Wednesday, September 24, 2008

Call of Duty 4: Modern Warfare in 3rd person!!?

The game I have chosen to redesign is “Call of Duty 4: Modern Warfare”. I do not necessarily feel that the camera system needs to, or should be redesigned but if I did this is how it would effect the game play.

Call of Duty 4: Modern Warfare is a classic first person shooter. The aiming / targeting system takes place through the eyes of your character. When you decide that it is time to aim the gun, it gets brought out of it's default position, chest level, raising it to your character's eye sight level to help you aim better as well as more accurately. If you were to change the camera system it would not only not allow you to see the enemy very well it would hinder your ability to focus in on your target.

One of the other major problems that would be effected would be your ability to sneak. This is a key element in the success or the failure of finishing this game it also just makes it more fun. Your ability to sneak up on an enemy would be greatly hindered, also this would effect some of the larger game mechanics involved with the creation of “Call of Duty 4: Modern Warfare”. If this game were built in the 3rd person view it would be impossible to sneak up behind the enemy and knife them or get the critical head shot, because they would see you coming, turn around and kill you. There is a map system that is in the upper left hand corner that shows the enemy location. People that are good at this game know where the other team is and are able to move around enough to no get stabbed in the back. People that are new or like to “Camp” and stay in one position at all times are the easy targets for better players. When you throw in a UAV jammer (map blocker) it causes serious problems for people that only watch the map, making it a critical game mechanic.

Call of Duty 4: Modern Warfare is one of the best first person shooter games I have ever played. It gives Halo 3 a serious run for it's money. I hope that the control system / button layout will be used for many years to come. It is a fantastic accomplishment for the the next gen consoles.



This is a PERFECT example of not watching out for other players. If this was in 3rd person they would know you were coming.

Watch more CoD4 Videos


This video is a good example of UAV Jammer as well as watching the map, notice the top left hand corner and the red dots.

Wednesday, September 3, 2008

Beta Version of Sci-Fi Pak!



Download here


"Left Button" - Move Left
"Right Button" - Move Right
"Up Button" - Move Up
"Down Button" - Move Down
"Space Bar" - Fire Lazar Ball
"F1" - Pause / This help file
"F4" - Full Screen
"Esc" - End the game

This is the start of my midterm / final project. Its still very much in the beta version, but will update as it progresses. Please leave high score in comments, also if you reach lvl. 4 before update has been released comment me and I will get you the latest version. Thanks for the help! Any input is also much appreciated!

Monday, September 1, 2008

Three Electronic Games and Breakdown of Game Design

Question:
Play three electronic games of different genres and discuss the most likely type of game design (art, gameplay, story, technology) that was emphasized in the creation of each game.



The emphasis was placed on multiple element types for these three examples but I will try to discuss the most prevalent type.

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Metal Gear Solid 4
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The development of the story line in all four MGS titles is a large aspect of MGS. I found that there were more interludes and story line videos than actual gameplay. Not saying this is a bad thing, the gameplay was amazing but I'm only going to talk about one element. The story line also played a key role in the success or failure of the game through hints and strategy. Even as you die, it flashes back to previous cut screens.

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Motor Storm
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This is your classic dirt track racing game for the next generation consoles, not a new concept by any means. The technology that helps drive this design on the other hand is some of the best that the new consoles have ever seen. Given the amount of work and design that went into making Motor Storm, I would categorize this as a technology-driven game.

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The Last Guy
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One of Sony's download only games, “The Last Guy”, has an additive playability value that always leaves the player wanting more. I would classify this game as a gameplay-driven design. In 1980, Eugene Jarvis created Defender. The “Last Guy” is similar to Defender in that both have massive flocks of people that need saving. Yes, a similar style has seen console before, but it's been at least ten years and never in a next generation environment.

Sunday, August 31, 2008

Mechanics of Grand Theft Auto


On the most basic level of game play mechanics achieved by Grand Theft Auto is the art of theft with a good helping of mayhem and doom thrown in. You have your classic life meter with a twist: you can run faster and longer as you run across the map. You can add a bullet proof vest to add even more protection. Cars where another factor, rightfully so considering it was called Grand Theft “AUTO”.

Some of the original mechanics used by GTA1 were unlike any other seen at the time, helping to define in part “sandbox” style of play; not to mention the idea of emergent game play mechanics, there are so many of these that it would be almost impossible to list them all. I am going to try and point out a select few.

Sex, drugs and guns are very much at the heart of the GTA franchise. I intend to identify some of the mechanics that have advanced and point out a couple of examples of emergent game play mechanics, based around the driving and cars in GTA.

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Example 1 - “The Driving Car Bomb”
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First Mechanic is the driving of a car, seems somewhat simple but was done very well by GTA.
Second Mechanic receiving damage / dealing damage that would in turn set the vehicle ablaze.

Creating the final mechanic of dealing someone a car bomb! You could drive these cars into buildings, other cars, road blocks, etc to try and escape the situation you were currently in or just blow things up for fun.

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Example 2 - “The Classic Drive By, With a Twist”
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First Mechanic being able to shot a gun... really?
Second Mechanic was being able to drive a car, again something GTA has been able to do a great job at.

Coming up with the first game to ever have drive by shooting. I believe that it was GTA2 that sets some missions as being drive by shooting. As the game progressed, 3 and 4 make it a common occurrence in the world of GTA.

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Example 3 - “Car Manipulation... Radio, Making the Car Bounce, Wheelies!”
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I feel that this is a more localized mechanic but nevertheless, the all important transportation factor. You're traveling thousands of miles (feels like it sometimes) and needed a way to keep the player interested with the game while this went on. Now there are tones of things to do while driving; mess with the radio, honk your horn at people (we know what else this can do for a pimp), flash your lights, bounce (with hydro), hit people wreck people, make other cars wreck people, run over fire hydrants, shoot people, make other people shoot people... shall I continue?

GTA has changed the landscape for sandbox games forever! Not to mention the evolution of emergent game play mechanics!

Friday, August 22, 2008

Important aspects of game design



There are several aspects I believe to be critical for the development and deployment of a successful video game. The first being the ability to learn and grow while playing the video game including but not limited to; leveling up, health advancement, weapons / spell upgrades and just all around different ways to defeat your enemy in general.


When I play a game that does a good job in submersing me in my surroundings, making me feel more in touch with the game and the other aspects within the game, this increases my wanting to succeed. I also feel that a good tutorial / training level is important to the success of a game, if the player has no idea how to do something it is going to make it hard to keep their interest in the game longer, decreasing the re-playability value.


Some of the other aspects of game development that are critical: high quality graphics, large levels that are free roaming, ability to differentiate between other games, online and multi-player playability. Storyline and character development are also important. This can help to maintain a strong fan base.