Posts Tagged ‘Game’

Video Game Tester – Work From Home as a Xbox Game Tester

Posted in Articles on July 25th, 2010 by admin – Be the first to comment

Do you want to work from home as a Xbox game tester? This article will explain more about how you can become a video game tester and get paid to test play games. Gaming companies are hiring outsiders to test their video games to find the bugs and error before it release to the public. But the truth is the job will not turn out what you have expected.

Unless you enjoy playing video game otherwise you will find video game testing jobs quite tedious and difficult, it could consume a whole day of your time for testing one game. Basically to become Xbox game tester you must be employed by Microsoft, it doesn’t necessary to know programming or game development skill as long as you love playing video games they will hire you. Basically the game company will send the report and copied of the game through post mail to your doorstep, your job is to test play the video game and report any error or bugs you found in the game to the gaming company.

The report will have questions like “What did you think of the in game menu? (Was it easy to navigate, enter and exit different modes, etc…)” “Was there any noticeable game bugs?” and “Overall, How did the game perform? (Playability, replay ability, graphics, etc…)” As a Xbox game tester you will be require to provide an in-dept evaluation of the game you have tested and report any bugs or glitches you have discovered in the game. After you have finished with the report you can mail it back to the game company but allow keeping the copied.

In order to become Xbox game tester, first thing you need to do is to find the source where it has gathered a list of gaming companies that are hiring new game testers. Whether the company want to hire you it depend on your resume. You should write an interesting profile and give a good reason why you want to become a game tester. The pay rates are usually range from $10 per hour to $30 per hour. It depend on your experience, if you are a beginner the game company will pay you at a lower rate, if you have previous experience in game testing they will pay you at an average rate, if you have programming and game development skills you will be paid on above average rate. Overall the salary is depending on how much the gaming company is willing to pay, there is no uniform rate. You can become a video game tester for more than one company and earn a good income just by working from home.

Get the Complete Game Package in Online Games

Posted in Articles on July 23rd, 2010 by admin – Be the first to comment

If you’re quite the avid gaming fan, you’re in for a treat. If before you have to buy a gaming console and all the cartridges and software, now, you don’t have to. And even if you’re more inclined towards board games, you no longer need to buy every board game that you like. How is that so? Well, it’s all thanks to the internet and online gaming sites.

Online gaming sites are websites that are designed to give out games for people to play online. That is the reason for their existence. And so far, these sites have done a very good job at what they’re born to do. You can find fun, entertaining and addicting games on these sites. Aside from that, these sites also have the whole gamut of games for different preferences and genres.

For example, you can play arcade games online. Just like your local arcade center, you have several arcade games to choose from. You have shooting games and fighting games, and the like. And as mentioned, there are also boards games for the board game enthusiast. From traditional board games to new and modern board games, online gaming sites offer a wide range of these. And if you’re into tactics and strategy, there are also strategy war games for you to try and play. And for those who are into sports, you can also find free sports games online. The best thing about all of this is that you usually can find all of these games on a single site. That makes it easier for you to switch from game to game since you don’t need to do a new search for the next game that you want to play. As you can see, you do get the whole gaming package with online gaming sites.

Another neat thing about internet gaming sites is that most of them offer their games for free. No need to spend; no need to buy anything. Just go to their site, choose a game and play away. And you don’t need to get a copy of their game too. Since these are online games, you can access these games anywhere there’s an internet connection. Time is not also an issue since you can visit gaming sites at any time of the day.

With the wide selection of games and easy access to them, online gaming sites are gifts from heaven for gaming fans. Not only do fans get a whole package, they get it for free too.

OnLive ? Technology enable Everybody to play Any Game at Any Platform ? Anywhere !

Posted in Articles on July 22nd, 2010 by admin – Be the first to comment

OnLive was presented at the game developers conference GDC in San Francisco on March 24th 2009. This service enable you to stream the content of the game as you play it. Simply explained you will see live a HD-Video of the ongoing gaming performed on a server miles away from you. This means you can play big and powerful games that you usually need a monster PC with the best graphic performance available to you. Even a small laptop PC, Mac or even through a small gadget connected to your TV, you can play any game on your TV. The need for very expensive gaming PC’s is gone with the wind. You will not need to upgrade your PC just because the game demands more graphic power or CPU performance. All you need is internet connection and a normal computer. The news about this service can mean a revolution to how games are distributed and were received with enthusiasm at the conference. How is it possible to perform streaming of highly interactive games, when YouTube service is struggling with their performance of online videos? The question was raised and answers given through demonstration of this service. OnLive has been developed over 7 year’s time now, and for the first time shown to the public on March 24th on heir pres conference in San Fransisco. It gives us a chance to revolutionize the way we do gaming, how developers pulish games, and how the consumer will use the games. It will change things says Steve Perlman, the man behind OnLive service concept. Perlman developed the streaming solution for QuickTime when he worked at Apple, and has with him the former Eidos CEO Mike McGarvey on the OnLive service. You will have immediate access to all the latest high technological games available to any consol or PC, just by your fingertips. They will make the games accessible immediately and you only need to press on the game button you want to play, and there you go. There will not be need for any downloading or need to patch anything. There will be no physical media at all. You will have access to the games through your web browser or TV and you will no longer need a special machine for the purpose of playing your favorite game. Whether you use OnLive on a cheap PC without any graphic card, or on a cheap Mac, does not matter as long as you have a web browser and a plug-in on your browser on under a Megabyte, you are gaming. If you have a TV, all you need is a cheap box attached to the TV and you are gaming here as well. In theory all this sounds great and potentially easy to do, but how is it working in practical terms? The only that is needed of your computer or box at home is the power to decompress the video that arrives home at your place from the game server where the OnLive service is located. These servers are special made for the purpose of computing the highly advanced graphic games presented to you at home. The video will reach home to without any experience of latency and to be experienced as if you played it on your local machine. OnLive has developed a special streaming technology for interactive media different from the linear streaming technology which is used in ordinary video transfers. This new technology has according to Perlman minimized the latency to a level not recognizable to a human. The latency will be around one millisecond, and you really have to see it before you believe it. The demand to the broadband you have will depend upon what kind of screen you have on your equipment at home. For an ordinary screen you will need 1,5 Mbps, while for a HD TV you will need maximum 5 Mbps, dependant upon the game itself. This of course eliminates those who still are on ADSL or similar bandwidths. Perlman and McGarvey played the game called “Crysis” together on a big screen at the conference. McGarvey used a cheap Dell laptop that would never be able to play this game in the quality seen on the screen.. Perlman played via a micro consol connected to a TV, and both these units talked nicely together via the OnLive server around 80 kilometers away from where the demonstration took place. McGarvey also demonstrated a baseball game on a Mac Book, a machine which was hardly meant to play any game on it, but through the web browser plug-in on the OnLive service played the game which usually needs a PC with a graphics card for thousands of dollars. The service opens up for purchase and rental business models of absolutely all stored games, videos of game plays and other things stored on these servers. This enable you to continue a game anytime from anywhere you want to. It also eliminates the piracy problem which haunts the gaming industry today. Ten developers like EA, THQ, Ubisoft and Atari has supported this development from the start and has made 16 games available at the moment. All these games will be demonstrated at the GDC for people to see how they are experienced at the conference floor. The service is planned launched in North America at the end of 2009, and will secure the gaming industry from piracy at a larger extent than before. It also makes it possible to make games available at a less cost than before as distribution costs should go down. However, it remains to see how these servers will resist the hackers and their attempts to disrupt these services. There has not been set any launch date for the service outside North America, but its promised to be launched as soon as possible after the North American launch. The cost of this service is not mentioned, but the goal is to reduce the cost to the game consumer, as he or she will not need to buy expensive hardware which has become expensive and a constant need for upgrade at a certain cost as well. This service will transfer the money use of gamers from hardware to software.

What Makes a Great Game?

Posted in Articles on July 20th, 2010 by admin – Be the first to comment

When it comes to playing games online, the choices are many but in time, it becomes easy to determine which games have the qualities needed to be termed a great game. Since there are game launches at a regular basis, it becomes difficult to keep track of everything. There are strategy games, simple guess games, games that require you to break your head over the next move, and games that have to be played within time limitations.

People have varying expectations from games, and as such what maybe a great game for someone, may not appeal as much to another. When determining what makes a great game there are certain factors that you should be able to breeze through in order to ascertain a positive reaction. When new games are launched, you’ll realize that players spend days at an end to get to the end of the game. In strategy games, there’ll always be a goal to reach, and players will have to clear obstacles, collect points, and defeat their opponent in order to reach a final goal.

It’ll only be called a great game if the challenges are exciting, and difficult but not unattainable. Games ever get more popularity when they have multiplayer options. This allows players to form online teams and play against each other, and becomes a lot more exciting because that’s when real strategizing comes into play. The best part is that players can communicate with each via text messages when playing in order to discuss moves when trying to overpower the enemy.
Popularity of a game is heightened when you can play the game in parts. This allows you to play, collect points, and then exit the game when required. The next time you log on, instead of restarting your game you can simply resume. If you’re wondering how to gauge the greatness of the game you have to consider how much excitement the game provides you. If the game has a linear pattern wherein you have to reach a particular goal via a set pattern, and graphics are oft repeated, chances are you’ll get bored very quickly. After a point it becomes easy to overcome obstacles and the game becomes too predictable. For a while one would be excited in setting record by bettering ones tome to reach a goal but after a time the game in itself becomes redundant and this is a very uninspiring situation for gamers. On the other hand games that require strategy and offer multiple choices to reach a destination fair well because each time players can try various combinations.

Even certain sports oriented games are really great because you get to manage an entire team. You can take on the role of a player, or a manager. Such flexibility is well appreciated. Yu can play an entire tournament just like a real football season. There are games that let you simulate results based on your performance at different stages of your game which is quite a boon too.

Introduction to Game Server Web Hosting

Posted in Articles on July 20th, 2010 by admin – Be the first to comment

According to the Wikipedia, Game Server is a remotely or locally run server used by game clients to play multiplayer games. Most video games played over the Internet operate through a connection to a game server. These game servers are offered by the Game Server Providers, companies that lease dedicated game servers. Presently, in the web hosting industry, game server web hosting is one of the fastest growing segments.

Game Servers are of two types, Listen Servers and Dedicated Servers. Listen server are usually used in situation in which the server typically runs in the same process as the game client, allowing a player to both host and participate in the game. Listen servers are mostly operated by individuals, often in LAN situations rather than over the internet. Dedicated servers are the servers which can be run by individuals, but are usually run on dedicated hardware located in data centers, providing more bandwidth and dedicated processing power. Mostly, for hosting game servers for most PC-based multiplayer games dedicated servers are used.

Unlike traditional business hosting, Game hosting is far more demanding. It requires significant amounts of specially formatted server space to meet the demands of many players choosing one game at a single time. There are literally millions of consumers around the world who opt to play games online, which all translates to a need for reliably organized and dedicated service.

Heavy traffic is not the only issue that should be addressed when looking for a game server web hosting service however. Easy to use control panels which can help the site owner automate and organize many processes is also something that should be considered an absolute “must”. This is because the online gaming environment requires a lot of customer support and service, and also many applications and software updates and fixes which can only be managed with a good control panel feature.

Additionally, the amount of space required to handle the needs of the gaming software may limit the number of games available and the gamer server web hosting company selected. The games are each assigned a special “node” on the hosting equipment and each node has a limited number of “slots”, which translate to the total number of players who can access the game at any given time.

The best contemporary game server web hosting companies make about ten to fifteen nodes available on each server – which is a good illustration of the kind of space the games and functions require. This also introduces the need for reporting features that quickly let the website owner know which of their games is receiving the most attention or usage. Such information is critical in expanding offerings or eliminating a game that may be taking up to fifteen percent of a company’s server space.

Hosting providers usually supply their clients with game server hosting services that include the most technologically advanced servers and network connections, very often with the preinstalled software to start online gaming business immediately. The most popular games using the technology of distributed servers are: Doom 3, Medal of Honor, Halo, Unreal Tournament, Counter Strike, Quake 3, etc.

Many online gamers also like to discuss the games they are playing and to socialize with fellow gamers, because of this it is important to see if the game server web hosting company provides applications such as chatting or forums which will add to the enjoyment of the customers.

Finally, though the game server web hosting sites are relatively new, they still require as much security and updating as traditional server equipment. Because of this it is important to inspect each company before making a final choice.

Nintendo DS games : A Sensation in the Video Game World

Posted in Articles on July 20th, 2010 by admin – Be the first to comment

In the early 1980′s, the video games were first introduced. They created a sensation in the gaming world and made people very much crazier about such gaming actions. Then with the easy reach of computers the system of computer gaming came into existence. These electronic gaming activities gained a wide popularity among the masses and people of different age group. Moreover, the puzzle, racing and WWF games are some of the examples of the most preferred gaming categories which are played on computers. Moreover, the video games are considered to be very challenging and exciting means of entertainment for people of all age groups. Nowadays kids, teenagers and people from different age groups spend most of their time enjoying the gaming actions on the computer and Internet. Everyone, can find many suitable suitable genre according to their likes and preferences on the Internet.

Nintendo DS, is one of the best examples of gaming consoles. This console is easy to use and fascinating interactive activities can be played on the device. This console has been designed keeping in mind, the needs of everyone. Whether you are a child, a teenager, an adult or anyone, you can play games on this console very easily. This gadget is very popular among the masses. The DS gaming gadget can easily download all types of games. The console users can also easily access games from all the Nintendo Systems and other systems such as Sega by subscribing for their services.

This console has been made for all age group people. The Nintendo DS games are supported with Nintendo Wi-Fi connection which is a free online connectivity. It allows the users to interact with some one in between the game. This gaming widget weighs just 300 grams. Moreover, this gadget comes with 2 separate 3-inches TFT LCD screen. The physical dimensions of this console is 148.7 x 84.7 x 28.9 mm. This widget comes in two colour options. One is sleek black and the second one is stylish white. The users can opt for the device colour, according to their choice. Moreover, 1.65 volts is required for operating this device.

The built-in CPU of this high end gadget comes enabled with 2 Arm processors, an Arm 946E-S main CPU and ARM7TDMI co-processor. They are available at clock speeds of 67 MHz and 33 MHz. The gadget even has 256 KB of Serial Flash Memory. Furthermore, the device comes supported with Wireless 802.11 and Nintendo Original Protocol. The Wi-Fi built-in support with 802.11 Wireless Network Connection would further assist you in wide variety of ways.

Today, many web sites are coming up and as such it is very easy to search for free of cost games from these gaming websites. The users can play and download online games free of cost. There are many game options also to select from. Puzzles, Super Mario, shooting, chess, fairy tale, cricket and so on are some of the examples of most preferred games which are accessed by most of the users on-line.

The Nintendo DS games can be played even by the multiple players. There is a built-in microphone in the widget, which would allow the individual to access some other games also while they are currently playing a game. Mario, Metroid, Zelda, Pokémon etc are some of the gaming categories which are easily downloadable and most often are also preloaded in the memory of these consoles. A 56K modem adapter and a Broadband adapter are also the part of accessories which are needed for the Nintendo DS games club. online games.

Game Review – Alan Wake Xbox 360

Posted in Articles on July 15th, 2010 by admin – Be the first to comment

While lots of games exist within this type of genre, Alan Wake is, without a doubt, the first of its kind in this category with a level of interaction that is very advanced, guaranteeing to keep a gamer enthralled for hours at a time. In fact, Alan Wake is quite addictive, making it extremely difficult for most to put this game down.

Rated by the ESRB (Entertainment Software Rating Board) rating system as T – appropriate for teens due to violence, blood, language, use of tobacco, and use of alcohol, Alan Wake is designed as a movie or television series rather than a video game.

The single player game progresses through episodes, not levels. The final episode clearly lends itself to a sequel. Each episode takes between one to two hours to progress through.

The story line of the game is that Alan Wake is a best selling thriller novelist from New York City. When he suffers from writer’s block, he heads for Bright Falls with his wife. In this quaint town, they rent a lakeside cabin, hoping to awaken Alan’s talent. Strangely, things begin to happen that are straight from the manuscript of a novel that Wake thought of writing.

The seemingly friendly townspeople are actually possessed and make up a horrifying group referred to as “The Taken”. Alan must protect himself from these people using light and weapons.

Light subdues or kills The Taken in most cases. His flashlight is Alan’s most useful weapon, although conservation of the battery is an issue. Flares, generators, and lanterns are also helpful along his journey. Alan Wake finds clues and in-game objects along his way that gets him through until daybreak, when he is safe from The Taken.

Part of the mystery of Alan Wake is that he is almost convinced and waffles at times with the idea that his experiences in the dark are simply figments of nightmares, rather than actual events.

Players will feel genuinely frightened while playing this game. The authenticity of the experience is mind boggling. During the game, audio and lighting creates scenarios that engulf the player, creating an amazing and terrifying sense of involvement.

Some scenes involve characters that are unbelievable and there are some corny lines along the way, but overall the long awaited Alan Wake was well worth the wait.

It’s A Knockout Game Show – Made My Sides Ache !!

Posted in Articles on June 13th, 2010 by admin – Be the first to comment

Does anybody remember ‘It’s A Knockout’ on the good old BBC in the 70′s? What a treat that was for the whole family. It’s A Knockout was compulsive viewing in our house. The whole family would get real comfy around telly and delight at the stupid games, water fights and of course those hilarious Giant characters  nodding about with stupid expressions on their faces.

The interest and great laughter came from the cleverly inventive Knockout games such as: Elastic Bungee runs, Greasy Poles, Water Fights, Water Slides, Slippery Turntables, Giants in Costumes and more. All of course  with some good old BBC Gunge thrown in. Loved it!

Of course we had the local regional heats first, traipsing across merry old UK in the winter weather in some forsaken farmer’s field maybe!  It’s a knockout would then go on to the European version for summer viewing  (a much better idea), which I think as called “Jeux Sans Frontières”, which if my French serves me well means something like “Games Without Borders”… all in the interests of better Euro-relations. But we still wanted to stuff the rest didn’t we !!

A friend told me that It’s A Knockout actually started in the late 1960s in black & white but became a top show in the early 70′s. The main compere I remember was Stuart ‘Mad as a Hatter’ Hall, running around like a demented pixie and laughing hysterically at the contestants antics. He would ‘interview’ contestants before and after a silly game; confirm the ‘Joker’ had been played; try to hold the show together with commentary and of course check the scores with the dolly bird scorer, whom usually wore very tight hot-pants, the must have 70s fashion item for any self respecting dumb-blond.

Of course there are now companies that have revived the It’s A Knockout concept for team-building, private parties and family fun-days, I guess to cater for our nostalgia.

There was a ‘Marathon’ game that I think was ongoing between each other individual Knockout game. I can’t remember quite how this one worked but I think it was the BIG game that was spun out over the show to build a bit of tension to the scoring. The Joker of course could be played for a very confident team to double their points but was often squandered!

And who was the Knock-out’s ‘Dip-Stick’? He used to carry a very long stick to measure water collected from some precarious collection game? Was it Arthur someone or Eddie Waring ?? Or was he the Knockout referee with the whistle? He couldn’t talk that’s for sure!!

Whatever. I remember it fondly and in the pre-digital, reality TV age with only 3 channels to choose from then it was good family viewing… I don’t suppose It’s A Knock-out would last the test of time now? (unless it was called “I’m a celebrity, get me on the new knockout show cos I haven’t been picked for anything else show”).

Top 5 Most Important Aspects of Your Game

Posted in Articles on May 28th, 2010 by admin – Be the first to comment

So you’ve decided to plunge yourself into the world of game development, have assembled a team of mighty warriors to tackle all the big issues and are ready to create the next best game in the industry… trumping WoW, Guild Wars… (you get the point). You’ve chopped up all your brainstorming and assembled some really keen concepts for a storyline and you’re ready to go. But amongst all the programming, the character concepts, the dungeons, and the quests – what are truly the most important aspects of your game that will determine whether someone enjoys themself? Read on, and allow me to share with you what I think.

When we do decide to take that plunge into the development of a new game, there are five things you should consider very carefully, and pay a great deal of attention to. There are probably more of these that will hinder or help you along your way, and your ordering may be different than mine, but these are what I always hold to be the most important. Over the next week we will reveal each aspects, and at the end of the week culminate with the complete article. For today we’ll begin at the top, with number 5.
Number 5: Storyline

When crafting your game, there is no better inspiration for features and activities, quests and dungeons, than your very own highly developed and custom tailored storyline. Some may balk at this statement, claiming that storyline is easily overshadowed and un-necessary when you have intense graphics that make your fingers tingle, or when you have combat so intense that you’re literally ducking out of the way from behind your monitor. While these things definitely contribute to an awesome game, and can lead to a lot of excitement (in fact, they’re on the list too!), they cannot make up for a lack of storyline. One thing many players crave whether consciously or not, is a strong storyline that leads them into caring about the game – it entices you – and makes you feel as though your wildest dreams may in fact be possible in this environment. Storyline can be simple and to the point while being so flawlessly done that it serves as the crux of the entire game (EVE Online: We’re flying through space, blowing people out of the sky…) and at the same time being so rich and deep with lore (the complexities in lore and story surrounding EVE is so great that it entangles even the most basic ships and inventory items) that it compels players to write their own histories.

Not only does storyline help players become engaged with all that you’ve slaved over and worked for, but it helps you the developer along the way. If you’ve been smart, and from the beginning dreamed up an intoxicatingly deep history of your game setting, it will constantly serve you throughout development. It will provide clues into what features want to be a part of the game, what doesn’t need to be included, and what does or doesn’t fit. An architecture professor of mine once said, when referring to the site analysis portion of architecture that we could find out a great deal about what we should be building on the building site by simply visiting the location, and “envisioning the invisible building that wants to be built”. This is true in architecture, and it is especially true in game development and dreaming up your storyline/game setting.

Storyline may be important, but is it more important than a snazzy game setting so rich and vibrant that your tempted to stay indefinitely? Well, maybe – just as long as your 3d representation isn’t bogged down by hundreds of thousands of nasty polygons or quads. Why in the world is Artwork important, anyway?
Number 4: Artwork

I’ve heard many, many times that the artwork/3d models/characters found in your game won’t make or break things. I agree with this in that it won’t make or break the entire game, but artwork and professional looking/feeling models definitely help you out along the way. Think of any movie you’ve seen recently where the sets were absolutely incredible and stunning – one such example (although not necessarily as “recent”) are the Lord of the Rings movies. Throughout the entire set of movies, rich and diverse settings are abound, and help the immersion factor like you wouldn’t believe. Would the movie have been “broken” by less awe-inspiring scenes? Probably not, because in the case of The Lord of the Rings, there were a lot of other incredible aspects. Did the awe-inspiring scenes make the movie just that much better, and give it just that much *more* to drool over? Yes, Definitely. The same kind of effect can be seen in the game industry. I play games that have incredible graphics (EVE Online) and other that don’t (Dark Ages). I am however, addicted to both of these games for different reasons, but you can bet that the stunning environment in EVE certainly helps to inspire its large player base.

Additionally, your artwork can seriously effect the mechanics of your game. Many developers over look an incredibly important aspect of their 3d models – poly count… That’s to say, the number of triangles (or *shiver* quads) your game has. Many of the free 3d models you may find on the internet are gorgeous, but are so incredibly detailed that using them in a computer, real time environment would not be wise because you are typically trying to appeal to as many systems as possible. Console systems have the luxury of (for the most part) assuming that everyone’s running on an even playing field. Those of us developing games strictly for the computer don’t have this luxury. Suffice it to say, it’s important to find quality, low poly game content, and there’s certainly enough of it out there that there’s no excuse for you to be shoving your game full of characters that are in the 10,000 poly range (many online companies limit their avatars, or characters, to around 2500-5000 polys).

The lower your poly count on your 3d models, the smoother your environment is going to run on the widest range of computers… usually. One thing to keep in mind throughout this entire process is how your engine handles polygons, and to find out what the ideal poly range is that you want to aim for for characters and scenery. In most cases higher character polys are more acceptable, with scenery (buildings, trees, etc) being lower in poly. Another engine specific feature to keep in mind is whether or not the engine supports Level of Detail (LOD). LOD for those who may not know is a system where the engine will use very low poly versions of a model if the player is far away, swapping the model in and out for high quality versions the closer you get to it. As far as I know, almost every engine out there supports LOD, but some like Active Worlds do not.

Down the road we go with Number 3: Music! Some may say (and argue) that music for an online game should be included into the category of “Artwork” – while this may be true depending on how you look at it, music in a game is incredibly important *aside* from your 3d models and 3d characters and so it receives its own spot.
Number 3: Music

In many ways music is the heart and soul of any environment you may create in 3D – it is literally the sound trick to which events occur, players win battles to, return home to, etc etc. Music is a vital tool used to set the mood in any setting, and without it your game will feel dead and like something is missing. In many ways, music helps to express for the player the mood of a specific area, it enhances and emphasizes what you are relating to your player. Do you want them to feel sad, anxious, excited, fearful? Because hearing is one of our primary sense (seeing, smelling, etc), one could argue that it is just as powerful in linking and creating memories. It should be one of your *top goals* to make people remember your game – making your game memorable is one of the tricks in making it both enjoyable and something that people will tell their friends about. Hearing, and the music in your game is one of the more subtle qualities that plays a huge part in how an environment *feels*. Think about what your favorite movie would sound like without sound and music?

This highlights another important aspect that is a sub category of music: sound effects. While music is the key that gives your environment some feeling and life, sound effects are what make the environment tangible and feel realistic. When a player is able to knock over a trashcan and as a result they hear the clanging of aluminum and tin rolling down the concrete they’re standing on, the player has an increased feeling of interaction with the environment. Think of the effect and life the environment takes on when a player goes from walking on stone, where their shoes may be clacking, to walking on dirt or mud, where the sound would naturally change quite dramatically. making good games is about mastering small (but powerful) details that immerse your player.

Many independent developers may shy away from placing such an importance on the music played in the game because in some ways it can be hard to come by for people with limited budgets. While music can be expensive (alright, no foolin’ it IS expensive) to have custom made, you can find some great deals on royalty free music for purchase online. In many cases these tracks are professionally made, and available for flexible licenses – either for independent folks, or commercial studios. It’s not uncommon for instance, to find 5-6 tracks on an indie license for around $100.

GarageGames.com has some great deals on music and sound effects – the sound effects found there are definitely a deal. You can find the page directly by visiting their content packages.

Gamedev.net also has some great resources relating to music in games, and provides a nice directory of sites containing stock and royalty free music. Check it out here.

At a later time it would be nice to include a directory of our own of some great music resources. Look for that later. In the mean time, let us know what you think about Music and Sound Effects inside of games that you’ve played, whether you thought they were effective and important to your gaming experience… And if you don’t agree, you can let us know that, too!

Now that we’ve covered much of the meat of your game (Storyline, Artwork, Music), we’re going to delve a little bit farther into game design and really define the skeleton of your game – the backbone, the thing that ultimately keeps people coming back to your game day after day. Storyline, artwork and music are important things that will really make your game feel complete, and make it less likely that people will stand in your local village, and look around wondering “What’s missing?” But ultimately when it comes to the development of your game, we’re now getting into what really matters. That brings us to today’s post…
Number 2: Game Flow

When it comes to game design in todays world there are really three primary types of flow that you game can follow. What exactly is game flow? The game flow, or structure of your game, is how players interact with it and storyline events, quests, missions, etc. It determines whether players can branch out and make the game what they want it to be, or if they’re locked onto a track that guides them into their pitfalls and excitement. Appropriately the three types of flow are as follows: Sand box, Roller-coaster, and a hybrid mix of the two. In many cases the way in which your game engages people, and how it forces them to interact with the environment and progress in the game will determine the types of players you attract to your game.

The most “traditional” game play style, or rather the most frequently used in the past has been that of the “Roller-coaster”. This type of game play is just as the name implies – users begin the game (get on the ride) and are carefully lead through the build up, the climax of storyline, pitfalls, exciting twists and turns, and ultimately the game ends with a rush of excitement. This could also be equated with the experience reading a book gives where there is a definite beginning and a definite ending of things. Many RPGs out there fall into this category, where your goals in the game are explicitly defined (conquer the evil demons of the sea and save the pretty girl) and while these games are a lot of fun, in some ways this system doesn’t always work as well in massively multiplayer online role-playing games (MMORPG’s) where you have dozens, hundreds, even thousands of people interacting with one another. This isn’t to say that there aren’t MMOs that pull it off (Guild Wars specifically comes to mind), and this isn’t to say that MMORPG’s that go the route of the Roller-Coaster aren’t wildly fun (as Guild Wars is). This IS to say that in more recent years people have begun to favor a newer breed of game where the options appear limitless, and if instead of rescuing that pretty girl from the evil demons of the sea, you want to go and be an innocent farmer… more power to you!

Enter the “Sandbox” games. In more recent years there has been a big push to these sandbox’s where people can do what they’d like. Similar to roller-coaster games, the name is synonymous with it’s real life counter part, the sandbox. The idea is that upon entering the game, if you decide to ignore the over arching and present storyline (remember our pretty girl), that you can do just that without any significant consequences. This type of game play is sometimes said to appeal primarily to hardcore style gamers, although I’m not sure I fully buy into that philosophy. Often times I’ve found many casual players in sandbox type games who simply enjoy socializing with one another, mining together, exploring, etc, without all the insane time commitment of pursuing the major storyline events. In many of these games political and religious systems can be found, as well as a variety of job occupations. From what I’ve seen however, these games tend to be far more time intensive than roller-coaster games, simply because of the amount of time you need to pour into your character to forge your own path (and be successful at it). While some many not agree with me here, I would say EVE Online is definitely classifiable as a sandbox, as a majority of EVEs content, gameplay, and activities are created and inspired by the players themselves. GTA3 is also considered by many to be a sandbox game. That in itself is an important note: in sandboxes you will normally find a wealth of systems run by the players themselves, like guilds and factions – usually there is also an economy in game that is facilitated totally by players selling their personally made goods.

Finally, very recently we’ve hit a time when some people are discussing ways to make what you could call a mix between sandbox and roller-coaster games. I have yet to come across a good example of how this has been done (or how someone is working on one), I’ve only heard slight mention of it here and there. From what I gather though, there would be a few central over arching storylines taking place at one time, giving users their choice of how to proceed, and along the way providing ample opportunity for players to branch off onto their own paths, while still allowing them to come back to the big storyline. Some may again classify this primarily as sandbox, but I would argue that if at any time there is a great deal of direction coming from quests, storylines and developer driven content, that you begin to get more into roller-coaster elements. If anyone has run into what you’d consider to be a good example of a sandbox roller-coaster hybrid, please let me know! If you’ve ever read one of those “Choose your own ending” style books that plagued elementary and middle schools, you’ll understand what a sandbox roller-coaster hybrid might be like. While the player has choices (perhaps many, many choices!), things are still ultimately “guided” by an over all storyline, while leaving room for player created content. At the end of the day though, all of that is easier said than done.

Ultimately, deciding on what game system you use, or “Game Flow” method you use is going to be vital in developing your game. Like storyline, it will give you direction and more easily help you to make decisions about whether or not a specific feature would fit into your game. Not only will it help you to make decisions, but as a result it will help to shape your game. Direction and determination are absolutely mandatory in game development, and deciding on a Game Flow will at least help you in the direction department ;)

We’ve covered some incredibly important aspects of your gaming environment – from visual stimulus, and the sounds that pull your travelers deeper into your game, to the stories that inspire and the game mechanics that help shape your players’ characters. However, at the end of the day there is one aspect that will bring everything home and determine whether or not your game is bursting with eager players, or an emptied ghost town.

Number 1: Activities, baby!

While friends within games come and go, quests are released and beaten, items are unveiled and later trumped – at the end of the day the gaming community is not unlike society at large; we are a disposable group of people. We love to love the hottest items, spells, houses, quests, but eventually they become something of yesterday and cease to draw as much excitement from the people who have been hanging around your game for a while. Many games falter because they fail to recognize that new content is a must, even if the content you already have is incredible. The typical gamer can crunch through your average game in less than a month and if you’re planning to release a game that has a monthly subscription, or the need to retain players for an extended amount of time, that’s bad news for you. Ultimately the solution to “What next?” and “Why are people leaving?” is to imbue your game and all of its nooks and crannies with valuable content and *things to do*. It is from this area that it seems most of the discontent for games comes from which means that it is not only imperative to have plenty of activities in the game when it first releases, but to follow up on those activities with new things to explore, find, and participate in in the following months and years of the games life span.

Not only does providing and planning activities in the beginning stages of your game design help create a game that will be fun to play, but it may also help to inspire other areas of your development as well. Events can inspire your storyline, and your storyline can help to give you ideas of activities and new plot lines, for example. In many ways this aspect of your game is what will help to build and foster the social community within your game, which is ultimately what ties people to specific games: the friends and community that would be left behind if they were to leave.

Ideally, there are a whole host of event and activity types you can create within your game. Some of them are global style events that involve almost everyone active in the environment at the time. Examples of such events would be those relating to real world holidays like Christmas, Halloween, etc. More often than not those are time periods in games where if there is nothing new going on, your game will lose out against real life in the excitement category. People will choose to spend time doing things other than playing your game, if this is the case. Now, while we at TGS appreciate family time and all, this is bad news for you. Create global events that match up to real life events that will make being inside your environment during this time fun, exciting, and provide the extra bit of holiday spirit for your players. There are also events that are recurring, such as player run elections and hunting parties that give your players something to do year round. Optimize these activities and make them readily available to players so that these are things they can easily take part in and enjoy.

There are countless numbers of events that you can include in your game to make things feel more lively – we’ve just covered a very small number of them here. Perhaps in a later post we can create another article in order to inspire you a bit more in this category. We’ll see! An important thing to remember when judging whether or not “activities” are your number one priority: an online game is at its best when there are ample things to participate in with others. When your game is one which does not foster socializing, it will more than likely become quiet and empty, and let’s face it – do we expect people to play (and pay for) an empty online game? Food for thought.

If you’ve enjoyed reading this, please visit our site at http://thegamestudio.com for more articles like it.

James Rothfork thegamestudio.com

Download Okamiden Dsi game:- How to download Nintendo Dsi game Okamiden

Posted in Articles on March 17th, 2010 by admin – Be the first to comment

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