• McMahon posted an update 11 months, 2 weeks ago

    So you’ve decided to plunge yourself in to the world of game development, have assembled a team of mighty warriors to tackle all the big issues and so are ready to create the next best game in the market… trumping WoW, Guild Wars… (you get the point). You’ve chopped up all your brainstorming and assembled some really keen concepts for a storyline and you’re all set. But amongst all the programming, the type concepts, the dungeons, and the quests – what exactly are truly the most important aspects of your game that may determine whether someone enjoys themself? Continue reading, and allow me to share what I think.

    When we do opt to take that plunge in to the development of a fresh game, you can find five things you should consider meticulously, and pay a lot of attention to. There are probably more of these which will hinder or assist you to along your way, and your ordering may be unique of mine, but they are what I usually hold to function as most important. On the next week we will reveal each aspects, and at the end of the week culminate with the complete article. For today we’ll begin at the very top, with # 5 5.

    Number 5: Storyline

    When crafting your game, there is absolutely no better inspiration for features and activities, quests and dungeons, than your very own highly developed and custom tailored storyline. Some may balk as of this statement, claiming that storyline is easily overshadowed and un-necessary once you have intense graphics that produce your fingers tingle, or once you have combat so intense you are literally ducking taken care of from behind your monitor. While idoslot contribute to an incredible game, and can result in many excitement (actually, they’re on the list too!), they can not make up for too little storyline. One thing many players crave whether consciously or not, is really a strong storyline that leads them into caring about the game – it entices you – and makes you feel as though your wildest dreams may actually be possible in this environment. Storyline can be simple and to the point while being so flawlessly done that it serves because the crux of the complete game (EVE Online: We’re flying through space, blowing people out of your sky…) and at exactly the same time being so rich and deep with lore (the complexities in lore and story surrounding EVE is so great that it entangles even the most basic ships and inventory items) that it compels players to create their own histories.

    Not merely does storyline help players become engaged with all that you’ve slaved over and worked for, but it can help you the developer on the way. If you’ve been smart, and right from the start dreamed up an intoxicatingly deep history of one’s game setting, it’ll constantly serve you throughout development. It’ll provide clues into what features want to be a part of the game, what doesn’t need to be included, and what does or doesn’t fit. An architecture professor of mine once said, when referring to the site analysis portion of architecture that we could find out a great deal about what we ought to be building on the building site simply by visiting the location, and “envisioning the invisible building that wants to be built”. This is true in architecture, in fact it is particularly true in game development and dreaming up your storyline/game setting.

    Storyline could be important, but could it be more important than a snazzy game setting so rich and vibrant that your tempted to remain indefinitely? Well, maybe – just idoslot as your 3d representation isn’t bogged down by thousands of nasty polygons or quads. Why on the planet is Artwork important, anyway?

    Number 4: Artwork

    I’ve heard many, many times that the artwork/3d models/characters found in your game won’t make or break things. I agree with this in that it will not make or break the entire game, but artwork and professional looking/feeling models definitely help you out along the way. Think about any movie you’ve seen recently where the sets were absolutely incredible and stunning – one such example (although not necessarily as “recent”) are the Lord of the Rings movies. Throughout the entire group of movies, rich and diverse settings are abound, and help the immersion factor like you wouldn’t believe. Would the movie have been “broken” by less awe-inspiring scenes? Most likely not, because regarding The Lord of the Rings, there were a lot of other incredible aspects. Did the awe-inspiring scenes make the movie that much better, and present it that much *more* to drool over? Yes, Definitely. The same kind of effect can be seen in the game industry. I play games which have incredible graphics (EVE Online) and other that don’t (Dark Ages). I am however, addicted to both of these games for different reasons, but you can bet that the beautiful environment in EVE certainly really helps to inspire its large player base.