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The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms Original Paper by Harvey Smith, Designer of Ion Storm, Austin, Texas Presentation.

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Presentation on theme: "The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms Original Paper by Harvey Smith, Designer of Ion Storm, Austin, Texas Presentation."— Presentation transcript:

1 The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms Original Paper by Harvey Smith, Designer of Ion Storm, Austin, Texas Presentation by Dwaine N. Hewitt Jr. November 16, 2006

2 Overview / Introduction The State of Game Design Deus Ex and its’ impacts Simulation Overview Game Systems: Then and Now What’s Next? Questions for you Questions for me Film at 11… wait, what?

3 The State of Game Design Game Design is in a transitional state Past environments Future games and their impact –What Nintendo Wii is doing about it

4 Deus Ex Video here

5 Ion Storm’s Deus Ex (2000) Very personal game Several genre elements implemented Designers did not wish to always limit users to a few generic choices Flexible sub-systems

6 More about Deus Ex “Special Case Breaks” Map limitations Overall success and failures

7 Simulation Overview A simulation is just a representational model. All games have done it – why talk about it? Hi-fi models Larger range of expressions

8 Why build around hi-fi models? More emergent behavior Consistency to player stimuli Labor-cost benefit / content

9 Caveats of Hi-fi Models Emergence is a benefit and a cost. Can introduce exploits The strategy game ChronX is one example of this

10 ChronX – strategy / card game (1997)

11 Exploits in emergence - ChronX Player enhancements exploit Unit stealing exploit Both put together greatly affected gameplay

12 Emergence done better - Thief

13 Looking Glass’ Thief and its’ effect on emergence Used advanced sound and lighting Light Gem feedback Impact on gameplay

14 Specific Game Systems: Then and Now Sound Propagation in DX Where it worked Where it didn’t

15 Game Systems Continued Realistic Physics –Does it need to be THAT realistic? Environments in DX and their effects System Shock and future FPS games using physics as a benefit Half-Life 2, also

16 General Game Systems and… GUNS! Weapons: The Old way Weapons, bullets, and the game world: The new way

17 Other Game System Considerations Racing games FPS enemy behavior IK based Movement What’s happening now –Katamari Damacy –Second Life –The Sims

18 Long Term Considerations Dynamic Game Conversations Long- Term Persistent Games Auto-Generated content Intelligence vs. Multiplayer

19 Conclusion Where games were Where games are The next level from here in 2006

20 Questions for you What ideas or concepts do you think will revolutionize gaming? What would be awesome to do in a game that you cannot do now (in a specific genre)?

21 Questions for me?

22 Thank you! The End Works Cited Smith, Harvey. “The Future of Game Design - Moving Beyond Deus Ex and Other Dated Paradigms”. October 2001. International Game Designers Association. 6 November 2006. http://www.igda.org/articles/hsmith_future.php Gamespot. November 2006. CNET Networks. 14 November 2006. http://www.gamespot.com Deus Ex. 26 June 2000. Ion Storm / Eidos Interactive. 16 November 2006. Half-Life 2. 16 November 2004. Vivendi Universal Games & Valve Software. 16 November 2006. Chron X. May 1997. Blue Sky Red Design LLC. 16 November 2006 Thief – The Dark Project. 30 November 1998. Looking Glass / Eidos Interactive. 16 November 2006.


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