Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

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Presentation transcript:

Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool

There are very few brand new concepts. Often it is a case of arranging old pieces together in new and different ways. Communication to the player is key. - Tetsuya Mizuguchi

Introduction The Need For Player Empowerment Focus On Hardware Creative Tools / Customisable Features Building The Community Wrap-up

The Need For Player Empowerment

How Games Innovate Over Time 99%ers

How Games Innovate Over Time Sea changers

How Games Innovate Over Time Evolvers

How Wipeout Evolved Over Time PlayStation era Anti-grav racing, speed classes, airbrakes, weapons Energy system, pitlanes Boost mechanic

How Wipeout Evolved Over Time PlayStation 2 era Off-road sections ‘Surface locked’ ship handling Upgrade system Zone mode

How Wipeout Evolved Over Time PlayStation Portable era Refocus DLC Track building Graphic design Handling and mechanics

Number 2 on Metacritic PSP 1 million+ sales

Evolution For Wipeout Pulse Improve accessibility Handling model refinedAI difficulty introduced

Evolution For Wipeout Pulse Implement new features Online play Structured solo game

Evolution For Wipeout Pulse Responding to feedback Focus group test results: Novice gamers needed ‘safe’ introduction Solo events given prominence Zone mode as emergent tutorial

The Next Step

Focus On Hardware

Hardware Strengths = New Features Multiple file format support MP3 music playbackJPEG photo mode

Hardware Strengths = New Features Upgradeable firmware PLAYSTATION®Network support

Hardware Strengths = New Features Wifi – data sharing Built in web browser

Handheld philosophy Bite size gameplay –Short races, shallow menus Automatic saving and loading Every gameplay session is positive –Loyalty points Customisable controls

Creative Tools For Players

Ship Skin Editor Flash application Simple interface Outsourced Cut and paste features

Custom Grid Editor Create your own single player campaign Additional functionality –Larger grids –Custom tournaments –Adjustable targets Share grids over wifi Fansites

Building The Community

The Online Fan Base Wipeoutzone.com –Forums –Manual leaderboards European fan-meet –Ad-hoc play –Pulse announced

Wipeout-game.com 8 month timescale PSN integration Profile upload Team allegiance + stats tracking Ongoing project Relaunch for HD

Moderation Ship skins –Online moderation –In-game moderation Website –PSN integration

Wrap-up

Feature comparison Wipeout Pulse NFS Pro Street Crazy Taxi Burnout Dominator Test Drive Unlimited Juiced 2 Sega Rally Ad-hoc multiplayer XXXXXXX Online multiplayer XXXX MP3 playback XX Photo X PlayStation Network X Community website X Data sharing XX DLC XXX Customisation XXX

Conclusions Innovation doesn’t have to be driven by gameplay Applying existing features to the handheld space is valid A player-centric philosophy is a suitable replacement for narrative

Thanks for your time!