Monday, 16 January 2012

Research for systems

This is the work I've done this afternoon. It's a write-up of the research I've done so far into possible software engines and the reasons behind my choices. A lot of what I'm writing feels a little obvious, but I've had feedback in the past that has said these things have needed saying. Since it's Monday's and my dislike of the day borders on Garfieldesque I figure it was a nice easy afternoon's study along with looking at the fashion designs of Pierre Cardin for inspiration.



Examining possible technologies

In order to make fully informed design decisions I looked at different avenues for games creation. With the re-emergence of the bedroom developer there was a vast array of options, from high-end tool kits, to free programs aimed at bedroom developers.

While it was tempting to look at engines solely based on how beautiful they could make the game, It was important to make sure that the engine was ‘fit for purpose’. To start with, I wrote out what I wanted from a technological standpoint.

- Game is to be developed for PC’s
- Game is to be compatible with the Mac
- Game is to be in 3D

REASONS

The reason for aiming solely at PC/Mac gaming is both artistic and fiscal based. From a player perspective, point and click games are traditionally mastered on the PC where greater levels of precision in where the pointer goes means for less frustration. Although there is an increasing market for adventure games, especially seen by such companies as Quantic Dream focusing on creating interactive stories much in a similar vein, for the game that I wish to create there is a larger tradition and demand in the chosen platform.

It only takes a perfunctory look at the rates of digital distribution in PC gaming to see that future of gaming, especially smaller titles as this game would be, lies in the ability to download in addition to buying in stores. Downloads allow for a larger profit margin with a smaller risk of loss, and a cheaper, more effective method of advertisement.

Online distribution also allows for further avenues of profit. Downloadable content, such as additional game chapters means that the game no longer has to rely solely on a single sale. Making such things as the tool kit, or an item set in order for the fan community to create their own additional material means the possibility of the game spreading via the online community, gaining a larger market fundamentally for free.

IN ADDITION

In addition to the list of ‘vital’ features I have already considered, I made a sub-list of features that I considered being important but not absolutely imperative.

- An interface that was friendly to all areas of development
- The possibility of allowing porting to other systems

ALTERNATIVE DISREGARDED AVENUES

Online, browser based gaming was also a large draw in choosing which platform to use. Although ultimately deciding to not go with this avenue, I looked at the benefits and drawbacks.
Obviously, delivery is the largest boon. There are few computers incapable of running browser games, and most are connected to the Internet. With the increase of online casual games, there is also a large market.

However, the game I want to create would be longer then would be a draw for browser based gaming. While it is perfunctory for shorter, more episodic content, with something more in-depth it is not practical – people play for shorter periods online.

POSSIBLE ENGINES

Adventure Game Studio

Adventure Game Studio is an open source software tool designed to allow non-developers to create games. With a thriving online community, AGS see’s many high-quality bedroom developed games non-commercially. It is easy to use, easy to learn to use and has many add-ons that can be used.

However, it is limited. 2D, movement is also limited to 8 dimensions. Higher quality dimensions, sound and art quickly make the file size of games unwieldy and animation can be choppy.

Unity 3D

The Unity engine is popular both within the commercial market, used by large developers such as EA and Warner Bros. to being used to make indie, award winning games such as Feist.

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