Friday, 8 August 2014

Game Development Blog

This is my personal blog for the game development course, I will describe the problems and issues that come up during my creation for the game concept.



One major problem that arose right from the start was lack of time, since work, a prearranged holiday by the family away from computers and working solo.

Regardless As soon as I was able to work I was back in the computer seat looking for ideas and ways to make my game idea as full as possible.

Being a huge fantasy buff I drew a lot on inspiration used from various games and novels that I had consumed in the past, something about being immersed in an alternate time has hit fans of consoles and games in general for years and would be a good safe bet to put out as a first big selling triple A game. (Purely hypothetical of course)

Despite following a lot of indie game designers and seeing how they approach the issue of tackling designing a game with so few people, I had very little knowledge of how a triple A game studio actually functioned. After researching into Bioware and Bungie studios I learned of how different studios can vastly appreciate changing approaches to their work, with Bioware focusing on splitting up different groups of the development process into seperate controled group and Bungie (at least the full studio working under miscrosoft in the past) Prefer a much more open plan and communal feel to their development structure.

As such I gained a great insight into how games would need to be pitched and molded to fit with the final product, and just how much compromise eventually have to be taken when making a game, and why passion and focus are always good to have, as well as (as some companies may have forgotten) the love of their game.


Working solo I played mainly to my strengths and focused on making a story which the characters could come alive and have the right immersive environment that would allow players to become interested in the characters, gaining empathy and enjoyment from the choices that they make.


Rather than focusing on gameplay my game would focus on story and how the story was told in order to keep the audience entertained.

Music and graphic quality would be greatly emphasised if possible, in order to prevent as many breaks of immersion as possible for the end user, and since I am a huge believer in how much sound can change a game for better or worse (Castle Crashers, Deus Ex, FTL:Faster Than Light, Halo for some good examples) relatively simplistic games can be made much more enjoyable with the right soundtrack, allowing users to feel much more interested in the game.
Bad examples are hard to come by, since users tend to forget games with bad sound tracks, especially when the music doesn't make much of an impact on the game.
Even games such as Grand Theft Auto that use modern sountracks can break the immersion when making the outside connection.

I would love to get a bit more technical will all of my insights and reccomendations, sadly that isnt my area of expertise. I would love to get more people on the team that could handle the technical aspects and could provide more of a solid backing for the software and hardware issues.


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