it operates.
Software Project Management Lecture # 9. Outline Chapter 25 – Risk Management  What is Risk Management  Risk Management Strategies  Software Risks.
Prepare a Game Treatment Project 3 Due dates: Tuesday, September 14 th, in class.
Game Design Document Pertemuan 4 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Steps in Developing a Business Basic Business Concepts.
The Role of Formalized Assessment Tools in Formative Assessment is Limited Sarah McManus Edward Roeber.
Observing the Current System Benefits Can see how the system actually works in practice Can ask people to explain what they are doing – to gain a clear.
Module – 5 Pricing.  PRICING OBJECTIVES Growth in sales Improve market share Profit level Control cash-flow Combat competition Maintaining the image.
 Title: Heavy Rain  Developer: Quantic Dream  Publisher: Sony Computer Entertainment  Genre: Cinematic Mystery/Drama  Price: $19.99 for Director’s.
Project One. Operation Concepts: Team-based action/shooter game Unique classes with different play styles Sophisticated melee combat system Objective-based.
BUSI 406 PRINCIPLES OF MARKETING: MARKETING STRATEGY PLANNING CHAPTER 2.
Be the New Renaissance Artist: Davinci = Art+Design+Engineering.
CS 134 Design Documents.
Schulze School of Entrepreneurship
Chapter 7 Play and Game Culture. Chapter 7 Play and Game Culture.
Game Design For Development
Designing and Developing Games
Game Design (spilldesign Våren 2018)
Treatment Document Due date: Monday, September 10th, by 10:00am
The Role of Prototyping
Game Inception and Design
Modernisation of Statistics Production Stockholm November 2009
Helping Symmes/D’Arcy Partner #1 Recommend a great place for your partner to visit over Summer Break.
Presentation transcript:

The Technology Pipedream – A Development Fallacy The Role of Technology in Game Design & Development Ivan Beram – General Manager

TALK OVERVIEW Its point: to convince you that technology is a means to an end, not the end First off: who am I… what is Intrigue? What is technology? What is gameplay? First Playable What consumers (gamers) want Where we can go wrong The middleware road The middleware reality Conclusion Q & A

X-ISLE: A TECHNOLOGY DEMO TRYING TO BE A GAME FAR CRY: FIRST GAMEPLAY DEMO – E FAR CRY: THE FINAL PRODUCT TODAY

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is…

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is… Like a physics engine – or better yet, a smaller component like vehicular physics

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is… Like a physics engine – or better yet, a smaller component like vehicular physics Loosely integrated together at best

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is… Like a physics engine – or better yet, a smaller component like vehicular physics Loosely integrated together at best Lacks any real functionality – interactive use in creating gameplay

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is… Like a physics engine – or better yet, a smaller component like vehicular physics Loosely integrated together at best Lacks any real functionality – interactive use in creating gameplay A shallow experience for the viewer / user

WHAT IS TECHNOLOGY? Technology is…and a tech-demo is… Like a physics engine – or better yet, a smaller component like vehicular physics Loosely integrated together at best Lacks any real functionality – interactive use in creating gameplay A shallow experience for the viewer / user Singular purpose: prove the tech works

WHAT IS GAMEPLAY? Gameplay is…and a gameplay-demo is…

WHAT IS GAMEPLAY? Gameplay is…and a gameplay-demo is… Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology

WHAT IS GAMEPLAY? Gameplay is…and a gameplay-demo is… Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology Has a clear functionality which creates / supports the titles interactivity and immersion – gameplay!

WHAT IS GAMEPLAY? Gameplay is…and a gameplay-demo is… Highly integrated into the game-system as a whole, interacting and interwoven with other systems / technology Has a clear functionality which creates / supports the titles interactivity and immersion – gameplay! Is not a shallow experience but one with depth of interaction.

THE FIRST PLAYABLE But, your first gameplay “prototype” may not necessarily have complete systems

THE FIRST PLAYABLE But, your first gameplay “prototype” may not necessarily have complete systems Instead implement as much as necessary so as to give that impression to the viewer – eg publishers, investors, journalists

THE FIRST PLAYABLE But, your first gameplay “prototype” may not necessarily have complete systems Instead implement as much as necessary so as to give that impression to the viewer – eg publishers, investors, journalists Your goal instead becomes to prove the gameplay / concept – as apposed to just the technology utilised

WHAT CONSUMERS WANT Yes, gamers are consumers and they want interactivity! – so do publishers

WHAT CONSUMERS WANT Yes, gamers are consumers and they want interactivity! – so do publishers Functional means: ease- of-use (useability)

WHAT CONSUMERS WANT Yes, gamers are consumers and they want interactivity! – so do publishers Functional means: ease- of-use (useability) Active entertainment, not passive entertainment – like film

WHAT CONSUMERS WANT Yes, gamers are consumers and they want interactivity! – so do publishers Functional means: ease- of-use (useability) Active entertainment, not passive entertainment – like film Not just graphical “wow” effects – pretty pictures on a screen

WHAT CONSUMERS WANT Yes, gamers are consumers and they want interactivity! – so do publishers Functional means: ease- of-use (useability) Active entertainment, not passive entertainment – like film Not just graphical “wow” effects – pretty pictures on a screen But something: functional, interactive and immersive!

What is a game system? It is comprised of: BACK-END Core supporting architecture and management base ENGINE CORE FRONT-END Components that communicate game system to player and allow for interaction INTERFACE SHELL WHERE WE CAN GO WRONG

GOING WRONG CONTINUED… Some tech fits in both categories, having both a front and back end

GOING WRONG CONTINUED… Some tech fits in both categories, having both a front and back end Also, some tech compliments another by either providing front or back end functionality

GOING WRONG CONTINUED… Some tech fits in both categories, having both a front and back end Also, some tech compliments another by either providing front or back end functionality “Deficiencies” arise when tech is missing either its front or back end aspects– without one you lose the functionality of the other. Or, when a tech / system that provided the front or back-end functionality does not exist, creating the same result.

GOING WRONG CONTINUED… Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game

GOING WRONG CONTINUED… Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game Developers forget that various aspects are already “modelled” for the player, and need to be modelled for the AI instead – so as to be realistic and “fair”

GOING WRONG CONTINUED… Developers forget that games are not the real-world, and we need to give the player various concessions so they can interact with the game Developers forget that various aspects are already “modelled” for the player, and need to be modelled for the AI instead – so as to be realistic and “fair” Developers also tend to forget what game they are trying to create, they lose focus, and forget what they are trying to achieve – lack of leadership and experience

THE MIDDLEWARE ROAD Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title.

THE MIDDLEWARE ROAD Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. It is seen as less hard-work, perhaps more innovative and important, and lucrative

THE MIDDLEWARE ROAD Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. It is seen as less hard-work, perhaps more innovative and important, and lucrative Without the development context a title gives, there would be no pressure placed on tech to be robust – bug free and complete

THE MIDDLEWARE ROAD Becoming a technology middleware provider is a common reasoning for not creating tech the right way – by making use of it in a functional manner within a quality title. It is seen as less hard-work, perhaps more innovative and important, and lucrative Without the development context a title gives, there would be no pressure placed on tech to be robust – bug free and complete We would even find that the fundamentals, the architecture of our tech is flawed, undermining further functionality that can be achieved with it

THE MIDDLEWARE REALITY TRUTH: No one (or not enough to be profitable) will licence your technology if it has not been proven in a commercially successful title. Otherwise it is seen as risky, and rightly so if you are not an experience dev team – experienced developers are not stupid! They want proven tech and great support.

TRUTH: It will take you longer to breakeven (in profit and dev costs) this way than it will with one successful title – which will probably make you in excess of 80 million, one license only makes k depending on who you are (NDL or Epic) and what you have to offer in tech and support THE MIDDLEWARE REALITY

THE REALITY CONTINUED… TRUTH: You will have to sell licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects

THE REALITY CONTINUED… TRUTH: You will have to sell licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects TRUTH: There are many established and reputable providers, that have competitive tech, pricing and support – with numerous successful titles – that you will have to compete with

THE REALITY CONTINUED… TRUTH: You will have to sell licenses – or more depending on pricing – just to breakeven, and this may not cover ongoing costs to support the tech and your customer’s projects TRUTH: There are many established and reputable providers, that have competitive tech, pricing and support – with numerous successful titles – that you will have to compete with TRUTH: You never know who is waiting around the corner with more competitive technology – eg Croteam, GSC (S.T.A.L.K.E.R.), Valve (Source Engine) – that has been showcased in a successful commercial title!

CONCLUSION Tech alone does not make a game! Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics

CONCLUSION Tech alone does not make a game! Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics Tech alone is not profitable! Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture

CONCLUSION Tech alone does not make a game! Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics Tech alone is not profitable! Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture Do you make interactive-entertainment titles, or, interactive-entertainment technology? Tech can always be licensed for your title, and does not need to be “cutting-edge” but merely competitive for the genre

CONCLUSION Tech alone does not make a game! Technology does not create gameplay, it is how you use it. Consumers are more savvy today, and want quality of experience, not graphics Tech alone is not profitable! Even middleware providers must showcase their tech in a commercially successful title – either doing this themselves or through a joint-venture Do you make interactive-entertainment titles, or, interactive-entertainment technology? Tech can always be licensed for your title, and does not need to be “cutting-edge” but merely competitive for the genre Focus on interactivity foremost, and give your technology a functional purpose – "function before form”