2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
6.
Smaller Project Size
The smaller project size in online/downloadable projects reduces the financial risk somewhat, although
even a budget that is tiny in console development terms can represent a significant amount for a small
development shop.
Larger projects tend to be riskier because of opportunity cost, resulting in higher requirements for a single
title to perform. Thus risk management may play as big a role as bandwidth does in limiting game
size/scope.
7.
Design and Development Methodologies
Developing a more formalized approach to both game design and game development is a risk
management strategy that all developers should explore. Obviously, a rigid methodology will not apply to
all game projects, but some guidelines can ensure that common (and costly) mistakes are avoided. See
Nicole Lazzaro's case study later in this section, for an example of one developer's more formalized
approach to the design process.
Representing a PlayStation 2 game on the Internet
Written by Simon Oliver, Head of Research and Development Random Media
Random Media has worked on several web sites for PlayStation 2 games published by SCEE.
This case study will discuss one of the most recent sites we have, for
EverQuest Online
Adventures
, at http://www.eqoa game.com.
The aim of the site was to provide an experience of the PS2 game, rather than just provide
information and screenshots and the usual material found on games sites. This information is
already provided on the PlayStation.com site, allowing us to concentrate on providing an
engaging experience to the user.
What we wanted to do with the games aspect of the site was to communicate some of the key
aspects of the PS2 game without attempting to replicate the game wholesale. Trying to reproduce
a game such as
EverQuest
within a browser would obviously be an impossible task, and the end
result would only cheapen the game itself. By sitting down and playing the game and researching
online about what people thought of the game and the community surrounding it, we were able to
get a feel for the most interesting aspects of the game, enabling us to piece together a game
design that would reflect these aspects.
Some of the most striking aspects of the game were the community aspect (
EverQuest Online
Adventures
is one of the flagship PS2 titles compatible with the new network adapter), the strong
emphasis on teamwork and the open ended nature of the game (the game never ends, new
content is constantly created by the players and by the game's developers)
Game Design
The first aspect to be tackled in the game design was that of teamwork. Within the game, many
people join together to form parties in order to tackle the bigger challenges in the game that
would be near impossible for someone to complete on their own. There have been numerous
games in the past that have placed teamwork at the center of gameplay.
Head over Heels
and
The Lost Vikings
are great examples. The idea of these games is to combine the unique abilities
of each of the characters in order to solve puzzles and progress through the game. This is
something that lends itself very well to
EverQuest
as within the game there are numerous classes
and races each with their own abilities, strengths and weaknesses (for example trolls are very
strong, but not very intelligent, or elves have an affinity with nature). We decided to go down the
path of creating a game that relied on the player strategically controlling different characters with
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