Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas:...
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Transcript of Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas:...
![Page 1: Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.](https://reader035.fdocuments.us/reader035/viewer/2022072016/56649ef35503460f94c051c5/html5/thumbnails/1.jpg)
Video Game Genres
![Page 2: Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.](https://reader035.fdocuments.us/reader035/viewer/2022072016/56649ef35503460f94c051c5/html5/thumbnails/2.jpg)
Action
• FPS (Halo), TPS (Gears of War), or “beat-em-ups”
• Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes. No deep thinking, but some tactical thought required.
• Camera• First-person: more immersive, can’t see all
around (more fear?)• Third-person: more identification with
character, wider view
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Action
• Level Design – is crucial!– If player is forced to slog through the same
area over and over again (Halo), they know you're being lazy.
• Weapons must be:– Varied– Well Balanced– Powerful Feeling
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Action
• Ammo / Items – much or little? (conservation and fear or
plenty?)– adaptive to their use?
• Engine choice important
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RPG (Role-playing Game)
• Final Fantasy, Oblivion• Key ideas: characters, character growth, and
combat. Large worlds to explore.• Character growth (leveling up)
– “lord of the slimes”– Several paths (build orders)– Several classes?
• Design for both the “role player” and the “roll player”– similar to the rule we apply with application software
like Microsoft Office
![Page 6: Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.](https://reader035.fdocuments.us/reader035/viewer/2022072016/56649ef35503460f94c051c5/html5/thumbnails/6.jpg)
RPG (Role-playing Game)
• Linearity vs non-linearity– japanese vs. american– Allow for non-linearity by grouping
“quests” into story arcs
• Combat - hack-and-slash or strategic?
![Page 7: Video Game Genres. Action FPS (Halo), TPS (Gears of War), or “beat- em-ups” Key ideas: Excitement and pace! Require eye/hand coordination and quick reflexes.](https://reader035.fdocuments.us/reader035/viewer/2022072016/56649ef35503460f94c051c5/html5/thumbnails/7.jpg)
Adventure
• Legend of Zelda• Key ideas:
– Story– Exploration– Item Collection– Puzzle Solving
• Increasingly a hybrid with action and/or RPG.
• Story – This is key. Adventure games are all about
characters and story.
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Adventure
• Item Collection– Avoid pointless “key hunts”
• Puzzles – Must be intuitive, but not easy– Make them reasonable to be there!– Make them fit with theme, and villain, if
applicable– Use each puzzle as a storytelling
opportunity
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Strategy
• Civ, Dawn of War, Warcraft• Key ideas:
– Resource Management– Distinct teams– Balance
• Resource Management– make resources relevant to story– make resources encourage the gameplay you intend– if resources run out from a certain location, users are
forced to scout and roam