Scenario plan for video game development
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Transcript of Scenario plan for video game development
![Page 1: Scenario plan for video game development](https://reader038.fdocuments.in/reader038/viewer/2022110203/55d18b1fbb61eb7a6f8b4692/html5/thumbnails/1.jpg)
Interfaces don't change
Interfaces change
New genres emerge
New genres don't emerge
Don't Fix What Ain't Broken
THAT'S a Game?
Significant retro trend – simpler games Experimental games usually in margins – they don't escape Cost of high-end games going up Business interests against novelty Consumers like familiarity Games vs non-games Virtual Boy
New experiences likely won't register as “games” Oculus Rift, Google Glass, Kinect recontextualizing space FPS only current genre that works well w/ eyewear More resources for inspiration/imagination Platform divisions are interface-based
Quantic Dream (Indigo Prophecy, Heavy Rain, Beyond: Two Souls) Average hardware is more powerful – enables new possibilities Current control schema is dynamic, abstract Games strongly associated with certain inputs (why use a dial?) Internet enables viral promotion of new ideas
A Steady Evolution
Novelty++
New hardware is flashy, cool, affordable Many uses both in and out of gaming Player capabilities fairly similar Hardware frequently compared to previous control schema Genre-specific hardware (light gun, dance pad)