Saturday, April 26, 2008

Evolving gamplay aspects with technical limitations.

As we progress through final stages of development in Edward Nigma: Fantastic Fanboy, we experience new challenges and limitation while working with relatively advanced hardware. The limitation we face is due to the fact that we work within the sphere of the homebrew development, so most of the resources used are not official. We can get around these problems by using relatively simplistic gameplay in a fresh way. 

Presentation is essential to get the play involved and committed to playing the game. What was first concept is now practice, and in practice some concept are not as effective as they once seemed to be. I must admit that the once simple turn base game has turned into something more complicated with visual tutorials, multiple options, custom soundtrack and the possibility of adding episodic chapters.

My original train of thought is that if we produce a visual stunning game while at the same time offer a decent story and presentation, we can capture the players attention and thus increase the experience of the game. Turning a relatively simple game into a complex world of characters and themes. I often have seen absolutely wonderful homebrew games die out because of a lack of graphical refinement and presentation. Games that showed innovative game-play aspects have been crippled by horrible GUIs and bleak graphics. If we can set the bar higher for presentation and visual game-play then maybe the rest of the homebrew community would also put more effort in that aspect of game development.

Another thing I want to make more of a trend is to allow homebrew development to become something more of a group effort. Where a game is not made by the individual but rather by the community, they make or break games. So games can literally have an infinite amount of creative potential and refinement,  if the gamer has the ability to create or edit his/her gameplay experience then they also feel a responsibility to create and support something they may be apart of.

The idea of the having a youtube of gaming is not something new, but it is something has yet to be achieved. Games that are turning into community made gaming is id, bungie, bioware, microsoft, sony and others. However the rate that this is moving is at a turtle's pace, this may be due to several factors. One being that the development house and/or IP owners being protective of their product and the question of possible profites. I believe that the best way to create a youtube of gaming to give the player to tools to create and customize their own environment. Allowing people to then share creation would be create community fueled gaming. The greatest challenge would be development a set of tools that would make game creation/editing easy. Phil Harrison once made a presentation of Game 3.0 but now with his split from SCE WWS, the true potential of this concept is still in doubt...

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