Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio...

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Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool

Transcript of Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio...

Page 1: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Don’t Mess With Great Gameplay!

How Wipeout Innovated On PSP

Clark Davies, Designer

Studio Liverpool

Page 2: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

There are very few brand new concepts. Often it is a case of arranging old pieces

together in new and different ways. Communication to the player is key.

- Tetsuya Mizuguchi

Page 3: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Introduction

• The Need For Player Empowerment

• Focus On Hardware

• Creative Tools / Customisable Features• Building The Community

• Wrap-up

Page 4: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

The Need For Player Empowerment

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How Games Innovate Over Time

• 99%ers

Page 6: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

How Games Innovate Over Time

• Sea changers

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How Games Innovate Over Time

• Evolvers

Page 8: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

How Wipeout Evolved Over Time

• PlayStation era

• Anti-grav racing, speed classes, airbrakes, weapons

• Energy system, pitlanes

• Boost mechanic

Page 9: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

How Wipeout Evolved Over Time

• PlayStation 2 era

• Off-road sections

• ‘Surface locked’ ship handling

• Upgrade system

• Zone mode

Page 10: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

How Wipeout Evolved Over Time

• PlayStation Portable era

• Refocus

• DLC

• Track building

• Graphic design

• Handling and mechanics

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Page 12: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Number 2 on Metacritic PSP

1 million+ sales

Page 13: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Evolution For Wipeout Pulse

• Improve accessibility

Handling model refined AI difficulty introduced

Page 14: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Evolution For Wipeout Pulse

• Implement new features

Online playStructured solo game

Page 15: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Evolution For Wipeout Pulse

• Responding to feedback

• Focus group test results:• Novice gamers needed ‘safe’ introduction

• Solo events given prominence

• Zone mode as emergent tutorial

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The Next Step

Page 17: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Focus On Hardware

Page 18: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Hardware Strengths = New Features

• Multiple file format support

MP3 music playback JPEG photo mode

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Hardware Strengths = New Features

• Upgradeable firmware

PLAYSTATION®Network support

Page 20: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Hardware Strengths = New Features

• Wifi – data sharing

• Built in web browser

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Handheld philosophy

• Bite size gameplay– Short races, shallow menus

• Automatic saving and loading• Every gameplay session is positive

– Loyalty points

• Customisable controls

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Creative Tools For Players

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Ship Skin Editor

• Flash application• Simple interface• Outsourced• Cut and paste features

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Custom Grid Editor

• Create your own single player campaign• Additional functionality

– Larger grids– Custom tournaments– Adjustable targets

• Share grids over wifi• Fansites

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Building The Community

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The Online Fan Base

• Wipeoutzone.com– Forums– Manual leaderboards

• European fan-meet– Ad-hoc play– Pulse announced

Page 27: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Wipeout-game.com

• 8 month timescale• PSN integration• Profile upload• Team allegiance + stats tracking• Ongoing project• Relaunch for HD

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Moderation

• Ship skins– Online moderation– In-game moderation

• Website– PSN integration

Page 29: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Wrap-up

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Feature comparison

Wipeout Pulse

NFS Pro Street

Crazy Taxi

Burnout Dominator

Test Drive Unlimited

Juiced 2

Sega Rally

Ad-hoc multiplayer X X X X X X X

Online multiplayer X X X X

MP3 playback X X

Photo X

PlayStation Network X

Community website X

Data sharing X X

DLC X X X

Customisation X X X

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Conclusions

• Innovation doesn’t have to be driven by gameplay• Applying existing features to the handheld space is valid• A player-centric philosophy is a suitable replacement for

narrative

Page 32: Don’t Mess With Great Gameplay! How Wipeout Innovated On PSP Clark Davies, Designer Studio Liverpool.

Thanks for your time!