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Game Design 2
                   Lecture 13: Designing for Platforms




http://www.comu346.com                          dfarrell@davidlearnsgames.com
Errata & News
• Thursday Lecture
 • attendance required!
• This week’s labs used
  for coursework
 • attendance still req’d
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.
• Deus Ex 2
 • one ammo type
• Modern Warfare 2
 • No dedicated servers
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.
Console Player Context
• Shorter Sessions
• Further from display
• Less fidelity in controls
 • Vs mouse / keyboard
• Less resolution (non hi def TVs)
• Potential new audience
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
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
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
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
• civ 4 science
• xbox normal
• xbox with science up
•
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.
• civ screen shot with top right icons
• xbox ‘back’ button to bring up equivalent
  menu
Redesign Control Sceme

 • PC control scheme vs Console vs iphone
Doom

• PC - Mouse and (OR) keyboard
• iPhone 3 Modes
 • id aren’t sure what is best
 • compromise of flexibility vs convenience
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
Hands on?

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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.
  • 4.
  • 5. • Deus Ex 2 • one ammo type
  • 6. • Modern Warfare 2 • No dedicated servers
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  • 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
  • 14. • civ 4 science
  • 16. • xbox with science up •
  • 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.
  • 18. • civ screen shot with top right icons
  • 19. • xbox ‘back’ button to bring up equivalent menu
  • 20. Redesign Control Sceme • PC control scheme vs Console vs iphone
  • 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