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Developer and Consumer Values of Game Design

Developer and Consumer Values of Game Design

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Developer and Consumer Values of Game Design

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  1. Developer and Consumer Values of Game Design By: Richard Borys Ari Flesch Nick Guida Irvin Chavira

  2. Japan vs. America • Nintendo Wii • Unique experience • Innovative controls • Focus on game play • Original Characters • Xbox 360, Sony PS3 • Lots of horsepower • Photo-real graphics • Focus on story • Licensed titles

  3. GAMES Cooking Mama Wii Party Wii Sports Brain Age Crain Challenge Flash Focus DDR Trauma Center WarioWare Halo Series Half-Life Series God of War Series Gears of War Grand Theft Auto Grand Turismo Madden Call Of Duty Medal of Honor

  4. AGE DEMOGRAPHICS - JAPAN Arcades are thriving in Japan Arcades are dying in America American gaming is predominantly 15-30, Male Japanese gaming audience is more mainstream, encompasses more age groups and more females A more diverse audience requires a more unique approach

  5. AGE DEMOGRAPHICS - AMERICA Dominant age and sex is 15-30 and male Arcade gaming is dying Developers are looking for licensed titles because they already have a built in audience Gaming companies are trying to meld with Hollywood in order to create more involved stories, so they can branch out and create more sequels

  6. Fundamental Difference in Philosophy “Most Western games are made for the audience, whereas many Japanese games are made to invite the player into the designer's world," says James Clarendon of Red Fly Studios, who previously worked on Ion Storm titles like Deus Ex: Invisible War and Thief: Deadly Shadows.

  7. Game Designer vs. Player Designer Artistic Gameplay vs. Gameplay Freedom Storyline Camera Control Saving Game

  8. Game Designer vs. Player Designer Stylized vs. Realism Music Physics Art Character Design

  9. Realistic vs. Stylized Western Design Eastern Design

  10. Realistic vs. Stylized Western Design Eastern Design

  11. Realistic vs. Stylized Western Design Eastern Design

  12. Realistic vs. Stylized

  13. Consumer Differences • Appeal • Seeing your character • Tutorial (pokemon guy showing you how to catch weedle) • Pacing (COD4 fight vs Chrono trigger fight)

  14. Consumer Differences • Time • Casual gaming • Gaming on the go • Short term investment vs long term (halo 3 story vs MGS4 story)

  15. We’ve looked at what is important to the consumer, but we must also consider what is important to the game designer. • Is this different in the West versus in Japan? • Cursory glance at what games are generally produced may suggest this. • However, the reality is that Western and Japanese game designers have a lot more in common than you might think.

  16. Interview with Jose Zagal • Arcades very prevalent in Japan. • Arcades can take up multiple floors of buildings. • Game machines found in stores as well, not just arcades. • Variety of arcade machines/user interfaces • Machines designed with children in mind • Network play • Arcade machines where you buy packs of cards that you manipulate on a board to control the game. • Importance of creating a unique, engaging experience for the user

  17. Interview with Shigeru Miyamoto • Again stresses importance of conveying an experience or memory • Focus on creating an experience for the player • Not chasing after market research • Compelling game experience for player is paramount

  18. Interview with Eugene Jarvis • What’s most important is creating impact on player with something unique. • That game “hook” can be great graphics, a specific game mechanic, interface, etc.

  19. Conclusion • What Japanese and Western developers want is the same: Make your game stand out and have an impact on the player • Graphics is one route, User interface (i.e. Wii) is another.