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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualNamaco

Posted 25 October 2012 - 06:06 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind! I will try my best next time Posted Image
As I kinda wrote they are not finished they are just drafts of how I tired and tested my self Posted Image

EDIT: So a question, this was actually done before I did some research what does game designer do just like you told me, they dont come up with stories indeed however do you have any tips for a beginniner guy like me?

I understand that I have to know how the mechanism works which well I did a bit like in the RPG more then on the RTS one so after defining the game idea mechanism whats after that? I really want to do game designing and be one at the moment all I can do is simply well QA, I do not see passion in big programming or anything that I could become pro at therefor when I read about Game Designer I kinda wanted to do that... I understand that I actually do not go well with RPG's yet so I think I will try and get the RTS done way into better way. I have the basic story which is needed now what I have to improve is game mechanics as you said "more details than "kind of RTS like Xyz"

Any tips and more feedback?

#5Namaco

Posted 25 October 2012 - 05:52 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind! I will try my best next time Posted Image
As I kinda wrote they are not finished they are just drafts of how I tired and tested my self Posted Image

EDIT: So a question, this was actually done before I did some research what does game designer do just like you told me, they dont come up with stories indeed however do you have any tips for a beginniner guy like me?

I understand that I have to know how the mechanism works which well I did a bit like in the RPG more then on the RTS one so after defining the game idea mechanism whats after that? I really want to do game designing and be one at the moment all I can do is simply well QA, I do not see passion in big programming or anything that I could become pro at therefor when I read about Game Designer I kinda wanted to do that...

Any tips and more feedback?

#4Namaco

Posted 25 October 2012 - 05:44 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind! I will try my best next time Posted Image
As I kinda wrote they are not finished they are just drafts of how I tired and tested my self Posted Image

EDIT: So a question, this was actually done before I did some research what does game designer do just like you told me, they dont come up with stories indeed however do you have any tips for a beginniner guy like me?

I understand that I have to know how the mechanism works which well I did a bit like in the RPG more then on the RTS one so after defining the game idea mechanism whats after that? I really want to do game designing and be one at the moment all I can do is simply well QA, I do not see passion in big programming or art which I suck at nor music so therefor when I read about Game Designer I kinda wanted to do that...

Any tips and more feedback?

#3Namaco

Posted 25 October 2012 - 05:32 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind! I will try my best next time Posted Image
As I kinda wrote they are not finished they are just drafts of how I tired and tested my self :P

#2Namaco

Posted 25 October 2012 - 05:29 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind! I will try my best next time :P

#1Namaco

Posted 25 October 2012 - 05:28 AM

There's not much game design present Posted Image
Game design is not story telling. Story telling and writing is part of a game like art and sound, but the core game mechanism are independent of the setting, even if they are incredible important for the final product.

As example take warcraft and world of warcraft, both use the same setting and storyline, but they are completly different games. So, as game designer you need to define game mechanism in more detail than 'kind of a RTS like Xyz'. Ie. you design a game mechanism around a distance weapon which is able to push an enemy around for a limited time, it is irrelevant if this weapon is the gravitiy gun from HL2, a force from Star Wars, a plasmid from bioshock or a wind spell from a fantasy rpg.Posted Image


Thanks will get that in mind!

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