Download - Scenario plan for video game development

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Page 1: Scenario plan for video game development

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)