Climbing Mountains - PowerPoint PPT Presentation

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Climbing Mountains

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4. Black and White 2. 5. Roller Coaster Tycoon 3. 6. World of Warcraft. 7. Call of Duty 2. 8. Quake 4. 9. F.E.A.R.. 10. Battlefield 2 ... – PowerPoint PPT presentation

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Title: Climbing Mountains


1
Climbing Mountains
  • What it takes to make AAA games

2
The Doughnut
  • The Blizzard Mission Statement
  • The hole is the core gamer market
  • The doughnut is the broad gamer market
  • All Blizzard games are aimed at both markets

3
Definition of the AAA game
  • High production values
  • Appeals to a wide audience
  • Considered the top game in its genre
  • Usually a commercial success

4
Pros and Cons
  • Team is motivated
  • Easier to recruit top talent
  • Big potential rewards
  • Fame and Glory
  • Long development times
  • Very draining
  • Lots of arguing
  • Crunch time

5
Profile of the AAA game developer
  • Must love games
  • Only gamers will put in the extra effort at the
    finish line
  • Team player
  • Huge egos equates to huge problems
  • Willing to throw away work
  • Iteration is very important

6
Culture of Criticism
  • Everyone should care about the quality of the
    game
  • Criticism should be encouraged and expected
  • Never directed at a person
  • Strike teams
  • Must remember the customer

7
Who is your customer?
8
Are they your customer?
9
Is it this guy?
Thanks Penny Arcade
10
These are your customers
BlizzCon 2005
11
Game Designers
  • Why do you need them?
  • Games are too big
  • What are they?
  • Implementer of ideas
  • How to find them?
  • Hard to find since everyone can design a little
    bit (like writing)
  • Look for experience and referrals

12
Pick your Battles
  • Nothing in game design is black and white. Every
    decision costs
  • You need to understand your highest priorities
  • Dont take the obvious stuff for granted

13
Easy to Learn, Difficult to Master
  • Make game for the core gamer first
  • Especially important for multiplayer games
  • Then make game accessible for broad market
  • Very difficult to take shallow concepts and add
    depth

14
Some Examples
Chess
Poker
Civilization
15
Innovation is Overrated
  • Who rewards innovation?

16
Top Selling PC games in the U.S. (October 2005)
  • 1. Age of Empires III
  • 2. The Sims 2 Nightlife Expansion Pack
  • 3. Civilization IV
  • 4. Black and White 2
  • 5. Roller Coaster Tycoon 3
  • 6. World of Warcraft
  • 7. Call of Duty 2
  • 8. Quake 4
  • 9. F.E.A.R.
  • 10. Battlefield 2

17
Game Rankings.comTop rated games for 2004
18
Innovation is Overrated
  • Who rewards innovation?
  • Execution is equally important
  • Different is not better
  • Disclaimer Innovation IS important
  • Need features that identifies your game
  • Industry need innovation over time

19
Control is King
  • If your basic controls are sloppy, then the rest
    of the game suffers
  • Frame rate and control are linked
  • Cannot spend enough time on this
  • Took months to refine mouse cursor on Warcraft
    III
  • Games like Mario and God of War made their
    reputation on control

20
Pacing
  • The common denominator among all addictive games
  • Player must feel accomplishment at a fairly rapid
    rate
  • Varies somewhat by game
  • Can only determine proper pacing through
    extensive play testing

21
Examples of pacing problems
Everquest
Psychonauts
God of War
22
Examples of great pacing
Civilization
Half-Life 2
World of Warcraft
23
Polish or Perish
  • Many games fail due to being bug ridden or
    difficult puzzles
  • Polish does not just happen at the end of a
    project
  • Dont take the small decisions for granted

24
Dont
  • Get sucked into market timing
  • Retrofit popular features from other games if
    they are not a fit for yours
  • Believe your own hype

25
Happy Ending
  • Make games you love
  • If you are not passionate about a genre, you
    cannot make a game within it
  • Take the time to make it right
  • It is also in the publishers best interest
  • Work hard
  • you only have 10-12 games in your career to
    make
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