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Game Design Analysis

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Domikado Miki

on 20 August 2012

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Transcript of Game Design Analysis

Game Design Analysis Clasification Plot Objectives real time strategy game sub-genre: War game construction and
management simulation reasonable: Background story the set is in early 1970s, when Allies won the war alternate ending mode player as an author: skirmish http://smilegame.tht.in/images/RedAlert2.jpg campaign main goal: skirmish: destroy all the enemies
campaign: achieve all the sub goals that is defined before the start of the mission sub-goals: collect money (resources)
discover the world
eliminate the enemy
observe and spy the moves of the enemy
create traps
get special positions on the board
technical upgrade
faster
unlock video clips
utilize the skills of the army
protecting allies / object Ambiente main Soundtrack: Hell March
voice that keeps informing the situation of the battlefield
every unit has its own predefined texts
24 soundtracks of sound effect The background music helps to
build up the atmosphere of a war situation Story-Telling Mechanism Archetypes Interaction Mechanism Consistency of Gameplay Save / Resume different Features Game Design Pattern Game Tokens Outstanding Properties Hero: The player (Commander), Tania General Alex (for Soviet)
General Carvillo (for USA) Mentor: Herald: Lieutenant Eva Yuri, Einstein Trickster: Video clips support the story mouse and keyboard a bit difficult to control the map 2D. It doesn’t have a good graphic ideal game progression Player can save the game anytime in other strategy games, there is no
video played during the gameplay game unit how to use ability of game units;

decide the amounts of unit producer-consumer resources are limited Player token: all of the player’s units, e.g. the tanks, G.D.I., engineers, air force, construction yards, Navy etc World token: all the units of the enemies’ prism tank mirage tank grizzly tank IFV Chrono miner G.I Spy Rocketeers Navy seal Tania Chrono legionnaire the story is being told by some Hints given through some VCs
that are played before the game begins and all along the gameplay. Obstacles player has to go through all the to go to the next page Soundtrack real Actors Clasification
Plot
Objectives
Ambiente
Story-telling Mechanism
Archetypes
Interaction Mechanism
Consistency
Save / Resume
Features
Game Design Patterns
Game Tokens
Outstanding Properties both armies has strong and weakness points Allies' forces Soviets' forces cheaper, faster build, agile
weak defence better durability, destructive
slow movement, expensive infantry infantry tank air force navy tank air force navy chronosphere structure structure direct interaction between real actors
and player by Adeel Stella and Game Design - Master Program Digital Media - Hochschule Bremen - SS 27.05.2009 Reference Thank you! Helmut Eirund, Game Design Course & Syllabus

Command & Conquer: Red Alert 2, PC Game

http://blog.cumps.be/design-patterns-strategy-pattern/

http://smilegame.tht.in/images/RedAlert2.jpg Adeel Naveed and Stella W. Kusumohamijoyo -- HS Bremen -- Game Design -- SS 09
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