- You can turn 30 seconds of fun out into an entire game by repeating it over and over again.
- 160 pages of (120 minutes) cinematic for 20 hours of game play is too much cinematic.
- Game levels must be able to accommodate different abilities, such as how the player in Halo 2 navigates the sentinel headquarters by walking, where as the sentinel can fly.
- Electronic Entertainment Expo (E3) is the biggest trade show in the game industry so it is important to have a demo to show there to get people excited about your game.
- High quality graphics makes the frame rate go down, which decreases the quality of the animation and the timing with the music. Overemphasis on the graphics can lead to a polished game with lesser quality game play.
- New features such as giving characters the ability to interact with vehicles can improve a game.
- Every element added to the game, as well as highly detailed graphics, can slow down the frame rate.
- It is important to generate enthusiasm for the game early in the game's development in order to sell as many games as possible during the holiday season when it is released.
- If your game has vehicles, the players should be able to get into them and use them.
- Deciding to focus on detailed real-time graphics can cause a project to miss deadlines.
- Using live reference is the best type of research.
- People like to play games together and socialize, and good games foster this.
- It is important to keep the scope of the game small enough to be able to complete, it may be necessary to cut out parts of the game.
- Level diagrams can'te be changed once set.
- The time line should schedule a lot of time near the end for play testing and bug fixing.
- Give your voice actors detailed background stories.
- Having a fixed deadline forces team members to finish and gives a goal to work towards.
- All the different elements of the game depend on each other, but are created by the different departments and it can be chaotic to combine them into a functioning game.
- Plot holes make a game far less enjoyable.
Wednesday, February 9, 2011
lessons learned from Halo 2
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