Novak, J. 2012. Game Development Essentials: An introduction. 3rd edn. NY: Delamr, Cengange Learning. History • Significant milestones in the history of electronic game development • Pioneer developers & their contribution to the industry • Evolution of game industry from coin- operated electromechanical & mainframe computer games in 1960’s to the current console, personal computer, online and mobile industries From the Beginning of Time Until Today Atari ships the Pong stand-alone coin-operated video game in 1972. About 10,000 units are sold, making this the first commercially-successful video game. Arcade invasion of the early 80’s… US arcades rake in $5 billion in 1981. Americans spend more than 75,000 hours playing video games. Tetris launches in 1985 and quickly became the iconic casual puzzle game. Best selling casual game across all platforms with over 70 million copies sold. Super Mario Bros. launches in 1987. By 1990, Nintendo ships 60 million game cartridges in the US and owns 90% marketshare of the $13 billion worldwide video game Industry. Super Mario Bros. will become the top- selling franchise of all time with 200 million units sold. The Sims launches in 1990 and successfully attracts casual gamers and females (estimated 60% female). Sells more than 16 million copies in its first year and becomes the best-selling PC franchise in history with 90+ million units sold worldwide. 1995 launch creates subculture of Pokémon fans immersed the brand and characters in the game, as well as trading cards, toys, books, movies and other media. Becomes 2nd best selling franchise of all time with 164 million units sold. Microsoft Solitaire on Windows XP is the #1 opened application on Windows XP with an install base of over 400 million. Taking advantage of the rise of the internet, online developers begin appearing around 2000. In 2000, the global market for online games is estimated at $15 billion. PopCap launches Bejeweled in 2001; 350 million downloads and $100 million of consumer spending. 76% of PopCap gamers are women. 2003: The Beginning of Madden Mania… Madden NFL 2004 launches and becomes top-selling game in the US. Franchise goes on to become a top-10 selling franchise with 60 million units sold. Total sales of video game hardware, software and accessories in the US during 2003 $10 billion. The launch of Grand Theft Auto: San Andreas in 2004 spurs controversy about the game’s promotion and glorification of violence, prostitution and crime. As of March 2005, the game had sold over 12 million copies for PlayStation alone. As of September 2007, GTA: San Andreas had sold 20 million copies worldwide and was the best-selling game in the US. Brain Age launched in 2006. Since launch, Brain Age and sequel Brain Age 2 have sold more than 20 million units, underscoring the broad audience for casual games and spurring a “brain training” genre phenomenon with brain games launching on all platforms. Snake gets into the hands of consumers on Nokia phones beginning in the late 90’s. Despite the game’s lackluster graphics and simple game play, Snake becomes a hit with consumers and begins to show the mobile phone’s potential as a gaming device. Jamdat Bowling launches in 2003 from Jamdat and becomes the first successful title of the nascent mobile games industry. Bejeweled follows suit and went on to sell 50 million units on mobile. Mobile phones and networks quickly evolve to handle graphically-rich games. Worldwide handset penetration expected to be 4 billion by 2010. Mobile games market is estimated to be $9.6 billion by 2011. Launched at the end of 2007, Wii’s popularity was hugely underestimated by “core” industry. Wii sold more units in the US than the Xbox 360 and PlayStation 3 combined in the first half of 2007. Wii targets a much broader demographic than previous consoles and focuses on simple gameplay that is fun. Arcade, console, computer, handheld,online
PLATFORMS & PLAYER MODES
Platforms & player modes framework
• Platforms & associated specific elements
• Choice of hardware affect the way game is developed & played • Modes based on the number of players affect the way games are created ARCADE • Stand alone game systems found in public avenues. • Control –joystick, buttons or combinations or pedals & steering wheels, foot pads • Coin operated, get players to spend $$ , so fast-paced, time-limited games, therefore not much attention to story or character development • Technical issue – limited memories; actions main element • Give birth to action genre –focus mainly on speed & certain type of skill (eye-hand coordination, aim, navigation –shooting & racing games • Other elements-story & character emphasized more on other platforms Main entities associated with arcade game development Hardware manufacturer –own rights & control what content – Planning, development, & testing process – If developer different than manufacturer, developer has to answer to manufacturer who gives final approval if game will be developed or not Game (content) developer –dev games for manufacturer but often same company as manufacturer Venue operator –licenses/purchase game fr manufacture, get revenue from player Consoles Consoles • Played at home, hooked to tv • Support 4 controllers • 3 competing proprietary systems- Microsoft X-box 360, Sony’s PlayStation 3 (PS 3) & Nintendo’s Wii • Hw manufacturer own controlling power; advantage- the game will certainly work, special purpose device designed for optimum game-playing experience • Branching out –can play DVDs, MP3s, streaming movies & tv content. PS3 –Blue- ray drive; X-box –HD-DVD drive or external drive • All hv internet connectivity –browsers, online multiplayer networks, online shops for games, music, TV shows, movies • Wii- wireless controllers –used as hand held pointing device & detects movements in 3D • Multipurpose convergence, support all features associated with computers & provide content viewed thru tv sets Computers • The computer platforms add complexity to dev process due to non-standard set-up & a variety of systems – Developers not answerable to manufacturer but – At the planning stage need to dev tech spec – minimum (necessary to load & play games) & recommended (allow enhanced game-playing experience Online • Played on computer platforms or console system connected to internet, but technology differ from games on other platforms • Issues: – Have internet connection, data/game info may be stored on server, – Internet is 24/7 –pose unique development & maintenance problems (monthly subscription model, now micropayments, virtual items sale, in-game economies & premium services) – Large online games involve thousands of simultaneous players, game information stored on several servers (MMOs) – Connection speed –bandwidth & latency. – Therefore need live 24-hr customer service for subscription- based MMOs. Customer service (Game Masters) skill –solving online specific problems (connectivity issues, player misbehavior), give technical support, create new content, participate in game-related discussions with players Handheld • Game Boy series • PSPs Mobile • Nokia, smartphones, tablets (IOS,Androids) • On the rise, threat to handheld Putri Gunung Ledang – nokia smart phone Tabletop • Traditional analog game platform –board, card, dice, tile, block • Study these games to understand underlying challenges & strategies • Prototypes for future electronic games Time interval • 3 basic – turn-based, real-time • Time-Limited – compromise and time-limited between turn-based & real • Turn-based –each player take time. Limit time for each turn turn, need reflective thoughts or limit time for play game to win, unlimited time • Deciding time interval is first • Real-time –no time interval step in considering how your between turns –no turns at all. game will be played To win, need quick physical reflexes. Difficult to play online due to tech issues – player’s connection, server load, regional internet traffic bottlenecks. Extremely popular online Player mode • Single player, Two-player, local multiplayer, LAN-based multiplayer, online multiplayer to massively multi player • Choice of player mode as well as content impact how game is played • What platforms work better for which mode? Goals & genres • Non-entertainment goals • Characteristics associated with popular game genres • Which goal & genres work well together • Particular game content associated with genre • Genre hybrids & new types of genre change how games are categorized Goals • Why create games? To entertain? Educate? support? Market? Build a social community? Or exercise? • Entertainment • Social • Educational – serious games • Recruitment & training • Health & fitness • Consciousness & change (non-profit) • Aesthetics & creativity (marketing products –advergames) Genre • Categorized based on combination of subject matter, setting, screen presentation/format, player perspective & game- playing strategies • Action – Platformers (action sub-genre), Shooters, racing, fighting • Adventure • Action-adventure (hybrid genre) • Casino • puzzle, • Role=playing games • Simulations – Vehicle simulations, sports & participatory simulations, process simulations (construction & management (ot construction & management sims (CMS), god, toy games – Eg. Sim City, Rollercoaster Tycoon Continue… • Strategy –chess – Turn-based strategy (TBS), real-time strategy • Massively Multiplayer Online Games (MMOs)
• Once determine your goal, identify a subset
of genre that best address your goal Player elements: who plays & why? • Motivations to play game • Geographics, demographics, psychographics • How has the player market change over time? • Difference between USA & other markets (south korea, Japan, China, Germany) • Different generations of players in the USA Production & management • Phases & associated components in game development cycle • effective ways to lead & manage development teams • Different types of documentation in game development Development phases • Development phases – Concept – Pre-production – Prototype – Production – Alpha – Beta – Gold – Post-production