Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

43
Unit 32 Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design

Transcript of Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Page 1: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Unit 32

Unit 32 - Computer Game Design

H/502/5671LO1 - Understand the principlesof game design

Page 2: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Learning Outcome (LO) The learner will:

Pass The assessment criteria are the pass requirements for this unit. The learner can:

Merit For merit the evidence must show that, in addition to the pass criteria, the learner is able to:

Distinction For distinction the evidence must show that, in addition to the pass and merit criteria, the learner is able to:

1 Understand the principles of game design

P1 Describe visual style and elements of gameplay used in game design with some appropriate use of subject terminology

M1 Describe the history of computer gaming with regard to different genres of game play

D1 Critically evaluate the use of expansion packs in game design

2 Be able to generate ideas for a game concept

P2 Generate outline ideas for a game concept working within appropriate conventions

M2 Generate a detailed plan for a game concept

D2 Generate ideas for an expansion pack for a game concept

3 Be able to prepare game design documentation

P3 Prepare design documents for a game with some assistance

M3 Create a project plan for the development of the game concept

D3 Evaluate the importance of creating a high concept game document

4 Be able to present a game concept to stake holders

P4 Present a game concept to stakeholders with some appropriate use of subject terminology

M4 Gain feedback from stakeholders about a game concept

D4 Improve a game concept based on feedback received from stakeholders

LO1 - Assessment Criteria

Page 3: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Assessment Criteria P1 Learners must describe the visual style and elements of game

play used in game design, using correct subject terminology. They could produce a report or presentation, supported by screen shots.

Assessment Criteria M1 This calls for a description of the history of computer gaming

with regard to different genres of game play. Evidence must be supported by images and could be presented in the form of a report or presentation.

Assessment Criteria D1 Learners should select a range (three or more) of expansion

packs and critically evaluate them The evidence could be presented as a video of the learner giving a presentation on their evaluation supported by copies of presentation slides or hand-outs. Alternatively they could produce a report or an information sheet.

Assessment Criteria P1, M1 and D1

Page 4: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Learners must be taught about the visual styles of a game and the elements that make up that game. This can be using video clips of games from online screen captures (this could be from YouTube or captures that have been performed by the centre). Learners should then play various different games across different platforms, with the set objective of looking at the environment of the game play and the characters within it (this could be set as homework).

They should look at the objective of the game and should look at a variety of games including single player and multiplayer and the genres of the games. If possible learners may wish to play on various different consoles and emulators can be used in order to look at old games and the graphics and game play they used from 2D, 3D first person scrolling games and aerial game play.

Learners should be looking at the gaming terrains that are used and the renderings of buildings etc. They should also look at not only playing characters but non playing characters that add to the game play and design. Learners may be split into teams and given different games to look at with different objectives and look at how these objectives are achieved within the game; they may then feed back to the rest of the group.

LO1 - Understand game platform types - Scenario

Page 5: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

If possible a visit to The Museum of Computing could be arranged www.museumofcomputing.org.uk to look at the history of computer games, the genres and the graphical enhancements e.g. basic scrolling games through to present day games using 3D engines. It would also be useful to get visiting speakers or talks from older students to talk about how their experience of computer games has changed. Further work can be carried out using the internet to research the history behind computer games.

Learners can look at their own experiences in terms of the add on and expansion packs they have bought for the games they play – this may include buying points or paying for monthly access to games. Learners could be split into groups and should research the cost of these in comparison to the original game and the motivation by the games industry to publish these.

Groups could be given a list of games with expansion packs and points available and research using the internet or visiting game shops to obtain this information and then present it to the class to stimulate a discussion. (These expansions and points are used to keep the game fresh and expand its life span through access to extra items, characters, etc., to increase revenue over and above the original cost of the game.)

LO1 - Understand game platform types - Scenario

Page 6: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.1 - Visual style and elements of game play - Intro Games appeal for lots of different reasons, quality of graphics, quality

of gameplay, realism, fun, the feeling of achievement or just to pass the time. Over the last 35 years little has changed in terms of most of these, Galaga and Space Invaders was as addictive in 1979 as Candy Crush is now. But something had to change or we would still be playing Centipede.

The biggest change is the quality of the game, the quality of sound, video, graphics, realism, the 3D effects, the cut sequences. The appeal is still the same, more people are not playing games now because they are better, more people are playing because they are more available and cheaper. The death of the arcades is an indication of this.

The expectation of modern games is the same, you either buy something cutesy, Sims, Mario, Candy Crush etc. or something realistic, Need for Speed, COD, Skyrim etc.

With modern technologies the making of modern looking graphics has become less problematic, it is as easy now to create a wooden cottage in the trees using models and programs like Maya as it was to create a demon in Quake 25 years ago. But it will be a lovely cottage, with wood piles, cobwebs, glass windows, smoke coming out of the brick Chimney.

Page 7: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.1 - Visual style and elements – Terrain, Building and Objects

Terrain – The development of games in the last 40 years in terms of location and objects has moved once, from static picture background or colour background to dimensional. Dungeon Keeper and the Hobbit was the first obvious leap when it created wireframe 3D visuals to indicate 3D but it was not until Wolfenstein that the 3D became true rather than vector based. The floor was tiled to show distance, walls could be viewed from angles and had some degree of graphic enhancement.

Now they terrain is built using programs like Vue or Mudbox, hills, valleys, rivers, mountains, all acting as hindrances or interactive.

Games can be open world, seemingly limitless landscapes, or Sandboxed, the edges sealed by some object or un-passable mountain range.

With platform games like Mario this started as parallax, two landscapes drawn and moving at different speeds on separate planes to give the effect of 3D. Things have not changed much.

With driving games this is again Sandbox, you cannot everywhere you like but the visual enhancements and style are more realistic and appealing.

Page 8: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.1 - Visual style and elements – Terrain, Building and Objects

Buildings and Objects – The current levels of buildings and Objects has reached a plateau, visually they can barely get any better, designed in 3DS Max and Maya, saved as a .DXF file and inserted into a game like a Lego plan. Houses, huts, skyscrapers etc. are all designed this way, game variations come in the form of lighting, damage, location etc.

In a modern game you would not be surprised to walk into a hut without a fireplace, table, cupboards, chairs etc. this has become an expectation. These as well as buildings can be purchased from libraries to be edited and many come pre-supplied as part of the game creation packages, Unity, CryEngine and the Rage engine.

Previous games struggled with this due to memory, capacity and processing power. Games like the original GTA had buildings as did Sim City but they were just boxes, non interactive. Similarly with objects, only the pre-prepared objects in games like Tomb Raider could be used. In Platform games like Mario or Jazz Jackrabbit, these objects were few, mushrooms were all the same but for colours, platforms and pillars were similar.

P1.1 - Task 01 – In terms of Terrain, Buildings and Objects, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.

Page 9: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.2 - Visual style and elements – Characters and Contestants

Playing and non-playing characters - Games have always had characters and Non Playing Characters, NPC’s, to interact with. What has changes in 40 years is the dynamic of these NPC’s and the AI and expectation that goes with them. The ghosts in Pacman did not have personalities or AI, the other bat in Pong did not have bad days, the car you just pushed off the road in Outrun was not some Mom taking the shopping home for the kids with the last of her widow’s benefit, but modern expectations of games do.

Games like Fable introduced the idea that not only did NPC’s have character but they also had lives. Games like Assassins creed have NPC’s that get upset when you barge through them. We would expect every character in Skyrim to have something to say that advances the plot or adds to the theme.

And now these characters are 3D, clothed in styles, have character lines on their faces, go home at night, drink in the pubs etc. For games like GTA they have lives, history, the main ones add to the story, react according to how you react, to the answers you give. With more memory and processing power this is possible.

Page 10: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.2 - Visual style and elements – Characters and Contestants Single player, Multiplayer, Massive Multiplayer – games have

changed in the number of players we now compete with. The objectives and scenarios are the same, but after Doom became networked, the concept of 2, 5 10, 100 people all competing against each other or against a mission has added that extra level of need and gameplay element.

Multiplayer - Doom was the first true version of more than 2 players of this, followed by game on the consoles, Mario Kart with 4 on the Snes, Golden Eye on the N64. The demand has grown since, the idea of playing all the characters in FIFA off-line rather than one character online adds that extra appeal.

Massive Multiplayer happens purely online, games like Star Trek Universe, Eve, WOW, allow thousands of users to enter the same world and bring off-line personalities to their online avatars. The appeal of one of many, the immersion, the adding to the group philosophy has made MM and MMORPG huge in communities.

Single player is still there, almost all games still have that option to appeal to a wider audience, mission based parts of COD, Platforms games and puzzle games in particular maintain that single line element as it has been since 1975.

P1.2 - Task 02 - In terms of Playing and NPC, Singe, Multiplayer and MM, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.

Page 11: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Since the first home console and home computer games have existed as categories, genres. In the 38 years since Atari VCS dominated the market, the genres have remained, none have disappeared but a few new have been added. Pong in 1972 was considered a sport game, similar to air hockey or tennis, Pacman in 1980 was considered action, Night Driver for Driving, Qwak in 1974 for Shooting, Atari Football in 1978 for Sport, Galaxian and Space Invaders in 1978 were a space shooter, Maze was a puzzle, Dungeon Keeper was an RPG, Kong was a platformer and Zork was an adventure.

Since then new genres include RTS, FPS, MMORPG, Brain training, Simulations and Gambling. Each of these has a history and each of these has had a cycle of development with each new console and platform that has been released.

Crossover genres are also prevalent, action RPG’s like Tomb Raider, FPS and driving like GTA, Puzzle and Adventure like Resident Evil and Space simulations with RTS like the classic Elite.

And then there are the odd games that do not fall into a category like Fruit Slice, is it action, is it cooking, online games like Sugar Sugar, is it simulation or classed as platform or Snake, one of the most played games of all time but not considered a game at. all. These games tend to capture a market in a small period of time.

P1.3 - Visual style and elements – 2D, 3D, first person, aerial, scrolling

Page 12: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Gamers like their own genres, something they keep coming back to. And it usually come down to one of 4 things:1. Purpose – What does the user hope to achieve, what do they have to do to get

there.2. Development – What has changed since the last game, what is the same.3. Considerations – What does the ingredients the company have to put in there

to keep the target audience coming back.4. Popularity – What makes one game in the genre better than another.

This is not to say they are limited to this category. In terms of visual appeal they all have their modern merits and previous developments, platform has become 3D, Side scrolling has up and down, Aerial and Simulation are visually closely linked, FPS and RPG have similar 3D designed objects and elements.

In reality we do not expect certain genres to improve visually, Mario outsells Tomb Raider because of the lack of Visual Appeal, Puzzles should not be too realistic and there are certain driving games that are better because they are cartoon like.

P1.3 - Task 03 - In terms of Genres, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.

Platform Adventure Role Playing Game First Person Shooter

Puzzle Side Scrolling Sport Driving or Aerial

Simulation Action Brain training and Board Games

MMORPG

P1.3 - Visual style and elements – 2D, 3D, first person, aerial, scrolling

Page 13: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.4 - Visual style and elements – Game Objectives Goals– All games have a purpose, a goal even if they are as weak as

hit the ball back across the screen. Some like puzzle games are simple, finish the puzzle, move on to the next one and try a little harder. Even 40 years ago games had purpose, Jet Set Willy was to get him to bed, Marion was to rescue the princess, Sonic to free his friends. Modern games write a storyline into most genres, stop Yuri, conquer the world, defeat the invaders and this is added to by cut sequences, breaks in the game that add storyline and move the plot along.

Challenges along the way add to the difficulty setting, force the user to side track to make themselves stronger, better, faster. Some are plot driven like Skyrim or Final Fantasy, some are more difficult areas to reach for an extra prize like Tomb Raider. For puzzle games these can be time based, difficulty based, or reward based.

Rewards – Where would Skyrim be without better armour and bigger swords. Rewards add incentive to play, money to improve vehicles, flying Yoshi to get to areas not reachable otherwise. There are thousands of sites that explain how and where and there is a demand for those sites.

Puzzles – Where would Tomb Raider be without a puzzle to solve, Leisure Suit Larry was one non-stop puzzle, designed to frustrate until solved, usually leading to a reward. Puzzles again add incentive, make the player feel better about solving things.

P1.4 - Task 04 - In terms of Objectives, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.

Page 14: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

The beginnings of the gaming market go back over 35 years with claims of computer games going back further still. Some claim Space Wars as the first game or Tic-Tac-Toe. Others claim Pong was the first introduced by Trip Hawkins to the public in the mid seventies. This was when games were first introduced to a mass audience.

M1.1 - History of computer gaming - General

Console Handheld

Atari VCS vs Collecovision Game and Watch

Sinclair ZX81 vs. Commodore Vic 20

Commodore 64 vs. ZX Spectrum

NES vs. Master System Gameboy

SNES vs. Megadrive

Atari vs. Amiga

Playstation vs. Nintendo 64 vs. Dreamcast

Gameboy Advance

Xbox vs. Playstation 2 vs. Nintendo Cube

DS vs. PSP

Xbox 360 vs. Playstation 3 vs. Wii

iPhone, iPad and Android

Xbox One vs. Playstation 4 vs. WiiU

Vita, DSi, iPhone

What is commonly accepted is that games have generations, every three to four years we have the next generation of consoles or handhelds that surpasses the previous and the competition between manufacturers has brought about change and progression. From the list on the left there are numerous consoles that did not make it that cannot be discounted from the lists, Jaguar, Saturn, BBC micro, Neo Geo, PC Engine, QL, CD32, Nomad, Binatone, Lynx etc. Even Nintendo had games machines that did not make it like Virtual Boy. When the NES reached it’s peak in America, 20% of homes had one. This was considered shocking at the time. Now it is rare for a home not to have a console of some kind.

Page 15: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

And along with the console wars comes the development of the games. Games are like musicians, we believe they are the best that is around ever and then three months later we forget who they are. When Pong came out it was revolutionary, two white lines, one white ball and that was it. Levels meant speed. Pacman is the most quoted game to the point where Google put a version as their banner and had to remove it because of the number of lost work hours.

There are classics in the gaming world like there are musicians whose careers lasted longer than an album or two. Kong, Mario, Doom, Zork, Sonic, Tetris, COD, WOW, Angry Birds, these are games that have a history, they are quoted as milestones, blamed for problems, compared to as golden ages, but there is always a potential for something better, something more popular. We rave about the newest game app until something else comes along.

Along with the games, there are the gaming companies, Atari was king, until new machines meant new game styles. In Britain Imagine because EA. Nintendo still make their own games but Sega stopped hardware production, Squaresoft are not allowed to release a game in Japan on a week day, and more money is spent on marketing certain games than production costs combined.

Gone are the days when one could make a game in your bedroom in a few weeks of coding, now games can take years to develop. But popular apps like Draw Something sold more than all 30 apps the company made before hand combined. The ability to create an App and make millions is still here, the programs like App Inventor are free.

M1.1 - History of computer gaming - General

Page 16: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Development of most video games is undertaken by a developer, which may be a single person or a large business. Typically, large-scale commercial games are created by

development teams within a company specialising in computer or console games

A typical modern video game can cost from £750,000 to over £15,000,000 to develop

Development is normally funded by a publisher A contemporary game can take from one to three years to

develop, though there are exceptions, sometimes known as vapourware

One famous example is Duke Nukem Forever which has been in development since 1996, with an original release in 1998 and Elite, due for a remake since 1981.

M1.1 - Task 05 – Introduce the history of the Gaming industry with examples from the various generations.

M1.1 - History of computer gaming - General

Background History and Age of Sector

Hardware Developments

Timescales past and Present

Page 17: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

For a long period of time it was the Arcades that drove the quality and demand for gaming forward. They had three unique selling points that made them attractive to the customer, multiplayer, atmosphere and gadgets. For twenty years they also had the graphical quality.

Arcade machines use a technology called Jamma Boards, Mame software and Sega, the loading speed was much quicker. re installed on processor chips directly onto a Jamma Board and placed inside an arcade cabinet. Because the chip was direct, like cartridges on a Nintendo. A CRT monitor was sunken into the cabinet. The cabinets were then decorated to add appeal.

Flattened cabinets like Pong and Space Invaders came in later where the player sat overlooking the screen against a second player at the other side. The first public Game cabinet, Pong, created by Trip Hawkins, broke after three hours when the coin slot and tray was so filled with money it could not accept any more.

Throughout the late seventies and through the eighties Arcade machines had this appeal, the quality of games improved graphically and the level of interaction became more exaggerated. Classics such as Pacman, Centipede, Star Wars, Operation Wolf, Street Fighter, King of the Fighters and Kong all had their beginnings in the Arcades. Now the technology looks dated but Arcades still exist.

M1.2 - Platform types - Arcades

Page 18: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Multiplayer – The first Multiplayer console games did not come into play until 1977 when Arcades had them from 1971 with Galaxy or 1972 with Pong. Games like h2Overdrive allowed 4 players in driving seats to compete against each other. The later Street Fighter Cabinets allowed the two users to stand in a raised ring above a crowd and fight on a big screen. It was the new online play at the time, the equivalent of boxing rings while parents played with slot machines, crane grabs and coin drops.

Atmosphere – Arcades were the shopping malls of the 70’s. It was where teenagers used to go, the smell, the crowds, the prestige of having your name on the scoreboard for eternity, the audience participation and the noises. They appeared in films, Terminator, War Games, Tron, they were regulated and protected spaces and they were huge money spinners. The art work on the machines is considered classic, pinball tables, air hockey, whack-a-mole, these all added atmosphere. They were designed for the short term players, 10p for three minutes play, now they cost £2 for the same. Better players could last longer, Centipede, Pacman and Kong had the option for hours of play for the better players, extended play for driving games encouraged addiction and repeat performances.

M1.2 - Platform types - Arcades

Page 19: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Gadgets – The Arcades had alternative controllers, something the consoles did not have until Playstation 1. Now the Wii has controllers for everything and Kinect you become the controller. In Arcades they had guns for Operation Wolf and MacCready, Snowboards, Basketballs, Car driving cabinets for driving games, Motorcycle controllers for Hang On, Hammers for Whack-a-Mole. Some of the more exaggerated Arcade machines had gyroscopes, force feedback, devices that would be considered fitness workout machines. These all added novelty value.

Arcades became the testing round for Console release, companies such as Taito, Bally Midway, Sega, Bandai, Namco and Konami all made their fortunes in Arcades before transferring over to Consoles.

Arcades became associated with holidays, Brighton, Bognor, Canvey Island, along with Candy Floss, Ice Cream and Chips. On the downside they have been blamed for most of the problems associated with gaming until recently, addiction, aggressive behaviour, expense, psychological removal from society.

Hardware – As the industry grew, the need for better graphics and action grew. Developments included Laser-disc (realistic graphics with animated overlays, see Mad Dog McCree and Dragons Lair) Vector based games like Star wars maintained the action whereas graphic games like Sega Rally maintained the quality.

M1.2 - Task 06 – Introduce the Arcade game market and different hardware requirements and describe the background for the industry using game examples.M1.1 – Task 07 – Describe how the Arcade platform type has developed over time

M1.2 - Platform types - Arcades

Background and History

Coin Operated Vector Laser-disc

How it has developed over time

Page 20: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

The PC games market which unlike consoles has not developed due to the three year cycle, competition and sales figures but through advances in partial technology. But PC games still sell well, they are still superior graphically to consoles, they still have their genres that consoles have not been able to breach. And all technical developments have been channelled through PC technologies. PC’s had CD drives 4 years before the first console, the SegaCD, they had BluRay 2 years before PS3, they had hard drive storage for games 15 years before the Xbox360.

Until 1978 PC’s were monochrome but since the introduction of VGA graphics, PC’s have had a higher resolution and bit depth than any console. The first networked play games on PC was around for 18 years before consoles could match the online capacity. Doom, Quake, WOW, Eve and a host of others have dominated the online market with games like WOW having up to 6m users online at any one time.

More importantly games are made on PC’s, they are constructed and coded on PC’s using PC language. Characters and objects are predominantly made in Maya, ZBrush and 3d Studio Max. Game Engines like Unity, Torque, CryEngine ran on PC’s and save the code to make them compatible with consoles and handhelds. This makes them PC compatible and in line with console releases. Games like Skyrim are as good on either format but never considered by the industry as popular.

M1.3 - Platform types – PC’s

Page 21: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Offline – In terms of gaming and processing power, the consoles, including current models would struggle to keep up with PC processing power. Consoles have the same chips as PC’s but a step behind. In Offline terms, PC’s have the capacity for better screen resolution, with the right money and card, better interaction (102 keys keyboard and mouse) more storage (measures in 100’s of GB) with additional features that consoles will possibly not have for a generation (CD burning, duplication, removable hardware, additional upgrade capacity etc.) Good graphics cards on the PC can cost as much or more than a whole console. In terms of offline capacity this is why PC games are superior, but often lack the appeal of consoles.

Online – PC’s have been online for so long that it is not a unique thing any more. Other than email, chat, internet and communications which is standard, PC gaming has that crowd puller. 15,000 people queued at the doors of Blizzcon 2013. An average of 6m users of WOW at a time. 68% of gamers play online almost exclusively. Click here for information. For every online xBox game like COD there are 3 PC games with more figures, DOTA, Starcraft, WOW, Star Trek Online, Eve, every PC gamer has their choice.

Interactivity – unlike consoles, PC’s have that capacity for expansion. Interactivity in terms of online play is matched by the addition of a better camera, Team Play, expandability, long term exposure, textual and chat interaction, video play recording that the Xbox One has just gained. This extra capacity for PC Gamers has always set them above he console users. Add to this a whole range of hardware additions, game chairs, different mice, USB fondue sets, 7.2 surround sound etc. And the PC gamers world has become more exclusive.

M1.3 - Platform types – PC’s

Page 22: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Where PC Games differ from consoles is the availability and the negative issues. Until recently downloadable content kept PC gaming active, expansion packs, bug fixes, patches and mods. The life of Doom was extended for 2 years because of modding. New levels generated by users.

But Piracy, online and offline versions has plagued the PC market more than the console market since the early days. New and better protection methods limit this down slightly but never for long. On PirateBay the seed and peer value of a new PC game is about 10,000. The same cannot be said about Console of Handheld games. Yes there are ways of copying console games but PC’s cannot be account blocked other than through Steam.

M1.3 - Task 08 – Introduce the PC game market and describe the 3 different USP points given to PC Gamers.M1.3 – Task 09 – Describe how the PC Platform Type has developed over time

M1.3 - Platform types – PC’s

Offline Capacity Online Capacity

Interactivity How it has developed over time

Page 23: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M1.4 - Platform types - Consoles Alongside the Arcades came the Consoles, often running one step behind with

aspirations of being better. When Arcades reached their apogee around 1990, consoles and computers took over, the quality of the graphics and sound steadily improving with each generation when the arcades had reached their technical peak. Every three year a new console would push the market, doubling the bit rate, strengthening the graphics, adding a new UPS to each product, tape became cards became cartridges, CD’S DVD’s Blue Ray. UHF became SCART, HDMI, resolution, interactivity, screen size, all developments that pushed the market onwards.

And with this games moved on, longer, higher quality, faster, more real. With the newest generation it is not even about games, multimedia, home entertainment systems, DVD players, Skype, Kinect, Wii Sports etc. Newspapers report this is the last generation, but they said that about the others too.

Below you will find a number of links to guides about the current games consoles. This should not and does not replace your own research but acts as a starting point. Wikipedia is also another good website – just make sure you double check the validity of

the information. http://arstechnica.com/gaming/news/2008/11/afeature-guide-to-current-generation-gami

ng-consoles.ars

http://products.howstuffworks.com/video-game-console-reviews.htm http://products.howstuffworks.com/video-game-console-reviews.htm http://www.consumersearch.com/video-game-consoles http://www.dooyoo.co.uk/video-game-console/ http://www.getprice.com.au/game-consoles.htm

Page 24: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M1.4 - Platform types - Consoles Despite the fact that they seem dated now, early consoles and console games

had the same impact and appeal modern console games have now. Zelda on the Gameboy was huge, the game itself took up to 60hours to complete from beginning to end, solution guides were published, the game was discussed in public.

Goldeneye was inspirational thought he graphics now seem jaded, 4 player, chasing around, could not be more fun. Games like Golden Axe, further back, they were as addictive as Warcraft, graphics were 8 bit, 8 colours on the screen, 4directions to move, one 2 fire buttons.

Consoles have come a long way since then but the concept is the same. Games like Defender on the Atari VCS , Streets of Rage on the Master System, Jet Set Willy on the Spectrum, Super Mario Land 3 on the NES, Tetris on the Gameboy, Alex Kidd, Golden Axe, Kong, Altered Beast, these are games that have gone down in history as classics.

Like all games they had goals, they had power ups, they had rewards, they had a beginning, middle and end (except Tetris and Kong). The restriction was down to the hardware, Joy pads had fewer buttons, graphic cards were built in, if you were lucky the high score would be saved onto the cartridge. But we loved them.

M1.4 - Task 10 – Introduce the early console game market and using examples describe how the Console Platform Games has developed over time.

Page 25: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

CPU - Number of Cores/Threads: 8/8◦ Frequency: speculated to be running a base clock speed of 1.6 Ghz

on a 2.75 Ghz capable chip ◦ Shared L2 Cache: 2 x 2 MB◦ Custom CPU for background processing such as downloading and

recording gameplay. GPU: AMD next-generation Radeon based graphics engine

◦ Peak Shader Throughput: 69.420 TFLOPS◦ GPU Cores: 1152◦ GPU Clock: 800 MHz

Memory: 8GB GDDR5, Frequency: 5500 MHz, System Memory Bus: 256-bit, System Memory Bandwidth: 176.0 GB/s

Storage size: 500GB hard disk drive, user removable External dimensions: Approximately 275 x 53 x 305 mm Mass: Approx 2.8 kg (6.2 lb) BD/DVD drive (read only): BD x 6 CAV, DVD x 8 CAV, Blu-ray and DVD playback, no audio CD support Input/Output: Super-Speed USBx (USB 3.0) port x2, AUX port x1 Networking: Ethernet x1, IEEE 802.11b/g/n (2.4 GHz only), Bluetooth 2.1+EDR AV output: HDMI out port, digital out optical port. SD output is supported for lower-resolution displays. HD

output at 720p, 1080p and 1080i.  Included Peripherals: PlayStation 4 system x1, Wireless controller (DualShock 4) x1, Mono headset x1, AC

power cord x1, HDMI cable x1, USB cable x1 Legacy Support - PlayStation 4 does not support direct backward compatibility with PlayStation 3 media. DualShock 4 - DualShock 4 has an integrated touch pad, headset jack, share button, and LED player

identifier. PlayStation Camera - The PlayStation Camera has a 1280x800 pixel sensor capable of capturing video at

60fps.

M1.5 - Platform types – PS4

Page 26: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Manufacturer - Sony, Foxconn and ASUSTeK for SCEI Product family - PlayStation Type - Video game console Generation - Seventh generation era Retail availability - November 11, 2006 Units sold - 80 million (as of December 31, 2012) Media - Blu-ray Disc, DVD, CD (all models) Super Audio CD (20 GB, 60 GB, 80 GB (CECHExx

models) Operating system - XrossMediaBar CPU - 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs Storage capacity - 2.5" SATA hard drive

(20 GB, 40 GB, 60 GB, 80 GB, or 160 GB included) (upgradeable) Graphics - 550 MHz NVIDIA/SCEI RSX 'Reality Synthesizer' Controller input Sixaxis, DualShock

3 Flash memory input MemoryStick/PRO/Duo* SD/MMC* CompactFlash/Microdrive* Audio/video output - HDMI 1.3a out , S/PDIF out, AV Multi out

◦ composite video/stereo audio cable** , S-Video cable, SCART cable , component video cable

◦ D-Terminal cable Connectivity - IEEE 802.11b/g Wi-Fi***, Bluetooth 2.0 (EDR) , 4 × USB 2.0 (2 x in 40 GB

model), Wired gigabit Ethernet Online services PlayStation Network Best-selling game - Metal Gear Solid 4, 4.5 million (as of December 31, 2008) Backward compatibility PlayStation (all models) PlayStation 2 (20 GB, 60 GB and CECHExx 80

GB models) Predecessor PlayStation 2

M1.5 - Platform types – PS3

Page 27: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Manufacturer – Microsoft Product family – Xbox Generation - Seventh generation era Retail availability - November 22, 2005 Units sold Worldwide: 82.9 million (as of January 14, 2012) Media - DVD, CD

◦ Add-on: HD DVD (discontinued) CPU 3.2 GHz PowerPC Tri-Core Xenon Storage capacity 20, 60 or 120 GB hard drive,

◦ memory cards 64, 256 or 512 MB Graphics 500 MHz ATI Xenos Controller input 4 maximum (wired, wireless, or combination of either) Connectivity 3 × USB 2.0, IR port, 100 Mbit Ethernet, Add-on: Wifi

802.11a/b/g Online services Xbox Live Best-selling game Halo 3, 8.1 million (as of January 3, 2008) Backward compatibility 478 original Xbox games (requires hard drive

and the latest update) Predecessor Xbox

M1.5 - Platform types – Xbox 360

Page 28: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Optical Drive Blu-Ray/DVDGame DVR Yes, Upload StudioHDCP Encryption No for games

RAM

8GB DDR3Clock: 2133MHz Bandwidth: 68.26 GB/s- + 32MB eSRAMBandwidth: 204 GB/s(102 In/102 Out)

Flash Memory 8GB Flash MemoryCPU

8 Core AMD custom CPU - Frequency: 1.75 GHz

GPU  Clock Speed: 853 MHz(originally 800 MHz)Shader Cores: 768 - Peak Throughput: 1.23 TFLOPS

Storage 500 GB Hard Drive non-replaceable, External Hard Drive support coming[n]

Second ScreenSmartGlass App on Android, iOS, Windows Phone and Windows 8

Cloud Storage YesMandatory Game Installs YesRequired Internet Connection

After Day One patch, No

Backwards Compatibility None, Microsoft is exploring possibilities.

Cross Game Chat Skype, Party Chat [n]Motion Control Kinect 2Voice Commands Yes, Kinect 2 is needed.

Subscription Service Xbox LiveRequired for Online Play 

USB USB 3.0Live Streaming Yes, With Twitch.TVReputation Preservation Achievements will be ported From Xbox 360.

Networking Gigabit Ethernet, Wi-Fi (A/B/G/N dual-band at 2.4ghz and 5ghz) includes Wi-Fi Direct support

A/V Hookups HDMI input and output (4K support) API  DirectX 11.1

M1.5 - Platform types – Xbox One

Page 29: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Manufacturer - Nintendo Type - Video game console Generation - Seventh generation Retail availability - November 19, 2006 Units shipped Worldwide: 101 million Media - 12 cm Wii Optical Disc 8 cm, Nintendo

GameCube Game Disc CPU - IBM PowerPC-based "Broadway" Storage capacity - 512 MB Internal flash memory, SD card, SDHC card and

Nintendo GameCube Memory Card Graphics - ATI "Hollywood" Controller input - Wii Remote, Wii Balance Board, Nintendo GameCube

controller, Nintendo DS/DSi Connectivity - Wi-Fi Bluetooth, 2 × USB 2.0, LAN Adapter (via USB) Online

services Nintendo Wi-Fi Connection WiiConnect24 Wii Shop Channel Best-selling game - Wii Sports (pack-in, except in Japan and South Korea)

40.5 million (as of December 31, 2008) Wii Play, 20.91 million (as of December 31, 2008) Backward compatibility - Nintendo GameCube Predecessor Nintendo

GameCube + legacy console download.

M1.5 - Platform types – Wii

Page 30: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Storage - Internal flash memory: 8GB(7.2GB usable) – Expandable memory via external USB hard drive and SDHC memory cards.

CPU - IBM Power®-based multi-core microprocessor GPU - AMD Radeon-based High Definition GPU RAM - The Wii U has 2GB of RAM.  1GB of RAM is allocated to system

functions. Examples of system functions include TVii and Mii-verse.  The other 1GB is allocated for games. 

INPUT/OUTPUT - Four USB 2.0 connector slots, 2 on the back, and 2 on the front behind the cover, with support for Wii LAN adapters.

Dimensions – Height 1.8 inches – Width 6.8 inches, Length 10.5 inches, Weight- 1.6kg (3.5 pounds)

Media - 12-centimeter proprietary optical discs holding 25 Gigabytes, equivalent to a single layer Blu-Ray Disc, 12-centimeter Wii optical discs

Supported Resolutions - 1080p, 1080i, 720p, 480p, 480i Supported Video Output Connections - HDMI 1.4, Component, S-

video, Composite Audio Output - AV Multi Out connector, six-channel PCM linear output

through HDMI

M1.5 - Platform types – WiiU

Page 31: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Console CPU Graphics Memory

Nintendo Wii

(2006)

IBM Broadway729MHz

256KB L22.9 GFLOPS1.9 GB/s Bus

ATI Hollywood243MHz

975M Texels/Sec3MB Buffer (27.3 GB/s)

7.9 GB/s Memory

24MB (3.9 GB/s)64MB (4 GB/s)512MB Flash

8.5GB Optical Discs

PS3(2006)

Cell3.2GHz, 1 Main Core

512KB L27 Auxiliary SIMD Units1.75MB Local Memory

217.6 GFLOPS25.6 GB/s Memory

NVIDIA RSX, 500MHz24 Pixel Pipelines, 8 Vertex Pipelines

250M Polygons/Sec12G Texels/Sec, 8G Samples/Sec

20.8 GB/s Memory

256MB (25.6 GB/s)256MB (20.8 GB/s)

20-80GB HDD2x Blu-ray (72Mbps)

Xbox 360(2005)

IBM Xenon3.2GHz, Three Cores

1MB Shared L2115.2 GFLOPS

21.6 GB/s Interface

ATI Xenos500MHz

48 Unified Pipelines, 500M Polygons/Sec8G Texels/Sec, 16G Samples/Sec

10MB Buffer (256 GB/s)22.4 GB/s Memory

512MB (22.4 GB/s)20-120GB HDD

12x DVD (133Mbps)

M1.5 - Platform types – Comparison

For each of these consoles it has been the games that sold them, not the technical specifications. Games like GTA, COD, Skyrim, Gears of War, FIFA etc. the quality of the graphics has been breath taking with games selling in tens of millions as standard. 3D is the expectation, one step short of VR, open world, Sandbox, few games are limited in scope and size except online MMORPG’s.M1.5 - Task 11 – Introduce the modern Console game market and describe the USP using game and hardware examples.Hardware USP Game

sComparison

sAdditional Features

Page 32: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Ever since Mattel, Microvision and Nintendo introduced the world to handheld systems people have enjoyed gaming on the go and there have been some notable success and failures through this journey.

Today with a plethora of different systems that can play games, hand held gaming is both maturing and hitting the main stream.

Today the main contenders are:◦ Nintendo’s DS, DSi◦ Sony’s PSP and Vita◦ Apple’s IPOD Touch/iPhone, iPad◦ Mobile phones - Java in nature but developing,

dominated by IOS, Android and Windows based.

http://en.wikipedia.org/wiki/Handheld_game_console http://www.engadget.com/2006/03/03/a-brief-history-of-

handheld-video-games/

M1.6 - Platform types –Mobile Gaming

Page 33: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Nintendo first introduced the DS onto the Japanese market in November 2004. It later, in March 2006 (JAP) redesigned it with a sleeker smaller exterior and better screens, microphone and speakers – thus retiring the original DS design.

In October 2008 (JAP), Nintendo have released the DSi with additional features such as camera and in built MP3 (AAC) playback, faster processor, increased RAM, internal storage capacity, an additional SD card reader, larger screens and improved speakers BUT has lost the Gameboy Advanced cartridge slot.

The DS quickly became a phenomenon due to its innovative touch screen interface attracting non gamers into purchases. Couple this with casual friendly game and non game releases such as Nintendogs, Brain Training, 42 Classic Games, Mario Kart DS and many others.

Technical specs are much lower than that of their rivals but that has not stopped the DS from achieving global dominance of sales. The DS has in built WiFi to allow wiresless play and access to Multiplayer games over the internet.

Nintendo’s DS uses ROM cartridges but the DSi has the added facility of the DSi Store where software can be, for a price of course, downloaded onto the DSi’s internal memory making digital distribution a viable part of the supply chain.

To look at the influential titles that the DS has you could try some of the links below. Remember critical acclaim does not necessarily equal commercial sales.

Some notable games are:◦ Brain Training Mario Kart DS Nintendogs New Super Mario brothers◦ Animal Crossing :Wild world

http://www.metacritic.com/games/ds/ or http://en.wikipedia.org/wiki/List_of_best-selling_video_games

M1.6 - Platform types – Nintendo

Page 34: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M1.6 - Platform types – Sony Sony’s first foray into the handheld market has been a reasonable success

considering the historic dominance of the Nintendo brand. Sony launched its PSP in December 2004 (JAP), and was instantly an object of desire due to its sleek, stylish looks and massive widescreen LCD screen.

Whereas Nintendo has chosen to stick to ROM based cartridges Sony has used a proprietary UMD (Universal Media Disc) which is a small optical storage device like a minidisc. This is power hungry as the disc needs to be spinning in order to be read leading to poor battery performance.

The PSP is much more of a multimedia device, offering MP3 playback, films, photos, internet browsing and VOIP (with later models PSP 2000 and 3000).

There have been some stand out titles such as God of War – Chains of Olympus, Wipeout Pure and the Grand Theft Auto stories collection.

News Flash – Sony have just announced the PSP Go which removes the UMD drive - http://news.bbc.co.uk/1/hi/technology/8076573.stm

Some notable games include:◦ Monster Hunter Freedom Unite (3 million shipped in Japan)◦ Grand Theft Auto: Liberty City Stories (2,725,507 approximately: 2 million in

US, 125,507 in Japan, 600,000 in UK)◦ Daxter (2.3m), Monster Hunter Freedom 2 (2.25m), Crisis Core: Final Fantasy

VII (1.96m during 2008), Midnight Club 3: DUB Edition (1.3m approximately: 1.1m in US, 200,000 in UK), Monster Hunter Freedom (1.2m), Need for Speed Most Wanted 5-1-0 (1,127,151 approximately: 1.1m in US, 27,151 in Japan),

◦ Hot Shots Golf: Open Tee (1m), Tekken: Dark Resurrection (1m), Wipeout Pure (1m)

http://en.wikipedia.org/wiki/List_of_best-selling_video_games

Page 35: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M1.6 - Platform types - Apple Apple released the I-phone in June 2007 (USA) and the I-pod Touch in September

the same year (USA). Both feature a large multi-point touch screen and solid state memory store, either 8, 16 or 32 gig.

Obviously both can play music, store contacts, play games controlled either through the touch screen or tilt sensors, play video and access the internet through its wireless functions. Through the online Apps store consumers can access a huge variety of different programs both gaming and non-gaming.

There have been a few notable IPod/I-phone titles:◦ Aurora Feint: The Beginning, Candy Crush, Flappy Birds, Crash Bandicoot Nitro

Kart 3D, Enigmo, Super Monkey Ball, Tap Tap Revenge, Temple Run, Labyrinth, Sonic the Hedgehog, Tetris, Spore Origins

◦ There are many other popular Apps not covered here. http://toucharcade.com/ The range of devices means the market share of Apple is around 60%, with the

iPhone, iPad, iTouch etc., this market is flexible, new machines being released every two years keeps the gaming more buoyant and App development profitable.

Because of the vastness of the App community and the quick turnover of Apps, there tends to be an initial enthusiasm, a flurry of sales and then drop off. Expected sales of 1m are not uncommon. The compatibility with genres, iPhone to iPad means a lucrative transfer of products and Apps making this a vibrant market.

The downside is the limitation of the device. Lovely though they look and colourful, they have low resolution and low memory usage. The hardware limitations compared to the handheld market makes them limited but the pricing strategy usually matches this limitation.

Page 36: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

M1.6 - Platform types – Android and Microsoft Mobile phones and Tablets (PDA’s) that can play games come in many different variations. The

games themselves can be free, free with a trial period or limited functionality, purchased or on a pay monthly basis.

Most modern handsets can play games although some are designed with gaming in mind. Nokia’s Engage released in October 2003 was one such phone that ran dedicated Engage software as well as other compatible software including Java apps. It was for all intense purposes a failure and other companies seemed to have learnt from this. Again the limitations of quality and memory storage is matched by the pricing strategy.

Important considerations for each handset are: how the hardware handles 2D and 3D visuals, how the controls, screen and sound suit gaming and, also importantly, what each handset is like to live with as a phone. Some useful mobile sites: http://www.gameloft.co.uk/ or http://www.pocketgamer.co.uk/

Android and Microsoft are contenders for this market. Both OS’s run a series of upgrades like IOS but are more open source. This means the development of games and apps is more prevalent, spawning varieties of the same game in different formats. For every Flappy Birds there is 5 alternatives. The market share for Android is almost that of apple, just by different manufacturers, Samsung, Nokia, Motorola etc.

Microsoft’s however is more restricted, not as popular and has only a small share of the market. The benefits is the compatibility with the mass Windows market.

Some notable mobile phone titles:◦ Block Breaker Deluxe (8m), Sonic the Hedgehog (8m), Final Fantasy IV: The After Years (3m)◦ Brain Challenge (1.5m), Bubble Bash (1m), Coin Stack 2600 (1m in Korea)◦ Doom RPG (1m), Guitar Hero III Mobile (1m), Super Bomberman (1m)

M1.6 - Task 12 – Introduce the Handheld and PDA Gaming market and different hardware requirements for 4 current technologies and describe how the Console Platform Type has developed over time Hardware USP Games Comparisons Additional

Features

Page 37: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Back in the days gaming was stand alone. You could have 4 players, each player a corner of the screen. Goldeneye, Mario Kart. Today games are still stand alone but that is no longer why we buy them. We play COD until it is done, 6 hours or so, and then we go online and spend weeks or months at it. We play Skyrim all the way through and then go online and get more. The solitary play and nature of games has always been there. Two player games have been around since Pong, 4 player games came in later with Sega Rally in the arcades and 4 way splitters on the SNES.

There is nothing like a game of FIFA with friends, controller ports have allowed more players, the Sega Saturn was the first console to take this as a standard followed by PS2 and Dreamcast. Now a games machine without multiplayer is unheard of. The ports and connections changed with each generation until USB became the standard but the 4 way option makes gaming a group thing.

Even on handhelds it became accepted on the Gameboy Advance that two players connected with a wire was better than one and games companies took advantage. The player became an AI on the other screen, more processing power to the CPU, less storage and thinking in terms of movements.

M1.7 – Availability of On-Line Gaming - Connectivity

Page 38: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Network play came into place with games like Doom, Quake, ROTT, Heretic, FPS shooters where midnight gaming in clubs became fashionable. Today the network play is global with the Internet but before that the rise of multiplayer games and multiplayer contests grew to the point of Blizzcon proportions.

Game playing on the Internet as a group is the current wave of team playing proportions. WOW with 6m user, Starcraft with 3.3, DOTA, COD, EVE, Battlefield. Every FPS game that comes out has Internet play as its hope, the more players the more loyalty. The communication lines that are available allow for mass play within games, new games expect 30,000 players battling against each other in a single conflict. The crashing of GTA online is an indication of the amount of players who believe that online play is the only play.

Wireless and Bluetooth are more subtle ways of compensation for the Internet and Network play. To link to someone close with wireless or Bluetooth like DSi and Vita allows for private play, games like DrawIt took advantage of the instant, private communication, the speed is acceptable for all but the higher level of graphic games.

M1.7 – Task 13 – Using appropriate terminology and examples, describe hardware technologies for game platforms in terms of Game Connectivity in terms of history, purpose and benefits to gaming.

M1.7 – Availability of On-Line Gaming - Connectivity

Page 39: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Your purchased game is the first stage of the promotion and life cycle of the product. Interest is gathered, peaks and then fades. A year or two down the line the company can come up with a sequel, bigger, better, more in depth with enhanced graphics but will need to market all over again. Customers have a short attention span, they need to be engaged in between releases to maintain that interest.

Think about COD2, who does not know which position to stand to be safe, what angle to throw the grenade, where the opposition re-spawns. Users clock up hundreds of hours on each level and get bored, who wants to join a frag with die-hards. Similarly WOW, the average keen user will get to the end within a month of play, a complete new version will cost a fortune and have to reinitiate users accounts. So add-ons, more levels, new missions, weapons, battles.

Few games are unlimited in size, Elite was deemed so large that there were planets with odd names, Doomdark’s Revenge on the Spectrum was rumoured to have 1million levels. Doom moved from game to legend because of the add-ons, downloadable maps, expansion packs, different graphic add-ons.

D1.1 - Visual style and elements of game play – Expansion Packs

Page 40: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Generated Revenue – Look at how much money downloadable content can generate, look at the sales of GOTY editions, look at the statistics of downloaded content and use examples form multiple games with such content.

Graphics – For some games it takes 2 years to make, in the computer industry hardware gets better in that time, faster, 3D modelling programs have updates or new versions that can do better things.

Playability – Find the problems and fix them, add more content from feedback, listen to your customers and what they want, read the reviews and see what you can make better.

Longevity – Adding more levels to keep the customers happy, putting in what there was not enough time for the first time, tiding the customers over until the next version comes out.

Repurposing across multiple platforms – Spreading across formats for more sales, having a cut down version for Mobiles, Graphically reduced versions for handhelds, touch screen versions for tablets.

D1.1 - Visual style and elements of game play – Expansion Packs

Page 41: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

On most game websites for PC there are patches, add-ons, extras to download, GOTY editions and graphic enhancements. This gives the customer more than they paid for. 200,000 users downloaded the armour enhancement packs for Oblivion, 50,000 user downloaded the water effects for Command and Conquer and the number of users who downloaded the packs for WOW is in the millions. New game areas – the easiest add on is another map, more areas, something

to keep interest alive. Think of the number of maps available for COD and Skyrim. These can released as downloads or as purchased box sets. For an RPG they should have 10hours at least of gameplay, for an FPS they should be better than the original content as more time will have gone into their design.

New weapons – these are usually patches or downloads gained from added missions as a reward for playing. RPG’s particularly prefer this but games like Borderlands excel at this when there is already a wealth of weapons.

New objects – adding to the content, tables will have flowers, new animals, better water flows. For games like WOW and Starcraft these included clothing, insignias, customised shields etc. all purchased as a download.

Extended storyline – keeping the user interested, add new missions, new islands (Skyrim) sub plots (FF10) patches and add-ons for current stories to make the reason to play more valuable.

D1.1 – Task 14 – Explain with examples the benefits of expansion packs for games to players and companies in terms of Generated Revenue, Graphics, Playability, Longevity and Repurposing across multiple platforms.

D1.1 - Visual style and elements of game play – Expansion Packs

Page 42: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

The other kind of expansion packs are those allow the user to pay for what they get:

Issues with Cost of Game – Some games, specifically those available as downloads, from Google Play, Wii Shop or Apple Store, often let the user play for a period of time or levels before asking them to pay for the content. This way they can sell the game and make revenue base don addiction and quality, the better the game, more revenue made. For some games this might be the first 10 levels free, then a box will pop up to click on to go the shop to pay for the whole thing. This way the user gets additional content, extra levels, the full version.

Extras that need to be purchased to continue/add to play – Games like Candy Crush give the user options during play, usually at the end of a level when the user has died, for more lives or extra help to get through the level. The price is usually cheap, 69p or more, the price of a bag of crisps to finish that frustrating level. It only takes one in 100 to make the money back, and as it is digital content, costs the company nothing but the admin fee for doing so.

D1.2 – Task 15 – Explain with examples the benefits of expansion packs for games to players and companies in terms of Issues with Cost of Game and Purchased Extras.

D1.1 - Visual style and elements of game play – Expansion Packs

Page 43: Unit 32 - Computer Game Design H/502/5671 LO1 - Understand the principles of game design.

Scenario Criteria Tasks 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

P1.1 - Task 01 – In terms of Terrain, Buildings and Objects, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.P1.2 - Task 02 - In terms of Playing, NPC Singe, Multiplayer and MM, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.P1.3 - Task 03 - In terms of Genres, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.P1.4 - Task 04 - In terms of Objectives, describe the Visual Style and Elements in previous and current games when it comes to the appeal and expectations of the gaming audience.M1.1 - Task 05 – Introduce the history of the Gaming industry with examples from the various generations.M1.2 - Task 06 – Introduce the Arcade game market and different hardware requirements and describe the background for the industry using game examples.M1.1 – Task 07 – Describe how the Arcade platform type has developed over time M1.3 - Task 08 – Introduce the PC game market and describe the 3 different USP points given to PC Gamers.M1.3 – Task 09 – Describe how the PC Platform Type has developed over timeM1.4 - Task 10 – Introduce the early console game market and using examples describe how the Console Platform Games has developed over time.M1.5 - Task 11 – Introduce the modern Console game market and describe the USP using game and hardware examples.M1.6 - Task 12 – Introduce the Handheld and PDA Gaming market and different hardware requirements for 4 current technologies and describe how the Console Platform Type has developed over time M1.7 – Task 13 – Using appropriate terminology and examples, describe hardware technologies for game platforms in terms of Game Connectivity in terms of history, purpose and benefits to gaming.D1.1 – Task 14 – Explain with examples the benefits of expansion packs for games to players and companies in terms of Generated Revenue, Graphics, Playability, Longevity and Repurposing across multiple platforms.D1.2 – Task 15 – Explain with examples the benefits of expansion packs for games to players and companies in terms of Issues with Cost of Game and Purchased Extras.

LO1 - Assessment Task List