Chap#2: Platforms and Player Modes: What Is The Framework?

Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 8

Chap#2

Platforms and Player Modes: What is the


Framework?
Objectives
Platform
• You are familiar with the evolution of arcade, console, computer, handheld, and
online games All of these formats are known as game systems or platforms.
• Since each game platform has distinct characteristics, games developed for each
platform differ in several important respects.
There are three main entities associated with arcade game development:
1. Hardware manufacturer—owns the rights to the hardware and has control over
what content is played on it.
2. Game (or content) developer—often develops the game for the manufacturer, but
is sometimes the same company as the manufacturer.
3. Venue operator—licenses or purchases the game from the manufacturer and
collects revenue from the players.
Console Game
• Console systems are usually played in the home, hooked up to a
television set. The systems support four controllers.
• console platform is proprietary
• Game consoles is that they have traditionally been special-purpose
devices that were created specifically for playing games.
• console systems have Internet connectivity
• multi-purpose convergence; the flipside of convergence is known as
transmedia—a way of telling stories and/or delivering content across
multiple platforms, such as game platforms, televisions, radio, books,
and film. Console systems are clearly destined to support all features
associated with computers and providing all content viewed through
our television sets.
Computer
• computer (or PC) platform is not proprietary
• Computer resolution can conceivably go much higher (1600 × 1200)
Online
• Online games are played on a computer platform or through a console
system connected to the Internet, but the technology behind online
games differs greatly from games on other platforms.
• Players need an Internet connection to play, and game information might
be stored on a server.
• Another technical issue related to online games includes connection
speed, which is made up of bandwidth and latency.
• Customer service representatives must be trained to solve online-specific
problems.
Handheld
• The small size of handheld devices makes it convenient for them to be
taken with the player almost anywhere.
• backlit screen(torch) and fully rechargeable
• allow players to experience the GBA as a multipurpose device—
watching movies as well as playing games.
• The Nintendo DS (a dual-screen portable) presents another innovative
expansion of the handheld experience.
Mobile
• mobile phones and PDAs have also been used as platforms for games.
• didn’t require a lot of time investment to play
Time Interval
• Time intervals are time-dependent elements that affect the pacing of the game. This pacing affects
whether the game is played reflexively or reflectively.
• Would you develop a game that allowed players to spend an unlimited amount of time responding
to challenges—or one that encouraged them to react quickly to them? What about something
between the two extremes: allowing each player a limited amount of time to make decisions?
• There are three basic time intervals used in games: turn-based, real-time, and time-limited.
• Turn-Based: In traditional board and card games, each player takes a turn moving a token along the
board or playing a card. Usually, the time allotted for each turn is unlimited allowing for reflective,
deliberate thought.
• Real-Time : The opposite of a turn-based game is known as a real-time game. In this case, there is no
time interval between turns. In fact, there are no turns at all. Winning a realtime game requires
having quick physical reflexes.
• Time-Limited: A time-limited game is a compromise between turn-based and real-time games. Time-
limited games limit the time each player has for their turn.
Player Mode
• There are several possible player modes, which directly correlate to the number of people playing a game. These
modes range from single-player to massively multiplayer.
• Single-Player : Only one person can play a single-player game. Any additional players (usually opponents) in the game
are known as artificial intelligence (AI) characters or non-player characters (NPCs). The limited amount of screen
space is provided.
• Two-player (also known as head-to-head) games initially evolved from single-player arcade games. The first two-
player arcade consoles contained two start buttons—one for single-player mode, and one for two-player mode. The
only difference was that the game kept track of both players’ scores and compared the two to determine the winner.
• Local Multiplayer :In local player mode, all players sit in the same space and play the game on the same machine.
Players cannot hide information from each other; this poses a problem when creating games that require players to
make secret moves and decisions
• LAN-Based Multiplayer: LAN-based games allow players to share the game on a local area network (LAN) without
sharing the screen or input device. You learned how LAN based games represent an intersection between the
personal computer and online multiplayer phases of electronic game history.
• Online Multiplayer: online games represent a form of networked play—where players connect their computers to a
network and share the game.

You might also like