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

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Presentation on theme: "Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool."— Presentation transcript:

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

2 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

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

4 The Need For Player Empowerment

5 How Games Innovate Over Time 99%ers

6 How Games Innovate Over Time Sea changers

7 How Games Innovate Over Time Evolvers

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

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

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

11

12 Number 2 on Metacritic PSP 1 million+ sales

13 Evolution For Wipeout Pulse Improve accessibility Handling model refinedAI difficulty introduced

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

15 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

16 The Next Step

17 Focus On Hardware

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

19 Hardware Strengths = New Features Upgradeable firmware PLAYSTATION®Network support

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

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

22 Creative Tools For Players

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

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

25 Building The Community

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

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

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

29 Wrap-up

30 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

31 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

32 Thanks for your time!


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