NotAProdigy said:
Harley Duke said:
Uncompetative said:
Too bad no one properly discusses game mechanics, thinking that story and character are the most important ingredients.
Probably because they can (aspire to) write, but have no idea how to program.
:-(
Ho boy. Game mechanics are most of the headache of any game. I've done a couple of little freeware RPGs using RPG Maker (you know, the thing that practically does all the work for you?) and RPG Maker XP (you know, the thing that does all the work WRONG and you have to learn how to use Ruby to make it right again?), and game mechanics are the most underrated thing anyone has ever given me criticism on. Shame, really, since they took me at least three times longer than writing a story or designing a character did.
F**king Ruby...
Ruby's MUCH better to learn than say C++ which has a huge learning curve.
http://www.ruby-lang.org/en/
There's a tutorial in there somewhere. After that it's pretty much just using the dictionary of coding till you get the hang of it. It requires creativity, but, hell so does most beautiful artwork.
Python and
Lua are worth a look too. Find what you are comfortable with. You'll probably need to bind with with C code to get any speed anyway, but the main thing is to get a graphical interactive prototype off the ground then you can tune the gameplay balance as you add and remove elements, fix bugs, discover your misconceptions about what you assumed would be "great", have "happy creative accidents", etc.
It would be wonderful to conceive of a game from the point of a protagonist, their characterisation and a compelling thematically-anchored story, but that is rarely possible for technical reasons. The bald fact is that Computers aren't like the Star Trek Holodeck with full-body UI with tactile force-field-feedback, and natural-language authoring based upon near-infinitely powerful processing. Even the mighty video-realistic Crysis suffers from an over-complex keyboard interface, breaking the feeling of immersion gained from all of that fancy depth-of-field/motion-blurred rendering as your fingers scramble to find the correct buttons to do an action you wouldn't give a second's thought to if it were done in Reality with your body. Yet games make you feel disabled and clumsy, or pragmatically restrict their control interface to a commonly used subset of habituated actions (e.g. a gamepad), merely redefining the problem as one of severe inarticulacy. All too often we are disabled by the User Interface of the game we attempt to control. All too often the game makes this 'bug' a 'feature' (e.g. Resident Evil), thinking that it can hoodwink the player into accepting this as an additional challenge.
So, in my view, the place to start is with the controls. Usually you are not in Shigeru Miyamoto's position of being able to redesign the actual gamepad for the next console, so have to go with whatever is already out there. Let's assume that Mouse and Keyboard is excluded on the grounds of not suiting all platforms (only the 360 gamepad can work on PC, Mac and 360 - it also largely button compatible with the PS3 controller as the clicky thumb-sticks are equivalent to L3/R3), also the keyboard is over-complicated and ultimately breaks player immersion as they have to look down from the screen to check where they are putting their fingers; especially over on the side that they have their mouse. The developer has to make the most of the controls they have and find ways of making them maximally articulate, subtle, comfortable and empowering (in order to overcome the intrinsic disabling aspect of the gamepad which can never be fully escaped from).
A game developed in this way may initially seem too fluid and easy. The character you control may seem God like, despite the measure of skill that is involved in manipulating the controls. The solution is not to make the controls more awkward, but to throw more of a challenge at the player - usually in later levels. Goldeneye 007 is a good example of this.
Games can improve the accessibility of their complex control schemes by not requiring mastery, or indeed knowledge of their entirety, at the outset. Super Mario 64 is a prime example of this. Where the more strenuous acrobatic acts come as a result of harder to pull off pad manipulations. The situations that require mastery of these acts come later on in the game, giving it a graceful learning curve without painful "spikes" in difficulty.
My point is that the controller is fixed, so your control of the game (however that interface is designed) is constrained and a good designer tries to think of gameplay situations that can be conquered with rewarding mastery via this somewhat inarticulate, disabling, interface. If you play a game without cursing the controller, it is halfway to being a success - regardless of all other considerations, like graphics engine and narrative. Yet, the graphics will be constrained by technology (unless you live in the dreamworld of Crytek and, I suspect: Remedy), so you again haven't got free creative rein to do whatever epic story you yearn to. Can you marshall all the art assets that your setting requires? Probably not, so you shouldn't even think about it that way around... You should ask yourself the question:
"What sort of a fun game can I make with this and this, that I will want to replay multiple times after I am done debugging the damn thing?"
Get an answer to that and if you are lucky you may be able to shoe-horn a main character and a theme in at the end, but I suggest you ignore all notion of Story and just let it 'leak' in through the ambience and machinations of your simulated world rather than suck all the vitality out of the whole enterprise by determining the player's path through the game with a pre-determined linear script.