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Game Design 2 - Lecture 13 - Platform Specific Design
1. Game Design 2
Lecture 13: Designing for Platforms
http://www.comu346.com dfarrell@davidlearnsgames.com
2. Errata & News
• Thursday Lecture
• attendance required!
• This week’s labs used
for coursework
• attendance still req’d
3. Designing for Platforms
• It is not always possible to have exactly the
same experience on different platforms.
• Even when it is, it is not always a good
thing.
8. PC to Console
• Civilization 4 for PC was re-imagined as
Civilization Revolution for Xbox 360,
Nintendo DS, and later iPhone
• Whilst it would probably be POSSIBLE to
do a direct port, that would fail to consider
the context in which the player is engaged
or the best way to utilise that platform.
9. Console Player Context
• Shorter Sessions
• Further from display
• Less fidelity in controls
• Vs mouse / keyboard
• Less resolution (non hi def TVs)
• Potential new audience
10. Abstracting Systems
• Where an interface must be simpler, one
option is to redesign an underlying system,
either by simplification or abstraction.
• Civ 4 has a unit called a worker. The player
must build this unit then give that unit
order to improve land and build roads.
• Civ Rev has no such unit. The player can
spend money to build a road instead.
• Civ 4 has universal tax - Civ Rev city by city
11. Combining Actions
• In order to further simplicity, look for
opportunities to reduce the number of
actions required from the user.
• Civ 4 has the ability to build boats and then
load those boats with units for exploration
• Civ Rev gives the player one ‘free’ unit on
every boat built
12. Reduce Micromanagement
• Micromanaging the details of a civilisation
takes a significant amount of time and
doesn’t reinforce the streamlined goals of
the Civ Rev design.
• Firaxis made decisions that allow the player
to pay less attention to micromanagement
• workers, ‘happiness’, automatic builds
13. Less Info on Screen
• Providing the interface is intuitive, it may be
possible to retain information but reduce
the amount of information on screen at any
one time.
• On low resolution devices, a larger
percentage of screen is taken up by UI
17. Control Schemes
• Not having mouse / keyboard on consoles
means that it is necessary to use the
buttons and joysticks to access menus and
other items that would normally be placed
at corners of screen.
21. Doom
• PC - Mouse and (OR) keyboard
• iPhone 3 Modes
• id aren’t sure what is best
• compromise of flexibility vs convenience
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25. To Summarise
• Abstract Systems and Information
• Group similar items
• Reduce micromanagement
• Understand control schemes
• Consider Resolution
• Reduce on screen information
• Be aware of norms and guidelines documents