Game Design Considerations & Trends
The goal of this thread is to act as a quick reference for information and also ideas. Please reply with anything you wish to see added or any tips in regards to the layout. With the help of the community we can hopefully keep it up to date and have it immortalised as a sticky.
Targeted Platform
Personal Computers (PC, Browsers, Facebook)
Consoles (Xbox360 & XBLA, Playstation3 & PSN, Wii & WiiWare)
Smart Phones (iPhone)
Camera Views
Top down
Side scrolling
Isometric
First person perspective
Over the shoulder
Third person perspective
Genre Types
Role playing game (RPG)
Shooter
Real time strategy (RTS)
Turn based strategy
Quick time events
Puzzle solving
Fighting
Educational
Revenue Models
Single sale
Subscription
Microcredits
Lead generating
[Edited by - Robert-Glen on March 10, 2010 5:41:40 AM]
Sorry to only just start but I've been called away. Please reply with anything you think might help or be informative in general and I'll be sure to update as quickly as possible.
Basically yes. I've more then once read through a post and had an image in my head of how I see the game working only to find out after offering advice that what I imagined had nothing to do with the original poster's view. Not everyone uploads a design mock-up along with their posts.
I understand that a lot of games have their standard match up's e.g. an RTS game with an Isometric view but others aren’t as clear or obvious. I thought if there was a thread with a somewhat agreed upon use of terminology then we might be able to get better responses and help out there.
I thought that some categories might not need to be included, like the targeted platforms, since this is the design section but some things need to be considered depending on what system you develop for e.g. the iPhone having quiet a small visual area.
I understand that a lot of games have their standard match up's e.g. an RTS game with an Isometric view but others aren’t as clear or obvious. I thought if there was a thread with a somewhat agreed upon use of terminology then we might be able to get better responses and help out there.
I thought that some categories might not need to be included, like the targeted platforms, since this is the design section but some things need to be considered depending on what system you develop for e.g. the iPhone having quiet a small visual area.
Quote:Original post by Robert-Glen
Basically yes. I've more then once read through a post and had an image in my head of how I see the game working only to find out after offering advice that what I imagined had nothing to do with the original poster's view.
True - several times I've seen a game described as a "shooter", for example, and had no idea what they actually meant in terms of camera/gameplay. However, I think this is often more to do with the poster's failure to give basic details about their idea than a problem with terminology.
Yeah the terminology isn't a major factor as long as a clear image can be painted for the other readers. I was hoping people who either had a game in design or partly made could look through the list and come up with some sort description that would accurately describe it. Maybe I need some example pictures and brief stereotypical points for each genre or something.
At least if someone goes I've got a side scrolling shooter you wouldn't be imagining a first person so when they talk about implementing cover mechanics or whatever your more likely to be on the same page.
At least if someone goes I've got a side scrolling shooter you wouldn't be imagining a first person so when they talk about implementing cover mechanics or whatever your more likely to be on the same page.
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