Wednesday, February 15, 2017

Chapter 8 Summary

                Digital prototypes are critical for making digital games. They shouldn’t be complete projects, should have minimal art, and incomplete gameplay. Prototypes are broken into four categories. One, mechanics: these are discrete features of the formal aspects of games. They can sometimes be tested with a physical prototype. Two aesthetics: the visual and dramatic elements. The right amount should be tested, not too much only important elements. Three kinesthetic: the “feel good” part of the game, the control scheme, the interface. Four technology: the software, it doesn’t have to be written in the final programming language or even directly useable.
                Control schemes are important for the feel of the game. They should be simple and accessible as well as work appropriately with the type of controller used. View point is how the player sees the character/ game. It has a large impact on the gameplay and system. There are multiple types of viewpoints; overhead, side, isometric, first person and third person.

                Things to keep in mind when making a game: form follows function. This means why are you making the game and how is it innovative. Metaphors: how are you going to make interfaces that represent parts of the game for example, health. Visualization: use natural mapping to make it feel normal. Grouping features: what goes together should be grouped together. Consistency: keep certain buttons in the same place. Feedback: visual/ aural elements when the player does something. When making games, you must choose the language and game engine. I found it interesting that you don’t have to make a prototype in the final game language/ engine and that it can be very bare bones. I don’t have any questions for this reading it is straightforward. 

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