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David Hewitt AGDC 2004 Designing Games for Nintendo's Handheld Platforms: The transition from GBA to DS.
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David Hewitt AGDC 2004 Abstract Games for traditional handheld platforms have always presented the designer with a set of challenges and opportunities quite different to those that the console or PC designer must face. The Nintendo DS, with its unique display and input possibilities, adds yet another set of challenges of its own, while offering developers a chance to pursue the holy grail of game design: innovation. The hardware itself seem explicitly designed to goad us into taking bigger risks and trying new things. How, then, do handheld developers approach this enticing new piece of hardware? What are the expectations? The rules? Where are the pitfalls? How does the development of a DS game, specifically the creation of its design, differ from that of a GBA title, or a console title for that matter?
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David Hewitt AGDC 2004 Overview Introduction Nintendo Handheld Platforms GBA DS Traps Strategies The Design Process The Development Process Summary Q&A
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David Hewitt AGDC 2004 Introduction Who am I? Who do I work for? What do we do? What have we done on GBA, and where are we currently at with DS? Why talk about this now, before we’ve got all the answers?
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David Hewitt AGDC 2004 Nintendo What values and qualities are associated with a Nintendo game? Who plays games on Nintendo platforms? Where do independent, third-party developers fit in to Nintendo’s plans? What does all this mean when you sit down to design a game for a Nintendo platform?
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David Hewitt AGDC 2004 Handheld Platforms Some specific design considerations, when developing for a handheld. User interface Game structure Visual presentation Use of audio The diversity of situations in which handheld games are played.
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David Hewitt AGDC 2004
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GBA Constraints. Expectations. Haven for ports and “classic” gameplay… …but also a place for neglected genres to flourish and grow once again. Emphasis on gameplay over both innovation and “wow” factor. First party releases and licensed product. Who plays GBA?
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David Hewitt AGDC 2004 The DS is Announced Top responses: What? Two screens? You mean like Donkey Kong? If one screen is fun, then two screens means *twice* the fun! Huh? Um. LOLROFLMAO!
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David Hewitt AGDC 2004 Introducing the DS A picture says a thousand words. With Photoshop, however, you can say even more…
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David Hewitt AGDC 2004
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Introducing the DS, Take Two Tech specs (in designerese): Ability to do some 3D stuff. Two screens. Stylus and touch screen control. 4 face buttons. Microphone. WiFi connectivity. Game sharing.
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David Hewitt AGDC 2004 DS Constraints. Expectations. Is there place for ports and multi-format releases? Modular design. Linked settings and stories. Emphasis on innovation. Can this go to far? Is this the expense of gameplay depth? What are the risks involved in re-inventing the wheel? First party releases and licensed product. Who will play the DS?
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David Hewitt AGDC 2004 Traps 3D or not 3D? No analog stick. Control is key, and must be designed around two types of fundamentally 2D control input. 2048 triangles. Camera control. Touch screen use. When, where and how? More importantly: why? What’s the second screen for? Quick – how many thumbs does the player have?
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David Hewitt AGDC 2004 Strategies Minimising risk. Technology. Design. Prototyping. Looking beyond console and handheld gaming for inspiration. Modular design.
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David Hewitt AGDC 2004 The Design Process GBA Points of reference. What is the game like? Okay, so how is it different? DS Points of reference. How does the game stand up, on its own? How does it use the hardware? Does it justify being on the DS? Where’s the familiarity? Where’s the newness?
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David Hewitt AGDC 2004 The Development Process GBA Legacy from 16-bit console development. Tools. Production pipeline. Scheduling. Implementation. Testing. Quick ramp-up. Known quantities. DS Pre-production. Looking ahead at scheduling, implementation and testing. New tools. New pipeline. Flexibility, experimentation and the ability to make mistakes.
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David Hewitt AGDC 2004 Summary Look further afield for inspiration. Break habits. Leave your comfort zone. Find ways to prototype, test and evaluate. Play your game as early and as often as you can. Strike a balance between novelty and substance.
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David Hewitt AGDC 2004 Q&A Fire away!
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