Title: CIS 350
1CIS 350 I Game Programming Instructor Rolf
Lakaemper
2Part II Game Genres
3Genres
ADVENTURES
4Genres
- Adventure Games cast the player as the
protagonist of a story in which the player
participates - Solving of puzzles, finding various artifacts
- Sub-genres
- Textbased
- Graphical
- Action
5Genres
- Textbased Adventures
- First adventures
- Typical use of verb-noun phraser
- Earliest titles Hunt the Wumpus (G. Yob, 1972,
Basic Game) and Adventure (W. Crowther, 1972)
6Genres
Hunt the Wumpus Essentially, you're wandering
through a network of numbered caves, looking for
the Wumpus when it's nearby, you'll smell it,
and you can try to kill it by shooting into one
of the caves that's near you. If you wander into
the same cave as the Wumpus, you die. Other
hazards include bats--which pick you up and dump
you somewhere else--and pits, which kill
you. source code !
7Genres
or ZORK (1981)
8Genres
Hybrid Text / Graphic The Hobbit
(1982) spectrum emulator
9Genres
- Graphic Adventure
- Graphical (point and click) Interface
- Introduced by Sierra Onlines Kings Quest 1984
- Lucas Arts Maniac Mansion 1987
10Genres
Kings Quest I (by Roberta Williams)
11Genres
- Action Adventure
- The only commercially successfully remaining
action genre - Reflex Based as well as puzzle solving
- Most prominent The Legend of Zelda, Nintendo,
1986 (US 1987 on NES)
12Genres
Legend of Zelda, NES 1987
13Genres
Legend of Zelda The Wind Waker, Game Cube 2004
14Genres
- Educational Games
- Attempt to teach the user using the game as a
vehicle - Mostly target young users
- Growing market !
- can also teach programming on a very high though
entertaining level, e.g. Robot Wars - Best known Carmen Sandiego
15Genres
- Example Alpha Beth 1985
- PLAY
16Genres
- Fighting (Beatem Up)
- Emphasize on one-on-one combat between (two)
players - Usually focus on martial arts
- Usually as dramatic and physically impossible as
comical - Sophisticated interfaces !
- Early title Way of the exploding fist,
Melbourne House 1985 PLAY!
17Genres
Way of the exploding fist, Melbourne House
1985, Sinclair Spectrum Version
18Genres
Mortal Combat Deadly Alliance, Midway,2002,
XBOX
19Genres
- First Person Shooter
- Emphasize shooting and combat from a specific
perspective, most of them place player behind
hand/weapon - Tend to be scaringly violent
- 3D effect is usually enhanced by 3D-sound
- Most prominent DOOM, Quake, HALO
- First title
20Genres
- SPASIM, 1974
- Space Simulation
- 3D 32 person network multiplayer game
- Written for Champaign Urbana University of
Illinois PLATO network - The PLATO system had hundreds of plasma panel
terminals (512512 graphics displays) around the
US with 1200bps connections into a CDC Cyber 6400
mainframe
21Genres
22Genres
- Rescue on Fractalus
- Activision,1986, Spectrum Version
23Genres
24Genres
- HALO
- Xbox,Bungie Studios,2001
25Genres
- FPS introduced a new technique to game
programming 3D engines, independent from game
rules, logic and final graphics are utilized for
multiple games - FPS are the most controversive games, due to
their realism and violence, e.g. the Columbine
Highschool Shooting was put in connection with
them - The combination of AI, real time graphics,
physical modelling makes them the most
sophisticated programs the gaming area
26Genres
- MMOGs
- (Massive Multiplayer Online Games)
- Subscription based virtual worlds for thousands
of players to interact together - Titles Ultima Online, Everquest etc.
27Genres
Everquest
28Genres
- Platform Games
- Probably the best known genre, the computer
game - Running, jumping etc. on 2D or 3D platform
- Side-scrollers, usually (2d) from a side
perspective. - Most prominent Mario Brothers, Donkey Kong, Lode
Runner, Sonic,
29Genres
Jumpman 1983, ATARI 400
30Genres
Donkey Kong Nintendo, 1981
31Genres
Mario Bros Nintendo, 1983
32Genres
Super Mario Bros Nintendo, 1985
33Genres
Mission Elevator Micro Partner/Magic Bytes 1986
34Genres
Mission Elevator (Graphics by Bettina Wiedner)
35Genres
Donkey Kong Country 2 Game Cube, 2003
36Genres
Super Mario Sunshine Nintendo Game Cube, 2002
37Genres
- PUZZLE Games
- Require the gamer to solve logic puzzles or
navigate complex locations such as mazes. - Genre crosses frequently with adventure and
educational games - Titles Tetris, Sokoban, Boulderdash,
38Genres
Tetris 1985 Alexey Pazhitnov, Vadim Gerasimov
39Genres
Boulderdash 1987 Databyte
40Genres
- RACING GAMES
- Place player in the driver seat of vehicle
- Emerging in early 80s
- Extremely popular
- Various input devices
- Titles OutRun, MarioKart,
41Genres
OutRun SEGA, 1986
42Genres
MarioKart Double Dash Nintendo, 2004
43Genres
- Role Playing
- Player acts as adventurer who specializes in
certain skills - Emerged from board (pencilpaper) role playing
games - Usually science fiction or fantasy setting
- Titles Ultima, Diablo,
44Genres
- ULTIMA 1
- 1980
- Written in basic
- 3000 lines of code
- Memory takes less than one texture in current
version
45Genres
ULTIMA 1, 1980
46Genres
ULTIMA 9, 1999
47Genres
- Fixed Shooters
- The classic 2D shooters
- Space Invaders, Galaga, R-Type,
48Genres
Space Invaders Galaga
49Genres
- Simulation
- Aim to simulate a specific activity (e.g. flying
an airplane / running a company) as realistically
as possible - Usually time consuming to play, huge manuals etc.
- Titles Little Comp. People, MS Flight Sim., The
Sims, Medieval,Warcraft, - The SIMS is the most popular game ever !
50Genres
Little Computer People Activision, 1985, C64
51Genres
The SIMS Bill Wright,Maxis, 2000
52Genres
Sports Well, sports simulation, of course.
53Genres
Winter Games EPYX, 1983,C64
54Genres
- Strategy
- Focus on careful planning and skillful resource
management - Thinking games
- Often turn based
- Usually war strategy
- Titles M.U.L.E., Civilization, War Craft,
55Genres
M.U.L.E EA, 1983
56Genres
- Civilization 1
- Sid Meier, Microprose,1991, DOS
57Genres
- WarCraft III
- Blizzard, 2003, PC
58Genres
- Traditional
- Board Games
- Card Games
- ETC
59Genres
- Requirements of Genres
- Hardware
- Computational power
- Graphical abilities (color, resolution)
- Graphic. comp. Power (Co-processing graphic
cards) - Memory
- Sound
- Input / output devices
60Genres
- Software
- AI
- Physical Modelling
- Sophisticated Data Structures
61Genres
- Design
- Story
- Playability
- User Interface
- Realism
62Genres
AD T AD G AD A Edu FIGHT FPS MMOG PLATF PUZZLE RACING RPG FXDSH SIM SPORTS STRAT TRAD
Comp. power
Graphic. abilities
Graphic. Comp. power
Memory
Sound
Special I/O devices
AI
Physical Modelling
Sophisticated Data Structures
Story
User Interface
Realism
X X X X X X X X X
X X X X X X X X X X X X
X X X X X X X
X X X X X X
X X X X X X X
X X X X X
X X X X X X X X ?
X X X X X X
X X X X X X X ?
X X X X X
X X X X X X X X X X X X X X X X X
X X X X X X
X X X X X X X X X X X X X X X X ?
PLAYABILITY
63Genres
Which genre is the easiest to design and program
?
64Game Industry
Some numbers out of the world of the Game
Industry (source www.gamasutra.com)
65Game Industry
- Mission Elevator
- Publisher Magic Bytes
- Number of full-time developers 0
- Number of part-time developers 3
- Length of development 14 months
- Release date 1985
- Target platform Amstrad CPC, C64
- Development hardware Amstrad CPC, C64
- Development software used Paper and Pencil,
selfmade assembling help, some BASIC tools - Project size 48kB
- Budget 10.000 (for conversion to diff. Systems)
66Game Industry
- Grand Monster Slam
- Publisher Magic Bytes/Rainbow Arts
- Number of full-time developers 6
- Number of part-time developers 1
- Length of development 8 months
- Release date 1989
- Target platform AMIGA, ATARI ST, C64
- Development hardware proprietary ATARI ST
connected to AMIGA - Development software used Graphic Tools, SEKA
Assembler - Project size 4MB
- Budget 100.000
67Game Industry
- SPLINTER CELL
- Publisher Ubi Soft
- Number of full-time developers 76
- Number of contractors18
- Length of development 5 months
- Release date March 28, 2003
- Target platform PlayStation 2
- Development hardware PS2 dev tools, PCs avg.
- Athlon dual 1800
- Development software used Unreal Warfare, Code
Warrior, 3D Max, Photoshop, Ubi's animation
tools, Optpix, Microsoft Visual SourceSafe - Project size 3.47GB
- Budget ?
68Game Industry
- STAR WARS Rogue Leader
- Publisher Lucas Arts Entertainment
- Number of full-time developers 30
- Number of contractors 2
- Estimated budget 3.5 million
- Length of development 9 months
- Release date November 8, 2001
- Platform Nintendo Gamecube
- Development hardware used GDEV 1GHz PC,
running Windows 2000 - Development software used SN Systems for
Gamecube, Slickedit, Maya - Notable technologies MusyX 2.0
- Project size 14.2MB of source in 859 files,
in-game source data 6.4GB in 10,075 files
69Game Industry
- DIABLO 2
- Publisher Blizzard Entertainment
- Full-Time Developers 40
- Length of Development 3 years.
- Release Date June 28, 2000.
- Platforms PC and Macintosh.
- Hardware Used Typical programmer workstation
500 MHz Pentium II running Windows NT with 128MB
RAM and 9GB hard drive. Typical artist
workstation dual 500 MHz Pentium IIs running
Windows NT with 256MB RAM and 14GB hard drive. - Software Used 3D Studio Max, Photoshop,
Microsoft Developer Studio/Visual Studio and
SourceSafe
70Game Industry
- DIABLO 2
- From Diablo2 what went wrong
- (http//www.gamasutra.com/features/20001025/schaef
er_03.htm) - We developed the original Diablo with almost no
proprietary tools at all. We cut out all the
background tiles by hand and used commercial
software to process the character art. Spells and
monsters were balanced by verbal estimates ("Hey,
lets make the lightning about ten percent
weaker."). Diablo II's vastly increased scale
required much better tools, and we made some, but
not enough.
71Game Industry
72Game Industry
- Salary Survey 2003
- (from GAME DEVELOPER Magazine)
- websourcehttp//www.gamasutra.com/features/200402
11/olsen_01.shtml - Questioning among GAME DEVELOPER subscribers
- About 2750 responses used for survey
- Excluded lt10.000, gt300.000
73Game Industry
Programming
74Game Industry
Art Animation
75Game Industry
Game Design