Game Development Essentials An Introduction
Chapter 3 Game Elements what are the possibilities?
Key Chapter Questions ■ What are some non-entertainment goals associated with game development? ■ What platforms are available for games, and what are the specific elements associated with each? ■ What are the characteristics of popular game genres? ■ How do modes based on number of players affect the way games are created? ■ What are time interval options, and how do they change how a game is played?
Goals & Applications Entertainment Community-building Education Recruitment & training Marketing & advertising Health & fitness
Platforms Arcade Mach 3
Platforms Console Sony PS2 Microsoft Xbox Nintendo GameCube
Platforms Computer
Platforms Online (Multiplayer)
Platforms Handheld Game Boy ColorGame Boy Advance Game Boy Advance SP
Platforms Tabletop Pen & paper Dice Board Card Tile
Time Interval Real-timeTurn-basedTime-limited
Player Mode Two-player (Bubbles) Single-player (Solitaire) Local two-player (Dance Dance Revolution)
Player Mode (cont’d) LAN-based multiplayer Local multiplayer (Gauntlet) Online multiplayer (Toontown Online)
Genres Action Platformer (Donkey Kong) Racing (GravRally) Fighting (Tekken)
Genres Action (cont’d) First-Person Shooter [FPS] (Deus Ex) Third-Person Shooter (Tomb Raider)
Genres Simulation Vehicle (Microsoft Flight Simulator 2004) Participatory – Sports (All-Star Baseball 2005) Process (Sim City 4)
Genres Strategy Turn-based strategy (Civilization III) Real-time strategy (RTS) (Command & Conquer: Generals – Zero Hour)
Genres Massively Multiplayer Online Games (MMOGs) MMORPG (EverQuest) MMORTS (Shattered Galaxy) MMOFPS (Planetside) MMOPG (Puzzle Pirates)
Genres Action-Adventure (Beyond Good & Evil) Adventure (Myst) Casino (Prestige Casino) Puzzle (Tetris)
Genres (cont’d) Trivia (Quia) Role-playing (RPG) (Wizardry 8) Bemani (DDR) Survival-horror (Silent Hill)
Summary Goals & applications Platforms Time interval Player mode Genres