I've had this discussion a few times now, with various people. Let's look at a problem in game design from two perspectives. The problem is rather simple. It deals with resource gathering in an MMO and demonstrates this the best. The basic premise is a player goes to a spot where there should be something to gather (iron, flowers, wood, whatever). Now the challenge is to make the user try to gather on this (and every other spot like it) to try to get resources, maybe multiple ones even from one spot. But there also is a skill check involved to reward those that have been doing it more often.
Let's look at the developer side. You could simply chose a random output, say randomly they fail or get something. Maybe randomize the amount you get from using that resource spot, and/or the amount of time it regenerates, rate it regenerates with, and so on. But since we are developers, we want a better solution than just plain random. So we build up a complicated table, backlog, statistical analysis and so on, and in the end ship it.
Monday, October 17, 2011
Thursday, October 13, 2011
Multi tasking features
A good game feature does three things, all at the same time:
- Add a logical function to the game
- Be fun for the player
- Support the game lore/background
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