Saturday, 10 October 2009

CO1705 Entertainment Computing-assignment 1

Justification

I have been set a task to design a games design matrix for a first person shooter; it is a simple explanation guide to creating a game. I have chosen thirteen criterions with four options that I can score or rate upon. I devised the criteria by simple aspects of what I think is most important in relation to a first person shooter game, for example I wrote criteria that related to age groups, game play & graphics, language and in-game extras, such as music. The matrix was setup as a table with the criteria on the left, and the four options across the top. Under each option heading I scored and reviewed each of the criteria with the option heading. The scoring system was simple to use; ‘4’ equals top mark, whereas ‘1’ is the worst mark.

The main purpose of a design matrix is to ask questions before a programmer or team starts work on a storyboard, or game play plan as it offers designers a simple idea of what is necessary for a particular type of genre and also to make them aware of certain prejudices that may offend certain people and also to make it the best possible experience for their target audience.

The matrix is simple and not too complex, this is a positive as it can produce benefits to users playing the beta or final project because, of the choices made from the beginning can affect the production of project decisions. A game matrix also outlines what direction it will need to take, as well as keeping an open-eye on the budget, as money can be a defining significance between top-notch next gen graphics, or with scruffy, unimpressive graphics that won’t receive any rave reviews. A PS3, first-person shooter realism is an important attribute, especially in the year 2009 where 3D-graphics are hot on discussion for the future of next generation entertainment, so if a games developing company can afford to develop 3D-rendoring graphics, then such a thing can be included in the game development plan. In the not too distant future, action-packed shooter games such as ‘Killzone 2’ will be available to play in 3D, all thanks to a simple firmware upgrade.

The main purpose for my design matrix is that it provides a simple, yet effective guide which provides a straightforward illustration and a basic idea of visual representation. The design is to help programmers start building in the correct direction as well as trying to make the user experience the most enjoyable, but not forgetting to compose the game to speak a large, varied and global audience.

The matrix I designed for a typical first person shooter on the PlayStation is a simple to use written diagram, consisting of 18 criterions and 4 option headings. The main object of the matrix diagram was to determine the importance of each criterion with the 4 options. To create the matrix I created a table 19x5 (length by width) then founded four original option headings as well as thirteen criterions on the left-hand side of the table. Step one is completed. Step two is to establish a scoring system, then to implement it within the diagram, not forgetting to add a description in each box. To work out what will be the most effective option and criteria to the game we must add up the scores and calculate what recommendations should be kept, and what should be scrapped and ignored.

The following is each criterion, and the explanation of it:

· Suitable for every age group; means whether the game can be played by all ages from 3 year olds, to 18+ year olds. If the game is to violent or too influential for a young mind, then unfortunately it will have to be deemed unsellable for every age group.

· Enjoyment for all; a game must be at least enjoyable to intrigue a gamer to want to play, if not then they may lose interest and play on a rival developer’s game instead.

· Easy to follow; if a game is not easy, then is it enjoyable?

Probably not, but then again some gamers do like a challenge, and making a game too easy can spoil the fun and therefore can become a bore.

· Multi-lingual; Top video games today are sold worldwide, in more countries than ever before, so not to have a multi-lingual game would be out of the question, yet costing will have to be put forward too.

· Quick and easy to setup; A game should not take too long to setup, for example when setting up a simple infrastructure game to connect to makes on the network, it should be quick and with very little hassle, only problems they may encounter is if the servers are down for maintenance.

· Includes a lot of flashing images; flashing images are a great way to produce real quality realism, such as a gunshot or flash bang, though the risk of an epileptic attack may occur is some individuals which must be kept into account.

· Includes music or an original score; An original score can be a expensive project to include, but it adds real professionalism and can set a realistic mood, but adding well known tunes to a game can increase sales.

· Achievements available; PlayStation Network trophies are earned when a player completes set task created by the developers, they are now made a necessity by Sony, but not everyone is a trophy collector.

· Aimed at males only; now typically shooter games are aimed at male based audiences, yet to aim a game at just one gender is sexist, as different people have different tastes.

· Uses famous voices as cast; although asking a major Hollywood actor to lend a voice in a game is an attracting idea, it is not a necessity and can also be an expensive option.

· Use up-to date weaponry; to attract gamers, weapons are the key, but not all games are set in the future, or present, such as World War 2 games, or titles such as GTA: San Andreas, which is set in the early nineties.

· Includes in-depth realism; realism is ever-growing in games, but too much realism can equal in less fun and randomness in games, so there needs to be a stainable level of realism and ‘wackiness’.

· Includes optional ‘gun’ controller; Not a necessity to include a novelty controller such as a gun, or chainsaw, but they do add to the notion that it is ‘you’, the gamer with the weapon.

To summarize my justification, I am happy to recommend the games design matrix to anyone. Even though it is very basic, it gives the reader a useful outline of how a game should work, and whether it needs a lot of detail or, if it can be simple and fun. The target audience is probably the main fundamental behind games design, too many news stories today are about games and how youngsters are somehow influenced by them, so when working a first person shooter it is best to keep in mind that will be purchasing the final product.




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