Video Game Design Wiki
Non-linear thoughts on game design
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Welcome to my Video Game Design Wiki! It's dedicated to the GameDesign of all TypesOfVideoGames. Please feel free to [[contribute]], make corrections, and add new stuff. Just have fun! Enjoy! -- PatrickCurry
A "console game" is a game created for a GameConsole. While a single VideoGame might be released for multiple consoles, you have to buy a copy for the specific console you want to play it on.
A "game console" is any electronic device dedicated to playing VideoGames. Each console is a HomeConsole or a HandHeldConsole. Consoles are different than PersonalComputers, because they don't do anything besides play games. Plus, the consoles are almost all ClosedSystems, while PCs are OpenSystems. Each console is often grouped into a ConsoleGeneration.
A home GameConsole is a specialized computer designed for use at home! They usually plug into a TV (which it uses as the GameScreen) and let you play ConsoleGames with GameControllers. They usually sit side by side with a home DVD player or VCR. The CurrentGeneration home consoles are the SonyPlayStation2, NintendoGameCube, and the MicrosoftXbox. The NextGeneration consoles are the SonyPlayStation3, the Nintendo Wii (previously NintendoRevolution) and MicrosoftXbox360.
A "mobile console" is a MobilePhone that can play VideoGames. The number of mobile phones and PersonalDigitalAssistants that can play games is growning and the line between these devices and HandHeldConsoles is beginning to blur. But there is yet to be a "hit" MobileConsole.
See CellPhones.
The GameIndustry groups all GameConsoles (especially HomeConsoles) released within a couple years of each other as all being siblings in a single "generation". See: CurrentGeneration (AKA CurrentGen) PreviousGeneration (AKA PrevGen) NextGeneration (AKA NextGen) Some consoles, like the SegaDreamCast, didn't belong to a specific generation, and were kinda left out in the cold.
The game systems that are out right now.
The game systems that will be released some time in the future.
Any electronic game. Most "video games" involve some sort of screen (to display text and graphics), and are thus called VIDEO games. But really, I believe any electronic game can be considered a "video game".
I'm the owner/operator of this Wiki, and I helped write PhpTiddlyWiki, the software that runs this site. I'm a game designer and I post regularly on my website: http://www.patrickcurry.com/ Send feedback to wiki(at)patrickcurry(dot)com.
Game Design Wiki (http://www.ludism.org/gamedesign/) - focuses on traditional games and fairly academic game design topics.
Designing the GamePlay in a game is the most important part of the GameDevelopment process. You have to make big decisions early-on that will define the challenges, rules, risks and rewards that make up your specific game. I believe there are four key types of gameplay to be designed. Some GameGenres only feature one type of gameplay, but many modern games have two or three, and some have elements of all four: * MovementDesign * CombatDesign * CreativityDesign * ProblemSolvingDesign And much like how the "medium is the message", a game cannot be designed without a thourough understanding of its GameControls.
A distributor is a company that purchases copies of a game from a GamePublisher, then sells (and often ships) them to the GameRetailers. Sometimes the distributor also does the manufacturing, sometimes not. To be honest that's a corner of the business I'm a bit fuzzy on.
A simple, addictive game where the protagonist must roll items into an ever-growing ball of debris, like a snowball gathering size. The ultimate goal is to gather enough mass to launch the ball into space and create a new star.
The High Concept for a video game can also be called "the big idea" or the "elevator pitch". This is the starting point for every game -- one or two sentences that describe what the game is, how it works, and why it will be fun. The high concept will usually include the following: * The GameGenre * The GameFeatures * The GameSetting * Some of the GameCharacters * An idea of the GameStory A good high concept will also include details on the GamePlayDesign, but often that is implied by the genre.
Most games these days are character driven. Even if a game doesn't star humans or cute animals, the basics of character-design can still be applied to designing environments, vehicles, units, etc. See GameCharacter...
Level Design is the process of designing and creating a GameLevel. "Level design" can mean a couple different things depending on what type of game you're discussing. In an AbstractGame, a single "level" is a collection of challenges that are presented to the GamePlayer at once. You usually progress through these levels one at a time in a linear fashion. But if you're talking about a LiteralGame, then your levels are specific environments that make up the greater GameWorld. Back in the day games like SuperMarioBros and Doom presented the levels in individual chunks much like abstract games do, with very specific beginnings and endings to each level. But many modern 3D games like JakAndDaxter and GrandTheftAuto3 take place in what's perceived as a single large continuous environment without any individual "levels." But the process of "level design" is still important as you design the challenges and environment. These games could be called MissionDriven. On the whole, most games are LevelDriven, and the design of the levels is where the GamePlayDesign is realized, and put into practice on a micro level. Disciplines: * EnvironmentArt * LevelLayoutDesign * MissionDesign * EnemyPlacement * ItemPlacement * LevelScripting
The game's controls are the tool that we give to the GamePlayer to interact with our games. Good controls will let the player express himself easily and fluidly in the GameWorld... While bad controls only let the player express himself by throwing his controller across the room in frustration and disgust. Types of Control Schemes: * DirectUnitControl * IndirectUnitControl Related: * GameControllers See ThoughtsOnGameControls and TypesOfControlSchemes.
More and more emphasis is put on good story-telling in games every year. A well-constructed GameStory can help give meaning to the various challenges in the game, give the player GameCharacters to identify with, and also act as a reward for the player making progress through the game.
A "PC game" is a game created for a PersonalComputer. Usually a game is created for a specific OperatingSystem. Some games are simultaneously released for multiple operating systems at once. Many casual PC games are ~OS-independent because they're created with a platform neutral system like MacromediaDirector, MacromediaFlash, or SunJava.
I think everyone knows what a PC is. It's a computer that runs some OperatingSystem, which allows it to not only run PcGames, but also NonGameApplications. PCs are OpenSystems, while GameConsoles are ClosedSystems.
An "operating system" is the software that makes a PersonalComputer work. PcGames are written "on top of" a specific operating system. The most common operating system in the world is MicrosoftWindows, so almost all PC games require Windows. But lots of people also like MacOS and Linux, and as such, play games on them too.
See [[Linux]]
Linux is a free, OpenSource operating system. A few games are made specifically for Linux, but you can also emulate some MicrosoftWindows games on a PersonalComputer running Linux, or port open-source games from a different OperatingSystem.
See GameConsole
The Xbox is Microsoft's HomeConsole. It's been described as a "PC in a Pizza Box", and that's half-true. What is true is that it's the #2 selling console behind SonyPlayStation2 in NorthAmerica and Europe.
The PlayStation 2 (AKA PS2) is the best-selling HomeConsole on the market today. There are also a bagillion games out for it. The PS2 also plays games released for the SonyPlayStation. Previous Console: SonyPlayStation Following Console: SonyPlayStation3
The Nintendo GameCube has become a bit of a neglected system, but there are still several great games from Nintendo available for it.
See VideoGames
Mobile games are games you can play on a MobilePhone.
You can split up VideoGames a couple different ways: You can talk about the GamePlatforms that the games run on... Or you can chat about GameGenres.
While there is no hard and fast set of categories, these are the commonly accepted genres of VideoGames: * ActionGames * AdventureGames * FightingGames * PartyGames * PuzzleGames * RacingGames * RolePlayingGames * SimulationGames * SportsGames * StrategyGames Genres are an easy way to talk about games that share key concepts, usually the same types of GamePlay.
Action games are games that focus on action, and more specifically, some kind of combat. This usually takes the form of shooting, fighting, or blowing stuff up. Action games always feature DirectUnitControl, and primarily feature DexterityChallenges. There are three sub-genres to action games: * FightingGames * PlatformerGames * ShooterGames And there are several action-focused hybrid games: * ActionAdventureGames * ActionRolePlayingGames * ActionRacingGames * ActionVehicleGames * SurvivalHorrorGames
Adventure games focus on StoryTelling, PuzzleSolving, and often humor. Most of the early adventure games were TextBasedGames, and as such writing, story and characters became the focus. Later adventure games added more and more graphics, until modern adventure games (like Myst) featured almost no text at all. Adventure games usually have very few timed challenges or dexterity challenges. And GameCombat usually plays a smaller role than ActionGames. Some games are legitimate hybrids of ActionGames and adventure games -- which are creatively referred to as ActionAdventureGames.
Fighting games are ActionGames that focus on MeleeCombat. The term "fighting game" usually refers to games with a OneVsOne fighting between two GameCharacters. But there are plenty of OneVsMany and ManyVsMany fighting games too. Some fighting games feature weapons, others have magic, but the goal is usually the same. Most one-vs-one fighting games are played as a GameMatch, made up of a series of GameRounds. A GamePlayer wins the round by being the last character left alive. Since most fighting games are one-on-one, this means killing the other characters. A match is won once a player wins a predetermined number of rounds (usually 2). Related: * BrawlerGames * SideScrollingFightingGames Design: * MeleeCombatDesign
Puzzle games have the player solve puzzles. The puzzles are usually presented in a sequence, once one is solved the player moves on to the next one. Pure puzzle games usually have very little StoryTelling, while AdventureGames combine PuzzleSolving with StoryTelling. Electronic versions of offline CardGames and BoardGames are usually considered PuzzleGames. [[Tetris]] is the most well-known puzzle game. [[Bejeweled]] is a more recent, and very popular puzzle game.
Role-playing games are the electronic extensions of traditional PenAndPaper role-playing games. Often these games are referred to as CRPGs (for computer role-playing games). Role-playing games give the player the ability to control and upgrade his character(s) in what we call CharacterProgression. Role-playing games also usually have very strong StoryTelling. Some RPGs have a more heavy combat-focus, and are known as ActionRolePlayingGames. A big group within the RPG genre is the MMORPG, massive multiplayer online RPG. Obviously there is a huge difference between single player RPGs and massive online RPGs, as single player games need more AI, more NPC speech, can have save/load features, it's easier to make one player have a big impact on the game's world and be more focused on the storyline, where for massive online RPS you have to keep in mind that everything someone changes, changes for all the players. There is the option to talk to and often fight with other players, equipment and level tends to take the place of storyline and actual roleplaying, a single player can't change much to the game's world cause it would change for everyone, and of course many other differences.
"Online games" refer to games that use the Internet (or other network) to connect GamePlayers into a shared GameSpace, or games that can exclusively be played on a network-connected device. This is a big generic category, including: * MultiUserDungeons * MassivelyMultiplayerGames * WebGames And there are of course OnlineEnabled PcGames, ConsoleGames and MobileGames.
A "game developer" is a company that creates VideoGames. The developer generally does all of the art, design, programming, sound effects, and everything else that ends up in the game that you see and hear. They are responsible for the GameDesign. Most developers require the funds and resources of GamePublishers to create their games. Games used to be cheap enough that developers could also be publishers, but that's not really the case anymore. If anything, the reverse is true. The term "game developer" can also be used to refer to any individual who works in the development process. So when asked what I do, I could respond, "I'm a game developer." I've started a list of the different GameRoles that people play at a game-developer.
A "game publisher" is a company that funds and does markets VideoGames. And publishers usually do the GameTesting of and TechnicalSupport for the games they publish. Most of the publishers today are so large that they are also GameDevelopers... IE, they have subsidiaries that make most of the games they publish. And some are also their own GameDistributors.
Testing (AKA Quality Assurance or "QA") is the process of playing a game a million times to find as many of the bugs, problems, and issues as possible before the game is shipped. There are three kinds of testing: * BlackBoxTesting * WhiteBoxTesting * GreyBoxTesting (Thanks to Tim for this break-down.)
I considered putting Party Games in with PuzzleGames, but they really are two different beasts. Party games are almost always MultiPlayerGames, where the GamePlayers compete against each other on the SameScreen. The MarioParty series of games are probably the best-known party games out today. Many PartyGames combine elements of classic BoardGames and TriviaGames.
See MultiPlayer.
A "playable character" is any character in a game that the GamePlayer can play as. The term is usually used to describe characters in a game that lets the player choose from multiple different characters to be. FightingGames and RacingGames often have many different playable-characters. See PlayerCharacter for more info...
The people who buy and play games are the most important people in the GameIndustry. Without them we'd all be out of a job.
Many VideoGames emulate other types of games. The most common are sports games, where the player plays an electronic version of a traditional atheletic game, like football, basketball, baseball, etc.
Racing games are games that focus on racing. The player usually controls a single vehicle (GameUnit), and competes against other racers, moving through a track, and trying to win the race! There are several sub-genres to racing games: * ActionRacingGames * ActionVehicleGames * ArcadeRacingGames * SimulationRacingGames * RacingManagementGames
Simulations attempt to recreate a real-world experience in a virtual GameWorld. There are hard-core simulations (like FlightSimulators) that try to model every little detail of the experience as realistically as possible. Then there are others, like the more light-hearted GodGames.
"God games" are games where the GamePlayer takes on the role of a god-like entity, controlling an environment that computer-controlled GameCharacters inhabit. They're usually classified as being StrategyGames or SimulationGames. TheSims is probably the most famous god game. There used to be a GamePublisher named "Gathering of Developers" (AKA "GOD Games", "Gathering") that primarily published ActionGames. They are now known as 2KGames.
See GamePlayers.
"Strategy games" are games where the GamePlayer has to use his brains more than his reflexes to win. Most strategy games are WarGames, with varying degrees of realism. But there is the occasional non-war strategy game released. Most strategy games have the player control multiple GameUnits at a time with IndirectUnitControl, attempting to destroy the units controlled by his opponent(s). Chess is a classic strategy-game. Types of Strategy Games: * TurnBasedStrategyGames * RealTimeStrategyGames. Related: * GodGames * TacticalGames
There are old school-shooters and new school-shooters. Old School: * ShootEmUps (aka ScrollingShooters) * LightGunShooters New School: * ThreeDimensionalShooters ** FirstPersonShooters ** ThirdPersonShooters
I actually think the name "Action/Adventure" is a bit of a cop-out to make ActionGames targeted at kids sound more warm and fuzzy. They really have much more in common with ActionGames than AdventureGames. But there are some legitimate action/adventure games. These games focus equally on PuzzleSolving and GameCombat. The LegendOfZelda games are legitimately action/adventure games with a good split between action and puzzles. And the genre of SurvivalHorrorGames (like ResidentEvil) usually do have equal parts of action and adventure as well.
Action-vehicle games are ActionGames where the player happens to be in a vehicle. Some of these games feature some racing, but it usually takes a back-seat to the GameCombat. So they aren't really RacingGames, per se. While early action-vehicle games kept the player in the vehicle at all times, modern action-vehicle games allow the player to get out and explore the GameWorld on-foot. I classify the combat in these games as MixedCombat. Some classic examples include MoonPatrol, BlasterMaster and SpyHunter. Modern examples are GrandTheftAuto, TwistedMetal, [[Halo]], [[Battlefield1942]], and UnrealTournament2004. When on-foot, the player usually plays the game as a FirstPersonShooter or ThirdPersonShooter.
I define a brawler as a OneVsMany or ManyVsMany FightingGame. The brawler is an old genre that's making a comeback. Classic brawlers are also known as SideScrollingFightingGames. These games, like DoubleDragon and FinalFight, ruled the TwoDimensional era, but took a back-seat when the OneVsOne FightingGame craze took over. Now these types of games are becoming popular again as ThreeDimensional brawler + PlatformerGame hybrids, like DevilMayCry and the new 3D NinjaGaiden. Unlike FightingGames, the WinCondition in a brawler is usually about getting your character to a specific place, instead of defeating a specific character. That is, unless the player is fighting a BossCharacter at the end of a GameLevel.
See FightingGames.
See PlatformerGames
The platformer is one of the oldest genres behind ShootEmUps. While the title sounds odd, it's really simple. In a platformer you control a GameCharacter who jumps around from platform to platform. These games usually feature JumpPuzzles, and require good timing and dexterity from the GamePlayer. DonkeyKong, PitFall and SuperMarioBros are some of the earliest (and most popular) platformers. Today modern platformers tend to also include elements of FightingGames (PrinceOfPersiaSandsOfTime) and ShooterGames (RatchetAndClank).
See GamePublishers.
The term "game play" (which the industry has concatenated to "gameplay") refers to the substance of any game. A game that's fun is said to have good gameplay. A game that is not fun is said to have bad gameplay. In many ways, gameplay is the game. Everything else is window-dressing. Specific components of the gameplay can be described as the GamePlayMechanics. Design: GamePlayDesign
An "arcade game" is an electronic game, usually coin-operated (see CoinOpGames and PayPerPlay) and located at an arcade, pizza parlor, bowling alley, etc. Back in the day arcade games ruled the roost, and the most advanced games were being created for arcades first, then brought to the GameConsoles. Today few games begin as arcade games outside of LightGunShooters, FightingGames and RacingGames. I believe this is because the GameControllers for these types of games (LightGun, ArcadeJoyStick, and SteeringWheel) are expensive for home users, and since they're very specific to these types of games, they aren't the type of controllers to be bundled with consoles. Unlike HomeConsoles, ArcadeGames are usually AllInOne, with the GameController and GameScreen all built into the ArcadeCabinet.
Shoot-em-ups (aka Shmups) are one of the oldest genres of VideoGames. They're usually TwoDimensional games where the GamePlayer controls a unit, and shoots things. Later shoot-em-ups feature SideScrolling environments. The primary challenges in a shoot-em-up are moving your unit (space-ship, usually) to aim and avoid enemy fire, while pounding on the shoot button as fast as possible. Some classic examples include SpaceWar, SpaceInvaders, Galaga, Asteroids, etc. Some non-space examples include Contra (the original) and SmashTv.
See ShootEmUps
~First-Person Shooters are ThreeDimensional ShooterGames that are played from a FirstPersonPerspective. The core gameplay is the same as in ShootEmUps: move your unit, aim your gun, and shoot your enemies! BattleZone was one of the first first-person shooters (FPS), but the genre became insanely popular thanks to Wolfenstein3D and it's SpiritualSequel, [[Doom]].
A "platform" is the specific hardware (configurations) that a game can run on. While a game might be available for many different platforms, a single copy of the game will only be playable on one specific platform. The common platforms are: GameConsoles, PersonalComputers, HandHeldConsoles, and ArcadeSystems. Also, see: ConsoleGames, PcGames, ArcadeGames, HandHeldGames, OnlineGames, BoardGames, etc.
Third-Person Shooters are ShooterGames that are played from a ThirdPersonPerspective. Before FirstPersonShooters, almost all TwoDimensional ShooterGames were played from a ThirdPersonPerspective. But we call those ShootEmUps. What we today call a third-person shooter (TPS) is a game that looks and feels almost exactly like a FirstPersonShooter, except for the fact that the camera is outside of the PlayerCharacter's body -- usually above and behind him. The two games that popularized the modern TPS were TombRaider and MaxPayne. Modern TPS games have begun to experiment with the placement of the camera. Two excellent examples are ResidentEvil4 and GearsOfWar.
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Light-gun games are a precursor to modern FirstPersonShooters. These games show events from a FirstPersonPerspective, but instead of the player using a mouse or GameController to aim their crosshair, they aim a real LightGun at the target on the video screen. The light-gun game that most people have played is DuckHunt, for the original NintendoEntertainmentSystem. More recent light-gun shooters include the ArcadeGames: VirtuaCop, TimeCrisis, and HouseOfTheDead. Home-based light-gun games seem to have gone the way of the dodo, though.
See GameDesign.
Without programming videogames would not exist. Programming is the process of translating the GameDesign into a language that a computer can understand, and ultimately making the game work. The process of programming a game is a topic worthy of many books, and certainly its own Wiki. As such, I won't be covering it alot here.
When a game uses a first-person perspective, it shows the events in the GameWorld to the GamePlayer as they are being seen by PlayerCharacter (AKA PlayerAvatar). It's almost as if the player IS the character. The most common first-person games are FirstPersonShooters, but first-person cameras can often be found in RacingGames, RolePlayingGames, and AdventureGames.
When a game uses a third-person perspective, it shows the PlayerCharacter (AKA PlayerAvatar) in the GameWorld. ThirdPersonPerspective is best suited for games that heavily feature contact between the PlayerCharacter and other objects in the game: hand-to-hand or melee combat, acrobatics, or driving. Such activities, and CoreMechancis based around them require the players high awareness of PlayerAvatar, and the best way to do so in games is by sight. Most games that have a PlayerCharacter use a third-person perspective.
Before computers were fast enough to render real-time graphics, creative game programmers used the computer's ability to draw text (or in some cases, print text on a printer) to make their games. Some text-based games are literal, with the game presenting descriptions of the GameWorld to the player: "You are in a small, dark room." A couple well-known literal text games are Adventure and Zork. Today these literal text-based games are known as InteractiveFiction. Other text-based games are representational, where text characters are used in lieu of graphics to represent the GameWorld. A couple well-known representational text-based games are Rogue and NetHack.
StrategyGames that use a TurnBased system for movement, combat, and upgrading. Almost all original StrategyGames were turn-based, as they evolved from BoardGames. The original Civilization was turn-based, as is the more recent game, AdvanceWars (for the NintendoGameBoyAdvance). Related: * RealTimeStrategyGames
See PersonalComputer.
An "Open System" is a computer that allows anyone to create hardware or software for it. This is usually because no one company controls the market. For example, any Joe Schmoe can create and sell a game for any of the PersonalComputers. The opposite is a ClosedSystem.
A "Closed System" is a computer/platform that is tightly controlled by a single company, usually known as the FirstParty. The GameConsoles are all closed-systems. This tight control means that another company (or individual) cannot create hardware or software for the platform without the first party's approval. For example, you have to be approved by Microsoft to create games for the MicrosoftXbox, and once you do create the software they have to approve it, and they take a hefty licensing fee out of each unit you sell. This is not exclusve to the Xbox by any means, as the same applies to the SonyPlayStation2 and the NintendoGameCube. The opposite is an OpenSystem.
The term "First Party" refers to the company that owns a specific platform (usually a GameConsole). Usually this company not only designs and releases the hardware for the system, but they are also the leading GameDeveloper and GamePublisher for it too. A game is said to be a "first-party game" if it's been developed by a studio that's owned by a first-party company. These games are almost always ConsoleExclusive. Related: SecondParty ThirdParty
See GameDevelopers.
See MobileConsole.
An arcade system is the hardware that powers an ArcadeGame. Often a company will develop a single hardware design to power multiple different arcade games.
See ArcadeGames.
The term "spiritual sequel" is used to refer to a game that is not technically a GameSequel to another game, but still remains true to the genre and theme of the previous game. IE, the game is a sequel not in name, but in spirit.
Just like in the world of movies or books, a game sequel is a game that continues the story or expands the universe of an earlier game. The most common types of sequels pick up shortly after the previous game left off. There are also types of relationships one game can have to another: SpiritualSequel, GamePrequel, GameRemake, or SpinOff.
A game that is a "spin-off" of another game is one that expands on the universe of that game, but most often takes the gameplay in a different direction. It can be said that WorldOfWarCraft is a "spin-off" of WarCraft3, since it is a MassivelyMultiplayerGame, while WarCraft3 (and the previous WarCraft games before it), are all RealTimeStrategyGames. But a spin-off can also just represent a fork in a story-line. The RedAlert games explored a different universe than the original CommandAndConquer games, but remained RealTimeStrategyGames. They too can be considered spin-offs.
StrategyGames that use a RealTime system for movement, combat, and upgrading. CommandAndConquer and WarCraft are usually credited with popularizing the RTS genre on the PersonalComputer.
See ClosedSystem. (I really need to standardize on plural or non-plural titles)
The "previous generation" refers to the game consoles in the generation before the CurrentGeneration came out.
The term "prequel" can be used two different ways to describe a game: 1. If a game has a GameSequel, then it can be said that the original game is the prequel to the original game. Ex: Doom (1993) is the prequel to Doom II (1994). 2. If a game is a GameSequel to another game, but the events take place before the events in the previous game, then this new game can be called the prequel. Ex: Resident Evil Zero (2002) is the prequel to the original Resident Evil (1996).
Thia should be self-explanatory. A "remake" is a new game that is a recreation of an older game, usually with new graphics, sounds effects, etc. Ex: The 2002 version of ResidentEvil for the NintendoGameCube is a remake of the 1996 version for the SonyPlayStation. And while Doom3 (2004) is named like a sequel, it's really a remake of Doom (1993). Some remakes are more true to the original game than others. Sometimes the term "retelling" (re-telling) is used in reference to a remake when extreme liberties have been taken with the design of the original game.
Virtua Cop is a LightGunShooter. If I remember correctly, it was the first such shooter to have RealTime ThreeDimensional graphics.
See LightGunShooters.
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A game that is "one-vs-one" features a challenge or contest between two characters. This is often the GamePlayer vs. TheComputer or vs. another player. Most FightingGames are one-vs-one. And of course so are classic BoardGames like Chess and Go. Related: * OneVsMany * ManyVsMany
A game that is "one-vs-many" features a challenge that pits one character against many other characters. Most modern games are of this type, as most SinglePlayer games have the player controlling a hero who has to fight his way through hordes of enemies. FightingGames with one-vs-many fights are commonly referred to as BrawlerGames. Related: * OneVsOne * ManyVsMany
A game that is "many-vs-many" features a challenge that pits multiple GameCharacters against each other at once. Players in many-vs-many games can be organized different ways: * FreeForAll * TeamBased Related: * OneVsOne * OneVsMany
The Video Game Industry is like any other -- it's made up of lots of different companies acting in tandem to develop, publish, distribute, sell, and play games! * FirstParties -- the people who make game systems * GameDevelopers -- the people who create games * GamePublishers -- the people who fund and market * GameDistributors -- the people who distribute games * GameRetailers -- the people who sell games to the players * GamePlayers -- the people who buy and play games
A SideScrolling FightingGame is just that. It's a TwoDimensional game where you walk from one side of the screen to the other, kicking eveyone in the way's butt! The modern versions of these style of games are now more commonly known as BrawlerGames.
Games that featured side-scrolling rules the TwoDimensional era. These games featured a GameWorld made up of fairly linear paths that went from side to side. The most classic side-scrolling game is SuperMarioBros. The genres that most commonly featured side-scrolling were PlatformerGames and FightingGames. It wasn't until the OneVsOne FightingGame craze hit that side-scrollers started to loose their dominance. And once ThreeDimensional games became mainstream, the side-scroller was limited to niche games and MobileGames. Related: * VerticalScrolling
Any device that can be used in your hands. Often this term is used to refer to a HandHeldConsole. But you can also say that "most game controllers are hand-held."
Almost all game characters are beings of one kind or another. The most common characters in games are humans, like SuperMario, LaraCroft, GordonFreeman, and PrinceOfPersia. But there are still plenty of anthropomorphized animals, robots, monsters, and demons. Some of the more notable NonHumans include PacMan, SonicTheHedgehog, CrashBandicoot, and KingKoopa. Characters in games usually fall into one of four categories: * PlayerCharacter * NonPlayerCharacter * BossCharacter * EnemyCharacter Sometimes a game doesn't star "characters" so much as GameUnits. Design: * CharacterDesign
A "player character" is a GameCharacter that the GamePlayer controls while playing the game. There are tons of terms thrown around for these characters: "avatar", "main character", "protagonist", etc. Most ActionGames games have the player control a single character through the entire game. Some games, like MaxPayne2, have the PlayerPerspective switch to a secondary character for a couple levels. Many RolePlayingGames have the player controlling a small group of characters, aka PartyMemebers. Most modern OneVsOne FightingGames feature exclusively PlayableCharacters, but the player only controls one character at a time. Other games, like StrategyGames and SportsGames have the player controlling multiple characters (or GameUnits) at a time. Not all games have PlayableCharacters. Some genres (like PuzzleGames) usually do NOT have playable-characters. Instead the player controls abstract GameUnits.
The term "The Computer" (or "The CPU") usually refers to the computer playing the role of another GamePlayer, or the roles of the EnemyCharacter(s). For example, when I "play the computer at Chess", the computer is taking the place of a human opponent.
See GameEnemy.
See GameCharacter.
A game is described as being "multiplayer" (or multi-player) if it allows multiple GamePlayers to play in a GameSpace together. Many SinglePlayer games feature a multiplayer component. But there are a growing number of exclusively multiplayer games. You can describe multiplayer games as being: *OnLineMultiPlayer *OffLineMultiPlayer Additionally, you can describe how the game looks on a monitor: *SameScreen *SplitScreen *SeparateScreen Or you can describe how the players are interacting: *CompetitiveMultiplayer *CooperativeMultiplayer *TeamBasedMultiplayer
A game that features online (AKA on-line) MultiPlayer connects GamePlayers into a single GameSpace from seperate GameSystems. Almost all online games only allow players to play with other players who have the same type of GamePlatform. This is usally done via a WideAreaNetwork (like the [[Internet]]), but LocalAreaNetwork gaming is still popular. And a growing number of MultiPlayer games are being played via a WirelessNetwork. Most online games games are ClientServer, while some are PeerToPeer. Because there are multiple systems involved, almost all online games use a SeparateScreen display system.
See GameSystem.
A single "game system" is a way to talk about a single physical device that plays games. See GamePlatforms.
See GamePlatforms.
The term "game space" refers to a virtual space in which a game is being played. For example, a CounterStrike GameServer is a game space, with multiple GamePlayers all connecting to the server to play together in the virtual space. But the term "game space" is not interchangeable with "game server". A server refers to a single computer (or computer cluster). But a game space can exist without a dedicated server (see PeerToPeer)... not only that, a game space can be the amalgamation of an infinite number of servers. The collection of all CounterStrike servers form a unified game space.
A "game server" is a single GameSystem (usually a PersonalComputer) that hosts multiple GameClients in a MultiPlayerGame. A server can be a DedicatedGameServer or a NonDedicatedGameServer.
See GameClient.
A "game client" is a single GameSystem that connects to a GameServer to play a MultiPlayerGame.
See MultiPlayer.
An OnLineMultiPlayer game is said to use a "client-server" system when one single GameSystem acts as the GameServer, hosting the game, with GamePlayers connecting to the server with their GameClients.
An OnLineMultiPlayer game is said to be "peer-to-peer" when all of the GameSystems involved are being used by a GamePlayer to play the game. IE, there is NO DedicatedGameServer. In most peer-to-peer architectures, one of the GameClients is also acting as the GameServer. But I believe there are some DistributedPeerToPeer games, where no single client is THE server.
A "dedicated server" is a GameSystem that *only* hosts GameClients in a MultiPlayerGame. The system is NOT being used by a GamePlayer to play the game. ClientServer MultiPlayerGames often use this type of server. Related: * NonDedicatedGameServer
A game is described as being "singleplayer" (or single-player)if it only allows a single GamePlayer to play the game at once. The large majority of games created today are singleplayer, although many of them have a MultiPlayer component.
A game that features offline (AKA off-line) MultiPlayer has all GamePlayers playing the game together on a single GameSystem. As such, almost all offline games support SameScreen and SplitScreen displays.
A game with "same-screen" MultiPlayer have all GamePlayers looking at the image on the main screen. IE, all PlayerCharacters appear on the same screen, and all view the GameWorld through the same GameCamera. All modern FightingGames use this type of screen system, as do most CoOp RolePlayingGames and PartyGames. The advantage to this type of system over SplitScreen is that the view from the camera is rendered full-screen, and all of the OnScreen elements are big and bright. The disadvantage is that it's nearly impossible to do a CompetitiveMultiplayer game where the players need to be able to hide from and surprise each other with a same-screen setup.
See PlayerCharacter.
A game with "split-screen" MultiPlayer splits up the screen into multiple smaller screens, usually with each GamePlayer getting his own mini-screen. Most ShooterGames and RacingGames use a split-screen system for its OffLineMultiPlayer. One big advantage to using split-screen is that each player has his own "screen", can control his own GameCamera, and go to a different part of the GameWorld than the other players. The disadvantage of course is that if you're playing a CompetitiveMultiplayer game, then one player can simply look at another player's mini-screen to get a bead on him. You know... cheating! That and the fact that each player's "screen" will be significantly smaller than the entire physical screen.
The term "camera" in a game describes the virtual camera that is capturing the view of the GameWorld, which is displayed to the GameScreen. While there have always been cameras in videogames, it wasn't until ThreeDimensional games started to replacce TwoDimensional ones that game cameras really became an issue of serious discussion (and concern).
The "game screen" is the video screen that the game's graphics are displayed on. This has traditionally been a TeleVision for ConsoleGames, and a ComputerMonitor for PcGames. HandHeldConsoles usually have a LiquidCrystalDisplay built-into the device itself.
The "game world" is the virtual space in which the game takes place. In some games this virtual space is very basic, like a chess board, on which a game of chess takes place. But in other games the game world is so large and expansive that it drives most of the gameplay. Related: * GameSetting * EnvironmentArt * LevelDesign * GameBoard
"Two-dimensional" graphics refer to graphics that are drawn along two dimensions. Like the X and Y axis of the CartesianCoordinateSystem you learned about in Alegbra class. Since almost all GameScreens only display 2D images, 2D graphics can be drawn directly to the screen. These graphics usually appear "flat" to the naked-eye. Until the mid-1990s, almost all games featured 2D graphics. Related: TwoAndAHalfDimensional ThreeDimensional
"Three-dimensional" graphics (3D) are graphics that are represented in three dimensions. When displayed on a TwoDimensional GameScreen, these graphics have to be translated to a TwoDimensional image, usually via the information stored in a GameCamera. Related: TwoDimensional TwoAndAHalfDimensional
A single "level" in a game. In a general sense, a level is a collection of challenges presented together. The player is said to be "on level 5" or "in level 9". This is not the "level" that a player gains as he progresses in a RolePlayingGame. You can read about that at CharacterLevel. Related: * LevelDesign
The survival-horror genre is pretty interesting, in that it combines elements of ShooterGames with AdventureGames. They are some of the few games that can truly be described as ActionAdventureGames. Another interesting thing about this genre is that it's one of the few action genres that aim for a different type of emotional reaction than just pumping lots of adrenaline from blowing stuff up. These games try to scare the crap out of you as you play! Some classic survival-horror games include AloneInTheDark, ResidentEvil, and SilentHill.
Character Progression is one of the main features of RolePlayingGames, but it can also be found in other GameGenres. A game with "character progression" gives the player control over a character (or group of characters). This often includes his physical characteristics (clothes, armor, weapons, hair even), as well as internal (skills, abilities, personality, etc). If a game is described as being "RPG-like" what that usually means is that it features character progression or customization. This isn't limited to human characters either, as vehicles and locations are customizable in some games as well.
It's been revealed that the real name of the second Xbos system is "Xbox 360" -- see MicrosoftXbox360. The code-name was "Xenon", and plenty of us called it "Xbox 2" (which is a better, more-honest name IMHO).
Combat is any type of battle, fighting, or destruction in a game. LiteralCombat plays a huge role in ActionGames, FightingGames, and RolePlayingGames. It is also present in most StrategyGames, although it often takes on a slightly different form. Types of Combat: * CloseCombatDesign * RangedCombatDesign * MagicCombatDesign * AbstractCombatDesign You can also discuss the speed of the combat in a game as being: * RealTimeCombat * TurnBasedCombat * RealTimeTurnBasedCombat You can also get more specific about where the combat is taking place: * OnFootCombat * VehicularCombat * MixedCombat
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Great game.
Nintendo is the creator of the nintendo 64, gamecube, gameboy , nintendo ds , etc.
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A "game retailer" is any company that sells games to the public. These companies buy the games from the GamePublisher or GameDistributors, and then mark up the price when they sell the game to the GamePlayer. Sometimes the GameDeveloper or GamePublisher will sell the game directly to the GamePlayer. This was successful in the early days of PcGames (see ShareWare), and is now making a come-back with InternetBasedDistribution.
See GameDesign.
See GameDesign.
See GameGenres.
The story in a game is just that. It's the tale that's being told to the player as they play the game. AKA "the plot". This can be told through in game events, cinematic in-engine cutscenes, pre-rendered cuscenes, or in-game conversations and logs. Related: * StoryTelling
The "setting" of a game is a simple way to describe the time and place in which the game is set. The setting is a general way to talk about the more literal GameWorld. The most common settings in games: * SciFiSetting ([[Halo]], StarCraft, StarWars. etc) * FantasySetting ([[Zelda]], [[Fable]], WarCraft, etc) * UrbanSetting (GrandTheftAuto, TrueCrime, MaxPayne, etc) * MilitarySetting ([[Battlefield1942]], [[SOCOM]], CallOfDuty, etc) This is unrelated to the "settings" in a game, also known as the PlayerSettings.
The "features" in a game are the things that make it unique or noteworthy. Most people talk about features as being the list of things that will be mentioned on the back of the box in a bulleted-list. Almost all features in a game are GamePlay or GameTechnology. Some games promote the GameStory, GameCharacters or GameArt as being features... but they rarely affect gameplay. The most important gameplay feature in game is described as being its GameHook.
The "hook" in a game is the GameFeature that is the most unique, or the most fun. This is the feature that will "hook the player" on the game. For example, the hook in Doom 3 is its graphics. The hook in GrandTheftAuto3 is its open world and SandBox style GamePlay. The hook in PrinceOfPersiaSandsOfTime is the player's ability to control time. Sometimes the hook is superficial, but sometimes it's the entire game. Just look at KatamariDamaci.
See GameFeatures.
See GamePlayMechanic.
A single "gameplay mechanic" or simply "mechanic" is one specific piece of GamePlay. Often the term mechanic is used to describe an action or collection of actions the GamePlayer can undertake. For example, there's a sand-collecting mechanic in PrinceOfPersiaSandsOfTime. In the game, you use your sword and dagger to fight enemies. When an enemy is weak, you use a finishing move on him to collect magic sand from him (his essence, if you will). Once you collect enough sand, one of your "sand chambers" fills up. For every full sand chamber you have, you can control time once. Taken together, all of this creates a single mechanic.
I'm using the term "movement" here to refer to how the PlayerCharacters and GameUnits in your game move around in the GameWorld. You want to design a way for the GamePlayer to be able to move the character in a way that is fun and easy. In games with DirectUnitControl the player will spend the majority of his time controlling the movements of a single character/unit. As such, designing a good movement system (and good ControlsDesign) will be extremely important. In some games movement is the *only* gameplay, like in RacingGames and FlightSimulators. Designing movement is less important in games with IndirectUnitControl, because the movement of the units is usually automated. And while you can certainly move your PlayerCharacter in FightingGames, the movement is usually a small part of a much larger CombatDesign. When designing a movement system there are two important factors to consider: * How does the player control position? * How does the player control orientation? Related: * ControlsDesign
I'm using the term "Game Art" to refer to the visual art used to create a game. The importance of art in games cannot be overstated. The visual data encoded in art communicates information the GamePlayer, while the beauty of it impacts the player, contributing to the emotional experience he's having as he plays. Generally speaking, most art in games can be broken down as being either TwoDimensional or ThreeDimensional. The art-specific disciplines in modern GameDevelopment are: * [[ArtDirection]] * [[ConceptArt]] * [[Modeling]] * [[Texturing]] * [[Animation]] * [[Effects]] * [[Cinematics]] * [[Lighting]] * [[GraphicDesign]] * [[UserInterfaceDesign]] You can also talk about the art for specific components of games, like: * CharacterArt * EnvironmentArt And while it's not in the above list, good SoundDesign in games is also an art!
See GameUnit.
A "unit" in a game is a more generic description of a GameCharacter. As such, it often makes sense to talk about the vehicles, machines and buildings in a game as units, rather than as characters. With that said, almost all of the principals of CharacterDesign apply to designing units in games. You often talk about "units" in StrategyGames and RacingGames, but "characters" in ActionGames and AdventureGames. One good example to illustrate this is StarCraft. On the Terran team, most of the units you control are vehicles ... while on the Zerg team they're all insect-like beasts. Some of these things are living, some are not, etc. But we can call all of the "characters" in StarCraft "units".
Personal Digital Assistants (PDAs) are small HandHeld computers that usually store an address-book, calendar, and to-do lists. Some PDAs can play games too. The AppleNewton was the first PDA, but the PalmPilot is what made them a huge success. Microsoft has their own line of PDAs, which they call PocketPCs. Today most PDAs are built into CellPhones.
See FirstPersonShooters.
See ThirdPersonShooters.
Action-racing games are truly RacingGames (you're trying to win the race, unlike ActionVehicleGames), but besides trying to just beat your opponents across the finish line, you're also engaging them in combat. These racing games usually feature weapons that are attached to your vehicles, weapon PickUps, BoostPads, and HealthBars for your vehicle. Action-racing games usually also have several of the characteristics of ArcadeRacingGames. Some examples of action-racing games include SuperMarioKart, WipeOut, RoadRash, and HyrdoThunder.
Arcade-racing games are RacingGames that have ArcadeGame characteristics, like fast pacing, simple controls, and exaggerated physics. These games usually have realistic settings and vehicles, so they're often confused for SimulationRacingGames. Some recent arcade-racing games include the [[Burnout]], MidnightClub, and NeedForSpeed series of games.
Simulation-racing games are RacingGames that go for maximum realism. As such, they verge on being SimulationGames. These games have realistic settings and vehicles, but they also have realistic controls and physics. This makes them more difficult than their cousins, the ArcadeRacingGames. Some well-known sim-racing games include GrandTurismo, ProjectGothamRacing, and just about any NASCAR game.
Unlike all other RacingGames, in RacingManagementGames, you don't actually control and race the car/vehicle. You simple manage the vehicle's stats (and maybe your maintenance team's stats as well). Some of the SimulationRacingGames now feature a mode where you can exclusively manage, and not have to do the racing yourself.
See RolePlayingGames.
Something is said to be "real-time" when events in the GameWorld happen immediately and in parallel. That is to say, the GameClock advances without any input from the GamePlayer. Combat, movement, or an entire game can be real-time. The graphics in a game can be described as being "real-time" when they are being rendered at run-time. This means that the GameSystem is "drawing" the graphics of the game 30+ times a second. Non-real-time graphics are described as being PreRendered. Related: * RealTimeCombat * TurnBased * PreRendered
A system is said to be "turn-based" when events in the GameWorld happen one at a time, in a series of turns. Usually each GamePlayer has a turn, makes some actions, and then it becomes the next player's turn. The GameClock doesn't really advance until each turn, or an entire GameRound, is over. Often in these games the computer plays the game as another player, on equal footing with the player. Almost all traditional BoardGames, CardGames and PenAndPaperGames are turn-based, as are many early videogame RolePlayingGames and StrategyGames. Related: * TurnBasedCombat * RealTime
Free standing games that eat money and time. Once upon a time, they ate quarters, now they're more likely to eat dollar bills.
The PlayStation (AKA PSX, ~PSone, ~PS1) was Sony's first HomeConsole, but it wasn't their first attempt at a home console. The system's codename "PSX" comes from the fact that it was one of several different attempts to break into the home-gaming market. The original PlayStation project was in-fact a collaboration with none-other than Nintendo to create a CD-ROM drive for the SuperNintendo. When that deal fell through Sony put their mind to creating their own system, and this eventually was released to the world as the PlayStation that we know and love today. After the SonyPlayStation2 was released, Sony launched a slim-line version of the PSX, which they renamed the ~PSone. Following Console: SonyPlayStation2 Related: SonyPlayStationPortable
A game is said to be exclusive to a specific GameConsole if it is ONLY released for that platform. This term isn't really used much in reference to PcGames. Almost all FirstParty games are exclusives, but some ThirdParty games are exclusive, or TemporarilyConsoleExclusive. For example, Nintendo only releases Mario, Zelda and Metroid games for their consoles (NintendoGameCube, NintendoGameBoy, NintendoDS). And somehow Sony has convinced Capcom to only make DevilMayCry games for the SonyPlaystation2. ($$$)
A game is said to be temporarily exclusive to a GameConsole if it is released first for a single console, then after time it is eventually available on other platforms. For example, the new GrandTheftAuto games are exclusive to the SonyPlayStation2 for almost a year before they're ported to the MicrosoftXbox and PersonalComputer. And the original SplinterCell was exclusive to the MicrosoftXbox for a few months before it was ported to the SonyPlayStation2 and NintendoGameCube. There's a difference between a game being temporarily exclusive and it just coming out first for one platform. The term exclusive usually means that the GameDeveloper/GamePublisher has struck a deal with the FirstParty to guarantee that the game remains exclusive for some amount of time. The theory is that this will drive sales of that specific version of the game. Related: ConsoleExclusive GamePort
A "second party" company is usually a GameDeveloper company that is tied via contract or ownership to one of the single FirstParty companies. For example, NaughtyDog is a second party developer since they're owned by Sony. BungieStudios is a second party developer since they're owned by [[Microsoft]]. And one of [[Nintendo]]'s few second party stduios is RetroStudios. Related: FirstParty ThirdParty
A "third party" is a company that is not directly tied to a single FirstParty or a single GamePlatform. The term can be used in reference to a GameDeveloper of a GamePublisher. Some of the largest third-party publishers are: * ElectronicArts * [[Activision]] * TakeTwo * [[Vivendi]] * UbiSoft * [[Atari]] * [[Eidos]] Some of the well-known independent third-party developers are: * idSoftware * BioWare * ValveSoftware * EpicGames * [[3DRealms]] Related: FirstParty SecondParty
A game is said to be a "port" when it has been converted from one GamePlatform to another. Many games are created for a single platform first, then if it takes off versions for other platforms are created. The term can also be used as a verb. For example, "Ritual Entertainment was hired to port CounterStrike from the PC to the Xbox." Some companies specialize in creating ports. For example, AspyrMedia primarily creates ports of hit PcGames for the MacOS.
This refers to all of the collective FirstParty companies that own and control a GamePlatform, specifically a GameConsole. They're also known as the "console manufacturers." Today the "first-parties" in the console world are [[Sony]], [[Nintendo]], and [[Microsoft]]. In the [[PC]] world there really aren't "first party" companies. Their are HardWare and SoftWare companies. But, Microsoft has begun acting more like the first-party for PC games with the "Games for Windows" initiative.
See HomeConsole.
Tactical games are StrategyGames but they usually take place on a smaller scale than all-out WarGames. These games usually have combat between GameCharacters instead of GameUnits (vehicles). The scale of the GameWorld is usually much smaller, and combat can even take place indoors (while almost all strategy games take place outdoors). Tactical games are often TurnBased, since each individual action is important. Hense the name "tactical" games. The tactical games the first come to mind for me are FinalFantasyTactics and FalloutTactics. There is also a genre of FirstPersonShooters known as TacticalShooters.
Tactital shooters are FirstPersonShooters (or sometimes ThirdPersonShooters) that put an emphasis on tactics over all-out-action. In traditional FPS games, the PlayerCharacter moves very quickly, the weapons are over-the-top, and it takes several shots to kill an EnemyCharacter. But in tactical shooters, the player must move slowly and carefully, as getting shot once will kill him. Tactical shooters usually have a MilitarySetting or an UrbanSetting, and are often SquadBased. The best known tactical-shooters are CounterStrike and the RainbowSix series.
The term "squad-based" refers to any game where the PlayerCharacter plays alongside a small team (a squad) of other GameCharacters. Often these characters are ComputerControlled, but some games allow multiple humans to play together on a single squad, or against each other, in a MultiPlayer mode. Most RolePlayingGames and TacticalGames are squad-based, as are many ThreeDimensionalShooters. It's not really fair to call StrategyGames squad-based, since the player is usually controlling a much-larger group of GameUnits.
Most modern ShooterGames use ThreeDimensional graphics. These games are usually described by their type of GameCamera: * FirstPersonShooters * ThirdPersonShooters
A GameCharacter (or GameUnit) is said to be "computer controlled" when the computer controls its actions instead of a GamePlayer. EnemyCharacters and BossCharacters are almost always computer-controlled, as are friendly NonPlayerCharacters. The code that powers such a character is called its AI (ArtificialIntelligence).
The graphics in a game can be described as being "pre-rendered" if the images for each frame have been computed and stored before the game is even shipped. All the GameSystem does is draw them straight to the screen. Many full-screen GameCinematics are pre-rendered, and look more like a Pixar film than the RealTime graphics shown during gameplay. Related: * RealTime
An "all in one" device combines the GameScreen, GameController, and GameConsole into a single, compact physical device. Both HandHeldConsoles and ArcadeGames are all-in-one.
I think everyone knows what a cell phone is, right? Some modern cell phones use the same OperatingSystems as PersonalDigitalAssistants, which allows them to act as MobileConsoles. A growing number of phones support SunJava or QualcommBrew, which also allows them to play games.
In a generic sense the "controller" for a game is the physical piece of hardware that the GamePlayer uses to control a videogame. You could also call them input devices, since it's how the player gives input to the GameSystem. There are lots of different types of controllers: * JoyStick * GamePad * GamePaddle * LightGun * SteeringWheel * DancePad * TrackBall * ComputerMouse * ComputerKeyboard * VideoCamera * TouchScreen Often when people talk about *a* controller, they're referring to the GamePad that came with a HomeConsole. I too am guilty of using the two terms interchangeably, because gamepads are the default controllers. Related: * GameControls * GameControllerFamilyTree
A gamepad is a small GameController that the player holds with both hands. The pad usually has a DirectionalPad on the left, with a series of FaceButtons on the right. Modern gamepads also have ShoulderButtons and AnalogSticks. Most HomeConsoles ship with a gamepad, and HandHeldConsoles have the gamepad built right into the device. As such, almost all ConsoleGames are designed to be played with gamepads. I've also heard gamepads called "joypads".
See GameControllers.
See OpenSystems.
Black-box Testing is a type of functional GameTesting based on requirements with no knowledge of the internal program structure or data. Also known as closed-box testing. It's called "black-box" because the tester has no visibility into the product he's testing. Related: * WhiteBoxTesting * GreyBoxTesting
White-box Testing is a type of GameTesting where the GameTester examines the program structure (GameCode) and derives test data from the program logic. Often the tester in this scenario is referred to as a "QA Engineer" because of the technical skills required. Related: * BlackBoxTesting * GreyBoxTesting
Grey-box Testing is a combined approach to testing/QA that uses both BlackBoxTesting and WhiteBoxTesting methodologies.
An early handheld computer that could read your handwriting, but not very well.
A joystick is a type of GameController used for inputting directional commands. There are two parts to a joystick -- the stick itself and the base. The player tilts the stick to input a specific direction. The joystick is connected to a base, which contains sensors to recognize the stick's movement. Many joysticks have GameButtons, some on the stick, some on the base. Types of Joysticks: * DigitalStick * AnalogStick ~Genre-Specific Joysticks: * FlightStick * FightingStick
Everyone knows what a mouse is, right? As far as games go, the mouse can be considered a GameController. The mouse is the preferred input device for PcGames, since it comes standard with all PersonalComputers, along with a ComputerKeyboard. It's worth mentioning that a handful of ConsoleGames can be played with a mouse. For example, MarioPaint for the SuperNintendo came with a mouse of its own. The mouse has extremely high resolution, and as such is the most precise of the TwoDimensionalControllers. It's the ideal controller for games with FreeFormCursors and games that require precision-aiming (ThreeDimensionalShooters).
Everyone knows what a keyboard is, right? It's that thing you type on! But when it comes to games, it too can be considered a GameController. Like a ComputerMouse, keyboards come standard with all PersonalComputers. Keyboards are used both as a huge array of individual GameButtons, and also for literal text-input (you know, typing words and stuff). Before mice came standard with PCs, the keyboard was the primary input-device, which might explain why so many early PC games were TextBasedGames.
See ThreeDimensional.
See TwoDimensional
A game is said to have sandbox GamePlay when the GamePlayer is free to do what he wants and make his own fun, as if he was playing in a real-life sandbox. While many RolePlayingGames and AdventureGames have had sandbox-qualities for years, GrandTheftAuto3 is the game that brought this style of gameplay to the mainstream. In other words this is not a Wiki Sandbox.
Many of the earliest games to sport ThreeDimensional graphics were not actually rendering "true 3D graphics." Instead, they were using some very clever mathematics to represent a TwoDimensional GameWorld in a way that looked 3D. This technique is called "two-and-a-half D" (or 2.5D). Games like Wolfenstein3D, [[Doom]], DukeNukem3D, and DarkForces were all 2.5D. Quake was one of the first truly ThreeDimensional games, especially in the FirstPersonShooter genre. Related: TwoDimensional ThreeDimensional
Space Invaders was an early ArcadeGame ScrollingShooter. It was great.
See ShootEmUps
In both the original Prince of Persia side-scroller and in the recent 3-D versions, the Prince character has been designed to be agile and adaptable. The games are designed around the character's abilities.
You can find a great "family tree" of the various HomeConsole GameControllers at this website: http://www.axess.com/twilight/console/ Related: * HandheldFamilyTree
A directional pad (AKA "dpad") is an input device (or rather part of one) used to input directional commands. It's much like a JoyStick, except instead of having a stick extruding from the base, the player uses his thumb on the base and rocks it in different directions. Dpads are the most common type of directional-input used on GamePads. Nintendo usually gets credit for having invented the dpad, and I believe they have a patent on the plus (+) shaped dpad. As such, all of the other HomeConsole GamePads have a slightly different looking dpad. Related: * GameControllers * GamePad * AnalogStick
See GamePad.
The "face buttons" are the GameButtons on the face of a GamePad. Most gamepads have at least two of them, but almost all modern consoles have four, usually arranged in a diamond pattern.
The "shoulder buttons" are the GameButtons on the "top" of a GamePad, and are pressed with your index fingers, instead of with your thumbs. Most modern shoulder buttons are analog, and are also referred to as triggers, because you use your index finger to "pull" them like a gun's trigger.
An "analog stick" (or "analog joystick") is a JoyStick that has several levels of sensitivity, such that it can tell if you are pushing it completely in one direction, or only slightly. Most FlightStick(s) are analog because of the high degree of control they give. And and all modern GamePads have two analog sticks (often referred to as "dual analog"). Related: * DirectionalPad
It's a button! You know, a funny little piece of plastic that you press down on to make your VideoGame do something. Buttons live all over the place, on GamePad(s), JoyStick(s), and ComputerKeyboard(s). Sometimes they're called triggers, or keys, or FaceButtons, but they all do the same thing. They're used for simple user-input. There are two types of buttons: digital and analog. Digital buttons are either on of off (pressed down or not). Analog buttons, like AnalogStick(s), can measure the amount that they are being pressed down. For example, the triggers on the SegaDreamCast and MicrosoftXbox are analog-triggers.
See ControlsDesign.
All of the various GameArt ([[Modeling]], [[Texturing]], [[Lighting]], etc) that goes into making the environment (GameWorld) of a game can be described as "environment art." Some artists specialize in making environments, just like others specialize in CharacterArt.
"Layout Design" is how I'm going to generically refer to the design of how the space of a level (usually in a LiteralGame) is laid out. Layout is hard to define and pin down. On one hand it has alot in common with architecture -- the designing of the physical space made up of buildings, dungeons, or space-station that defines the GameWorld. But it also has to do with creating a fun space for in which the [[Combat]], PuzzleSolving, [[Exploration]] and general GamePlay can take place. There is much more to be written on this topic...
Placing enemies in a GameLevel is an important part of the LevelDesign process. When combined with the LevelLayoutDesign, the placement of the enemies helps define the pacing and difficulty of any given level. Not only does the GameDesigner (or LevelDesigner) have to decide where to place the enemies, but he also has to decide which enemies to place, how to equip them, what behaviors to give them, and a number of other factors depending on the specific GameGenre being worked in, and the specific GameEngine being used. While in earlier generations of games placing an enemy was enough, today this is really only the first step in the larger LevelScripting process.
A "designer" on a game is a person who is responsible for contributing to the GameDesign. Related: * GameRoles * LeadDesigner * LevelDesigner
Some GameDevelopers use the distinction "level designer" to refer to a GameDesigner who focuses specifically (or mostly) on LevelDesign. Related: * GameRoles
These are some of the roles that inviduals play at a GameDeveloper. * GameProducer * GameDirector * GameDesigner ** LeadDesigner ** LevelDesigner * GameArtist ** ConceptArtist ** TextureArtist ** ThreeDArtist * GameProgrammer
Much like EnemyPlacement, placing GameItems in your GameLevel is another important part of the LevelDesign process. The word "item" might be overly generic here, as it includes weapons, health, armor, power-ups, vehicles, CollectableItems, traps, and more. Each GameGenre will have its own specific types of items to be placed. Often items that can be interacted with will need some amount of LevelScripting to function properly.
Most games that classify themselves as Action/~Role-Playing are in fact ActionGames that feature some CharacterProgression, which is the predominant feature in most RolePlayingGames. But, any RPG with good RealTimeCombat could be classified as being an ActionRPG.
See ActionRolePlayingGames.
"Real-time combat" is [[Combat]] that takes place in RealTime. The "fighting" (whatever form it might take) in the game happens even if the player does nothing. "Real-time combat" also usually means that the game will respond quickly to the player's actions. If the player presses a button on the GameController (or PcMouse), then something will happen immediately. Games with RTC almost always use DirectUnitControl, while games with TurnBasedCombat use IndirectUnitControl. Related: * TurnBasedCombat * RealTimeTurnBasedCombat
See GameScreen.
Much like in the film world, the "producer" of a videogame is usally the person who manages the business and logistical (schedule) aspects of the creation of the game. Many large game projects have multiple producers, all responsible for coordinating differest aspects of the game. Related: * GameRoles
An artist on a game project is anyone who contributes to the total GameArt in the game. There are several different disciplines of art used in games.
A programmer on a game project is someone who spends most of his time writing GameCode. The name "programmer" has come in and out of fashion a few times -- you might hear them refered to as anything from "coder" to "software engineer." Related: * GameRoles
The "code" of a game is what makes the game go. All code is written in one of the various ProgrammingLanguage(s). CompiledCode has to be compiled before it can be run on the GamePlatform, while InterpretedCode is run in RealTime. Related: * GameProgrammer * GameProgramming
An "abstract game" is a game that does not attempt to simulate a virtual GameWorld at all. Its GameLevels and GameUnits (if they can be called units) are all abstract. Hense the name. Most PuzzleGames, CardGames, and BoardGames are all abstract games. The best known abstract video game is [[Tetris]]. Related: * LiteralGame
A "literal game" is a game that attempts to create a virtual GameWorld, and represent it as a "physical space." Almost all non-puzzle games are in fact literal games. Any game that features GameCharacters is a literal game. Even if the world being represented isn't "realistic"... it is still literal. I think... Related: * AbstractGame
See GameTesting.
Game development is the process of making games. Lots of different disciplines go into making a game. Here are some of them: * HighConcept * GameDesign * ControlsDesign * GameArt * CharacterDesign * LevelDesign * StoryTelling * GameProgramming * GameTesting
StartHere
(disabled until I can figure out the IE bugs)
See CombatDesign.
A game is said to have Direct Unit Control when the player's input is directly and immediately translated into actions by the GameCharacter he's controlling. Related: *IndirectUnitControl
"Turn-based combat" is [[Combat]] that takes place within a TurnBased system. The "fighting" in the game happens over a series of turns, not unlike in a BoardGame. Usually each player takes a turn in order, and in his turn the player can move his GameUnits around the GameWorld (or GameBoard), and then target and attack other nearby units. Since nothing happens in real-time, almost all games with TBC use IndirectUnitControl, while games with RealTimeCombat use DirectUnitControl. Turn-based combat is most often found in TurnBasedStrategyGames, but it's also common in RolePlayingGames. Related: * RealTimeCombat * RealTimeTurnBasedCombat
A game is said to have Indirect Unit Control when the player's input doesn't directly force a GameCharacter or GameUnit to do something, but rather controls some intermediate avatar, like a [[Cursor]]. Related: *DirectUnitControl
"Real-time-turn-based-combat" is the silly name that ChristopherMcArthur and I use to describe games that combine some elements of RealTimeCombat with other elements of TurnBasedCombat. This is the type of combat found in many modern RolePlayingGames, specicially MassivelyMultiplayerGames. Often the [[Movement]] of the PlayerCharacter is controlled in RealTime using DirectUnitControl, but the [[Combat]] (be it melee, ranged, or magical) is not only controlled using IndirectUnitControl (IE player clicks on a target with his mouse and then the player-character will go attack the enemy), but also on a "hidden timer" that is acting like very sped-up TurnBasedCombat. It's a silly name for a very common type of combat. Some of the various different implementations of this type of combat can be found in WorldOfWarCraft, GuildWars, [[Diablo]], and KnightsOfTheOldRepublic. Related: * RealTimeCombat * TurnBasedCombat
"Massively-multiplayer games", often called "massively-multiplayer online games" (or MMOs) are OnlineGames that combine a very large number of GamePlayers into a single large GameWorld.
see [[Avatar]]
"Player Avatar," or just Avatar, means the user's visual representation in the GameWorld. In OnlineGames where the GamePlayer is playing a role he defines, instead of that of some pre-determined GameCharacter, it's appropriate to talk about these PlayerCharacters in terms of avatars, or PlayerCreatedCharacters. The term was popularized by [[WilliamGibson]]'s CyberPunk novels in the early 1980s. Related: * PlayerCreatedCharacters * InterfaceTranslation. I am particularly interested in the history of Avatar design. --mason
Interface translation is the process of seamlessly moving from one game (or web) interface to another. For instance, a user encounters something in Second Life that enables them to open a web browser. Inside the browser they discover a link to an AIM client. They initiate an AIM chat and in the chat they receive a link to a GameSpy session, from which they open a HalfLife game. This usually only exists in OnlineGames, and only in a fraction of those. However, as 3D environments become more the norm on the web, the way that web services connect together (AIM, Web) can be an indicator for the increasing need for interface translation. The MicrosoftXbox360 has several built-in features that allow the GamePlayer to "distract" himself without ever leaving a game. This includes voice-chat, a music/media-player, and some kind of OnlineMarketPlace. Interface translation may be the easy part. PlayerAvatar tranlation presents a different, and maybe more intrieging set of issues. also see UserInterfaceDesign
User Interface, UI for short, is a topic that could be explored at length. HCI or Human-Computer Interface has been around as long as computers have. User Interface generally refers to how users interact with websites and computer programs, but can also be expanded to hardware like game controller, phones, and tv remote controls.
See PhpTiddlyWiki.
Any two words "smashed" together, each with the initial letter capitalized will become a link to another tiddler (entry). For example, "Patrick Curry" becomes "PatrickCurry", and now it's a link!
The number of people required to create a [[AAA]] title has grown from 1 person to 50+ in recent years. More and more studios are starting to call the person in charge of developing a game the "director", "project director", or "game director." It might be that we all want to be in the movie industry, but I think it's good for each project to have a single individual identified as the person who is ultimately in-charge and responsible for the quality of the game. Some studios refer to this person as the LeadDesigner, but at others the LD works for the Director.
The label "AAA" or "triple-A" is used to refer to high-quality games, usually ones that have big-huge budgets to boot. But it ultimately means the game is of superior quality in design, art, and code.
Contributing to the Video Game Design Wiki is easy. Just double-click on any entry you want to edit, and there you go! If you want to play around, please visit the ~SandBox on the PhpTiddlyWiki site (this site uses PTW). You can also visit this ~TiddlyWiki [[tutorial|http://www.blogjones.com/TiddlyWikiTutorial.html]].
See AnalogStick.
A game with "separate-screen" MultiPlayer gives each GamePlayer his own physical screen. This can almost exclusively be done with a networked game, where each player has his own system and screen. But it's conceivable that a single system could drive multiple monitors, with each player looking at his (and only his) screen as he played.
The network of networks. Is there nothing it can't do?
A "handheld console" is a portable/handheld/mobile device that can play video games (HandHeldGames). Usually the devices are AllInOne and run on batteries. The most popular handheld console is the NintendoGameBoy series, the most recent version being the NintendoGameBoyAdvance. Since then Nintendo has released the NintendoDS, and Sony has released their competitor, the SonyPlayStationPortable. Today many CellPhones and PersonalDigitalAssistants can play VideoGames as well, and are a burgeoning market known as MobileGames.
See HandHeldConsole
I'm showing off [[PTW]] to MasonDixon at AllianceBakery in ChicagoIL.
Simply look for all entries with the "blog" tag. See the "blog" link at the bottom of this entry? Click it! To add a new entry click the "new journal" button in the menu on the left. Don't forget to add the "blog" tag to your entires. See http://www.patrickcurry.com/thoughts/ for more blog-ish stuff.
(not installed right now)
Ranged-combat (shooting) is an extremely common type of combat. Ranged-combat is often between two or more [[GameUnits]]. Many modern ActionGames combine VehicularCombat with OnFootCombat, for what I would call MixedCombat. Related: * CombatDesign
"Magic-combat" is a generic heading I've given to any form of combat that combines DirectCombat with IndirectCombat. Magical combat is most often found in RolePlayingGames, side-by-side with MeleeCombat (and some RangedCombat). Magical combat doesn't always take the form of "magic" in the GameWorld, sometimes it's justified by "technology." For example, DeusEx uses a system of nanotechnology to justify a type of combat that has more in common with [[Diablo]] or WorldOfWarCraft than [[Quake]]. Magical combat usually consists of a series of "spells" which the GamePlayer "casts", drawing from a common pool of [[Ammo]], often called [[Mana]], which lives in a [[ManaBar]]. The player can collect/build-up more mana in a variety of different ways, but the fact that all spells use up the same type of ammo makes the player manage his mana in a different way than he would manage his ammunition for guns (each with its own type of bullets). Types of Spells: * MeleeDamageSpell * RangedDamageSpell * (need help here)
"Abstract-combat" is how I refer to any kind of [[Combat]]/destruction in a game that features the destruction of abstract forms, not represented GameUnits or buildings. Abstract combat is the type of combat most often found in PuzzleGames. [[Tetris]] is the best example of a game with abstract-combat. The [[GamePlayer]]'s goal is to destroy the blocks already on the GameBoard. He does this by placing other blocks on the board in the right way, completing an entire row. When the row is completed, it's destroyed. Some of the more recent versions of Tetris have gotten less abstract, placing "bomb" powerups on the board. But we're never meant to think that Tetris represents a real place. It's all still very un-real. I believe abstract-combat is a way to create games that have the same fun of ActionGames without the blood and gore. Related: * LiteralCombatDesign
Unlike AbstractCombat, "literal-combat" represents the struggle between virtual characters, nations, or alien races in a LiteralGame. No matter how ridiculous or over-the-top the combat is, if it's showing GameCharacters shooting guns at each other or beating each other with giant laser-swords in some virtual GameWorld, then it's "literal" [[Combat]]. Related: LiteralCombat
See AbstractCombatDesign.
Many RolePlayingGames have the concept of each GameCharacter being on a certain "level". Characters that have low-levels are inexperienced, while characters with high levels are experienced, stronger, more-powerful, and have more abilities. Each level can be thought of as a rank like in the real-life military. The better you do in the game, the higher the level you reach. Most RPGs use a system of ExperiencePoints to promote the characters to each new level. The levels are sequential, with a minimum amount of experience required to reach each level. When a character gains enough XP, he can "level-up." This "level" is not related to the notion of a "level" being a specific environment. For that, see GameLevel.
CRPG = "Computer Role Playing Game". Related: RolePlayingGames
See CooperativeMultiplayer
The "engine" of a game is the core piece of software that runs the game. Today many GameDevelopers license their core software (their engines) out to other developers. Do the licensees, it's a way to get a head start on making their own game -- by using someone else's technology. For the licensor, it's additional revenue!
The "scripting" of a GameLevel is the process of creating a script of events that will happen as the GamePlayer makes his way through the level/environment/mission. Often this takes the form of a script written in a ScriptingLanguage, although some GameEngines support a [[GUI]] method for creating these scripts. While some games feature mostly linear scripts, game scripts are almost always broken up into several smaller ScriptedEvents. Each event has a condition for when it should start (the player reaches a certain part of the level, the player kills a certain [[Enemy]], or a [[Timer]] runs out), followed by a sequence of events (more enemies show up, the level is won, or a bridge blows up). The entire script is usually more complicated than that, filled with lots of "what ifs".
See GameEnemies.:the antagonist,the person who is against the hero(protagonist)
A "scripting language" is a special type of ProgrammingLanguage. Scripting languages often look and feel like "real" programming languages, but they are usually limited in features and capabilities. While programming languages can communicate directly with the GameSystem's HardWare, the ScriptingLanguage can only communicate with the parts of the game that the GameEngine wants it to.
A "programming language" is the primary way that humans ([[GameProgrammer]]s, to be exact) tell the GameSystem what to do, and how their VideoGames should run. The programs that are created are called SoftWare. The most commonly used programming languages to create games are ''C'' and ''C++''. Because of their similarities, they are often referred to as a single entity -- ''[[C/C++]]''. But you can create a game using almost any type of computer with any type of programming language. For as long as there have been programming languages, people have used them to make games.
The physical pieces of any GameSystem (specifically the electronics inside of it) are referred to as "hardware." Related: * SoftWare
The guts of any game is the "software" -- when you buy a game it comes in the form of software contained on a CD, DVD, or downloaded off the InterNet. This software is then run on your HardWare.
A game is said to be "online enabled" if some of the game can be played online (via the InterNet) with other human players (OnLineMultiPlayer). This term is usually used to refer to games that can also be played SinglePlayer, without being online.
See MeleeCombatDesign.
See RangedCombatDesign.
A "digital stick" (or "digital joystick") is a JoyStick that only detects if the GamePlayer is pressing/pushing it in a direction or not. Digital sticks come in various flavors like: * 2-Directions: Left, Right, (Neutral) * 4-Directions: Up, Down, Left, Right, (Neutral) * 8-Directions: (same as 4, but with diagonals) Most FightingGames (especially the ArcadeGame types) use digital sticks. Since joysticks are big and bulky, [[Nintendo]] invented the DirectionalPad to be a small, living-room-friendly version of the digital joystick. Related: * AnalogStick
The "lead designer" is the senior-most GameDesigner on any given game. At some studios this is the person in charge of the entire project, while at others this person reports to the GameDirector. Either way, it's ultimately this person's job to make the game as fun as possible.
See GameLevel.
A game is said to be "mission-driven" if its gameplay is derived from various missions. Often more than one mission will take place in the same location in the game, allowing the developers to reuse the EnvironmentArt needed to create the Environments. Related: * LevelDriven
A game is said to be "level-driven" if its gameplay is derived from a series of levels. These levels are usually linearly-linked, such that the GamePlayer always plays through them sequentially. These games have a one-to-one ratio between the amount of EnvironmentArt created and the amount of GamePlay the developers can milk out of it. Related: * MissionDriven
GUI = "Graphical User Interface" see UserInterfaceDesign
See NextGeneration.
See PreviousGeneration.
See CurrentGeneration.
A GameServer that is not dedicated to the task of hosting the game can be called a "non-dedicated game server." The GameSystem is not only acting as a GameClient (with a GamePlayer using it to play the game), but also as the server. PeerToPeer MultiPlayerGames use this type of server. Related: * DedicatedGameServer
The "Xbox 360" is [[Microsoft]]'s follow-up to the MicrosoftXbox. This is the first of the NextGen console to be released, as Microsoft hopes that the head-start to market will give them a leg-up against the SonyPlayStation3, their primary competitor for dominance of the HomeConsole market. The 360's primary improvements to the original Xbox (from a player's perspective anyway) includes: * Increased HardWare power * [[HDTV]] support for all games * Better integrated OnlineGames and OnlineCommunity via XboxLive * MediaCenter functionality * Improved GameController design But the reason that most people will buy a 360 is because it will be the only system that can play [[Halo3]]. :-)
The term "game clock" refers to the clock or timer inside of the game and the GameWorld. In many games the GameClock will run at a different speed than the RealWorld clock. For example, in the modern GrandTheftAuto games the clock runs much faster than real life, with an entire "day" (complete with sunrise, high-noon, sunset, and midnight) takes place over the span of a couple hours. But all other events in GTA take place at "normal-speed" (walking, driving, combat, etc). In a game like MaxPayne the game-clock and the entire game universe is sped-up and slowed-down. When the player enters BulletTime the entire world slows down, such that Max (the PlayerCharacter) and all of the GameEnemies all move more slowly... but the FrameRate of the game doesn't drop, and the player can still PrecisionAim at enemies and pick them off. Related: * RealTime * TurnBased
The "real world". You know, like, NOT in a VideoGame. Wake up, Neo.
An object is said to be "on-screen" if it is visible and being rendered onto the GameScreen. It is almost synonymous with "visible", except at times [[Visibility]] can refer to the idea that a specific GameCharacter (or GameUnit) can or cannot see something at a specific time, while "on-screen" refers to something being seen by the player. "The mutant was on-screen." = "The mutant was visible to the player."
See SonyPlayStation.
See PersonalComputer.
The "win-condition" for a game or a mission is the specific event (or set of events) that have to happen for the GamePlayer to win that specific part of the game. For example, the win-condition for each GameLevel in [[Doom]] is to find the LevelExit. The win-condition for each level in SuperMarioBros is to jump on the flagpole (except for BossLevels, where you have to jump on an axe). Some games don't really have a win-condition, and can be played for as long as the player can survive. Perhaps this is yet another reason why [[Tetris]] is the best game ever.
You know, a TV. Most standard televisions contain a [[CRT]], or "cathode ray tube," with at least slightly more blurry images than a LiquidCrystalDisplay or [[DLP]]. Standard ~TVs in NorthAmerica use the signal standard called [[NTSC]], which is an [[Interlaced]] image signal 480 pixels tall and 720 (?) pixels wide. This is also known as a [[4:3]] aspect-ratio. ~TVs in Europe use the [[PAL]] signal, and in Japan they use their own variant of NTSC. But then there is [[HDTV]], which is a whole big mess of its own. Related: * GameScreen
A "computer monitor" is a screen that's connected to a PersonalComputer. Monitors usually support much higher resolutions than standard TeleVision. The line between what a monitor is versus an [[HDTV]] is getting pretty blurry. Related: * GameScreen
A Liquid Crystal Display (or LCD) is a specific type of screen often used in HandHeldConsoles. LCDs come in all kinds of shapes and sizes, and support several different resolutions. Related: * GameScreen
The term "effects" refers to all of the "special effects" in games. Good effects really add a layer of polish to a game. Three types of effects: * ParticleEffects * DecalEffects * TrailEffects And then there are SoundEffects.
A "light gun" is a type of GameController that allows the GamePlayer to shoot at objects on the GameScreen. Light guns are a pretty specialized game controller, as they can only be used in games designed specifically for them -- usually LightGunShooters. Today most light-guns are almost exclusively found in ArcadeGames, but a handful of these games are still available for modern consoles.
See MassivelyMultiplayerGames.
Huh?
A "free-for-all" MultiPlayer game is one where each player fends for himself. There are no teams... or put another way, each player is on his own team. Related: * ManyVsMany * TeamBased
You can see a cool "family tree" of the various HandHeld systems over the years. Ah, memories. http://www.dfulmer.com/project/handheld_evolution/ Related: * GameControllerFamilyTree
A NonGameApplication is like a game, but less fun.
[[Tetris]] is the best game ever.
Xbox Live is MicroSoft's online platform for the [[Xbox]] and [[Xbox360]].
See MicrosoftXbox.
Games that allow more than one GamePlayer to play the game together in a (mostly) non-competitive manner are said to be cooperative. Often the feature is just called "coop." Most classic coop games were played on a single GameSystem, with both players looking at the SameScreen. But there's been a rise not only in SplitScreen coop games, but also coop via OnLineMultiPlayer. Related: *MultiPlayer *CompetitiveMultiplayer *TeamBasedMultiplayer
A game that has "competitive multiplayer" is a game in which multiple GamePlayers compete against each other. Often only one player wins the game, and the other players are ranked based on how well they did compared to the best/winning player. FightingGames, RacingGames, and ActionGames often feature competitive multiplayer. Related: * MultiPlayer * CooperativeMultiplayer * TeamBasedMultiplayer
In the game world, the term "artificial intelligence" is used to refer to the code/system that determines how GameCharacters and GameUnits behave in the the game. For example, in SpaceInvaders, the "ai" for the aliens tell them to walk back and forth on the screen and randomly drop bombs at the player. In PacMan each ghost has a slightly different AI behavior instructing it to go after the player in a slightly different fashion. Today the AI for characters in games is much more complicated. Most ActionGames have dedicated AI programmers on their teams. And not only do GameEnemies have AI, but so do NonPlayerCharacters who fight side-by-side with the player.
The term "pen and paper" refers to games that you don't play with a computer. They're like BoardGames, but there's usually not a board. Classic RolePlayingGames like DungeonsAndDragons and ShadowRun are considered pen and paper games.
Handheld games are games that are playable on a HandHeldConsole. Often these games are "smaller" versions of games created for the HomeConsoles. Rarely does the exact same game come out for both a handheld and a home console, due to the differences in the power of the game systems, the smaller screen, and the differences in controls. But there are exceptions ([[Lumines]]).
"Ammo" is short for "Ammunition". In many CombatSystems your RangedAttacks are limited by the ammount of ammo you have. In most FirstPersonShooters you can only carry so much ammo for each weapon, and when you run out of ammo you have to switch weapons. In this way managing your ammo becomes a MiniGame.
Concept art is art that's created during PreProduction to help define the ArtDirection of the game and the individual elements of the game (settings, characters, etc). Often concept art is [[2D]] (which makes it quick to create), but a growing number of game teams are using [[3D]] art (or 3D proxies) to further integrate concept art with the greater process of [[GameDesign]].
Modeling (or "3D Modeling") is the art of creating 3D forms for use in games. Everything that's in the GameWorld in a [[3D]] game has to be modeled: characters, buildings, vehicles, monsters, weapons, doors, etc.
Texturing is the art of adding color and "texture" to a [[3D model]].
Animation is what brings life to the otherwise still elements of a game. Animation is what makes a GameCharacter look "real", and what helps sell the overall experience to the player.
A "3D model" is a single piece of 3D artwork. Often refered to as a "mesh". Related: * [[Modeling]]
"Cinematics" in games (or sometimes "cinemas" for short) are the movies that play to help tell the story, or move the player from one level to the next. Most cinemas are NonInterativeCinemas, but there are a growing number of InteractiveCinemas that act like MiniGames themselves.
Lighting is the art of adding lights and lighting effects to the GameWorld. The importance of lighting cannot be understated.
Art Direction is the management of the art for a single game. The role of the art director is to maintain the overall quality of the art, while making sure that it is all consistent and feeling like a single, unified piece of art.
All of the various GameArt ([[Modeling]], [[Texturing]], [[Animation]], etc) that goes into creating the GameCharacters for a game can be described as the "character art". Some artists specialize in making characters, while others specialize in EnvironmentArt.
The "cabinet" for an ArcadeGame is the physical structure that houses the GameScreen, the GameControllers, and all the other HardWare needed to make the game go. Oh, and it also holds all your quarters.
See MicrosoftXbox360.
Microsoft is the creator of the [[Xbox]] and [[Xbox360]]. They are also the creators of MicrosoftWindows, the leading OperatingSystem for PersonalComputers.
Windows is the most common OperatingSystem for PersonalComputers. It's owned by [[Microsoft]].
MacOS is the OperatingSystem that runs [[Apple]]'s "Mac" computers (also known as "Macintosh" back in the day). There are significantly fewer games released for the Mac than for MicrosoftWindows.
Apple is the creator of the Mac PersonalComputers (see MacOS), as well as modern marvel the [[iPod]].
Exactly.
Wolfenstein 3D (originally Wolfenstein 3-D, commonly abbreviated to Wolf 3D) is a video game that is generally regarded as having popularized the first person shooter genre on the PC. It was created by id Software and published by Apogee Software on May 5, 1992 for DOS. The game was inspired by the 1980s Muse Software computer games Castle Wolfenstein and Beyond Castle Wolfenstein. It has been ported to a wide variety of systems, including 3DO, Super NES, Game Boy Advance, Acorn Archimedes, Atari Jaguar, and the Apple IIGS.
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As with it's predacessors, the NintendoGameBoy systems, the DS is the most innovative and highly advanced handheld video game consoles invented. With the Touch Screen, a player can control a character, input commands, or even draw a picture! Some game use the Touch screen along with the game to draw a spell, like in the game "Lost Magic" while in the heat of battle. This system can play 3D-rendered games, for example, "Super Mario 64 DS".
PSP broke off from the traditional cartridges, and uses a proprietary UMD discs. While UMD's capacity far exceeds that of the game cards used by it's main competitor - NintendoDS (1.8 GB vs 256MB), they are a moving part, and therefore a potential liability for a handheld. PSP controls are very similar in layout to those of PlayStation and PlayStation2: but lack second analog stick and secondary shoulder buttons. Many of the best-selling games are either remakes or spin-offs of PS and PS2 titles, such as The Warriors, God of War, Grand Theft Auto, Final Fantasy Tactics, and a few others, but the platform has some original titles as well: Patapon, Daxter, and Jeanne d'Arc. PSP and Sony both earned some criticism for high prices of the hardware, the lack of second analog stick (which complicated lives of both developers and gamers), the easily damaged screen, and, of course, some of its more ridiculous advertisement. It is still a fairly potent platform, with powerful hardware and large (30 million) user base.
A highly successful game company with corporate headquarters in a suburb of Paris, France and over 20 development studios all over the world. Over the last five years UbiSoft has build up a library of innovative and popular games such as PrinceOfPersiaSandsOfTime and SplinterCell (coming from its Montreal Sudio) as well as some truly bad ones, sometimes in the same franchises (often developed by UbiSoft Shanghai). UbiSoft France is responsible for the best game no one played: BeyondGoodAndEvil.
I think everyone knows what a PC is. It's a computer that runs some OperatingSystem, which allows it to not only run PcGames, but also NonGameApplications. PCs are OpenSystems, while GameConsoles are ClosedSystems.
Shock the Bio
A next-generation open-source PC first-person shooter computer game currently in planning. Originally meant to use the Sauerbraten game engine, but its rendering engine has since powered by the popular open source Ogre3D engine.
Tomb Raider 2 The Dagger of Xian
video games a-z
An obscenely successful casual game.
I'm a lifetime fan of games, and am a believer in the awesome effect of games on our lives. I was lucky enough to work at Yahoo Games for a couple of years, and have invested and contributed to two gaming endeavors. I'm currently working on a game, tentatively called Gold Mountain that is infinitely expandable, allows players to move vertically as well as horizontally, and allows for many ages and varied rule developments. Wish me luck, I'm building it in my garage! Contact me at bj [at] heinley [dot] com
Board Games are games that are played on a board of some kind, like checkers, chess, stratego, monopoly, Life, etc. The board can be made of anything, really, but typically came as compressed paper or cardboard folded up to fit nicely in a game box that holds all the pieces.
Level Design is the process of designing and creating a GameLevel. "Level design" can mean a couple different things depending on what type of game you're discussing. In an AbstractGame, a single "level" is a collection of challenges that are presented to the GamePlayer at once. You usually progress through these levels one at a time in a linear fashion. But if you're talking about a LiteralGame, then your levels are specific environments that make up the greater GameWorld. Back in the day games like SuperMarioBros and Doom presented the levels in individual chunks much like abstract games do, with very specific beginnings and endings to each level. But many modern 3D games like JakAndDaxter and GrandTheftAuto3 take place in what's perceived as a single large continuous environment without any individual "levels." But the process of "level design" is still important as you design the challenges and environment. These games could be called MissionDriven. On the whole, most games are LevelDriven, and the design of the levels is where the GamePlayDesign is realized, and put into practice on a micro level. Disciplines: * EnvironmentArt * LevelLayoutDesign * MissionDesign * EnemyPlacement * ItemPlacement * LevelScripting
'KnightsOfTheOldRepublic' is a RolePlayingGame for PC and XBOX that focuses almost exclusively on CharacterInteraction. Combat MiniGames, etc are all fairly tangential to the Characters and Dialogue. The game was very successful with both critics and players, but the sequel, which featured almost the same gameplay, yet didn't have that good of a cast was strongly disliked.
See MiniGame
Welcome to my Video Game Design Wiki! It's dedicated to the GameDesign of all TypesOfVideoGames. Please feel free to [[contribute]], make corrections, and add new stuff. Just have fun! Enjoy! -- PatrickCurry Can you please remove the freaking "What's your name pop-up"? Im gonna kill all you mother fuckers and rape your dead bodies. <br>
Brief segment of GamePlay that feature GameMechanic significantly different from the CoreMechanic of the game. Often used to bring variety to the game, to break up the pace, or just for the hell of it.
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