Lecture 5 (20 September 07)
Online
Game Development Planning 2
Abstract: This is the second of two lectures
focusing on ways and means to plan for online game development.
Emphasis is directed at how best to plan for
- conceiving
- prototyping
- play testing
- marketing and deploying
- community managing, and
- maintaining future online games
in the presence of new ways and means for
orchestrating
- small versus large game development teams
- small teams for casual, mobile games, limited sim games, GVWs
- large teams for action/FPS, real-time strategy, role-playing games, sports, complex sim games, MMOGs
- single-site
versus multi-site development teams
- single site when centralized control over game design and artwork preferred
- multi-site when decentralized control and division of labor across game functionality or artwork is preferred
- globally distributed game
development communities
- loosely-coupled, mostly autonomous game development with
small group of core game developers/architects and large
dispersed internationally dispersed community of game development
contributors
- works well with free/open source game software/artwork development approaches
Game conception
Most game design depends on overarching story or narrative that guides game design and game play experience.
Multi-core processors and heterogeneous user interfaces/devices enable new types and new kinds of game concepts.
- small game development teams
- most highly innovative game concepts (including games as contemporary art, or new media artwork) are done by small teams!
- Example game art portal, SelectParks.net
- commercial success or financial reward is not central motivation, but original/creative expression is
- may choose to distinguish themselves through development of new/innovative games that employ:
- new/non-traditional user interfaces or interface devices
- GPS-based cell phones with embedded Web browser for geo-referenced game play synchronized with online (PC/Web) game.
- bare-hand or touch-free user interfaces (example: EON Touchlight video demo)
- new game play modalities
- small teams may experiment with multi-core processing, but
primarily for R&D purposes, rather than for commercial game
development
- large game development teams
- may choose to distinguish themselves through development of games that employ:
- new/non-traditional user interfaces or interface devices
- Nintendo Wii controller
- Guitar Hero "guitar" controller
- User interface devices such as these and others (Dance,
Dance Revolution floormat user interface) provide for a unique
supplement (or strong product tie-in) to game content and revenus
stream (devices are also sold separate from game)
- multi-core processor platforms
- game consoles (PS3, XBox 360)
- large teams generally have small number of people involved in envisioning overall game design
- to maintain a "single vision" of what the game is suppose to be, and how best to develop and deploy it
- large teams also allow for division of labor (or task
specialization) across game production, marketing, deployment, and
community management
- single-site development teams
- similar to small or large development teams
- multi-site development teams
- similar to small or large development teams
- globally distributed game
development communities
- generally weak in envisioning new game concepts
- free/open source game software development better suited for
relatively well-understood game design concepts and game play experience
- best suited for educating/training next generation of game
developers who can employ game design concepts provided by experienced game design
"mentors"
- also well suited for development of free/open source game engines, game software and content development environments
Prototyping
Visualizing and simulating game play scenarios to establish the "look and feel" of the game concept
- small game development teams
- often start with game modding (very low barrier to entry into market)
- game modding approach most likely for prototyping or development of GVWs
- start with something that works, or something that some other group has created and shared as some form of "open source"
- may be limited to open content sharing and modding, while underlying GVW engine is closed or proprietary
- many small teams also engaging in use or development of free/open source game engines and content development tools
- other teams experience with these game engines may serve to demonstrate game prototyping or development capability
- some developers of independent or casual games use Flash for game prototyping
- large game development teams
- often focusing on providing new or custom game play features or
functions that must first be demonstrated via game prototyping
- game prototypes help development teams "earn" external financial investment or publishing deal
- either will "build or buy" a game engine and supporting software development kit (SDK)
- use of existing, operational game engine and SDK enables game prototyping
- custom-built game engines usually done to support development and commercialization of multiple games
- game engines evolved across versions and game platforms (from PC to console, to Web, to mobile, but rarely to MMOG)
- previous versions can always serve to support prototyping, as can new version of the game engine
- prototyping tools from other software application domains also support user interface interaction simulation and replay
- single-site development teams
- same as small versus large game development teams, above
- multi-site development teams
- similar to use of multiple teams to create computer-generated imagery (CGI) or "special effects" in the feature film industry
- all independent teams are now expected to provide
pre-visualization prototypes before formal commitment (funding) to
production is made
- multi-site prototyping enables (or reinforces) a modular decomposition of the game design and game play experience
- game play mechanics may span multiple game modules
- modular design and prototyping enables parallel or concurrent
development of game content or software modules, which in turn can
shorten total development time (though not development cost or effort)
- modular prototyping also allows for multi-national
development, where a site can focus effort on development of its
assigned modules or cross-module features (example, multi-lingual user
interface internationalization)
- globally distributed game
development communities
- can be same as multi-site development teams
- free/open source game software and content prototyping can be
performed independently semi-autonomously teams, who in turn can
demonstrate the results of their efforts to other developers
- this collective and shared prototyping activity
collectively advances the game design/prototyping knowledge of all
those developers who participants (or observe)
Play testing
Can people other than the game designers and game developers play the game, and enjoy playing?
- small game development teams
- most likely to focus on "family or friends" of independent game developers for play testing
- may be leveraged through early dissemination of game versions on independent game portals, to elicit end-user feedback
- large game development teams
- game testing is often the first activity to be cut or downsized when development schedule or budgets are exceeded!
- may be able to exploit use of end-user beta-testers (who get early and free access to a commercial game before release)
- single-site development teams
- same as small or large game development teams
- multi-site development teams
- may be well suited to employ end-user beta testers in different national markets (U.S., Korea, China)
- may require game development studios/offices located in different countries
- alternatively, may be able to engage multi-lingual game developers in one country, if available--this may be unlikely
- globally distributed game
development communities
- best suited to enable continuous game play testing via continuously available versions of the game while in development
- common technique employed when developing free/open source game software and game artwork
Marketing and deployment
National versus international game marketing
- small game development teams
- very limited ability to independently access international markets
- opportunity for formation of new venture focusing on creating a
global brand/portal that offers "internationalization" services and
independent games across languages/cultures
- multi-language or multi-cultural game design hueristics
- large game development teams
- moving away from developing games for U.S./English-only markets
- some game studios opening game development offices/studios or
establishing partnerships with game developers in Asian (Korea, China)
markets
- seeking early focus on internationalization and
cross-cultural access to end-users in different global markets to
enable "market sensitive" game design
- Example: Red 5 Studios (started by former lead developer of
World of Warcraft; international financed; studios located in Southern
California and Shanghai)
- single-site development teams
- typically focused on games for single natural language, or
- small number of games for small number of languages (via user interface internationalization)
- multi-site development teams
- see large game development teams, above
- globally distributed game
development communities
- can excel at articulation of cross-cultural knowledge about
game play, game development practices, and end-user collaboration
patterns that have been successful
- can be mobilized to support both proprietary and free/open source game software development
- games can be developed and distributed in both commercial and open source ways
- games may be commerically marketed in one natural language market, and made available as open source in another market
Community management and maintenance
Online community development--early requirement for successful game deployment.
Need to focus on community development as game development moves towards completion and commercial release.
Enables game developers to get play testing feedback from "beta testers."
- small game development teams
- leveraged via participation in independent game developer community and community activities
- hosting independent games on common game portals
- game mod sites
- builds visibility and reputation (good/bad)
- casual game sites
- large game development teams
- leveraged via production and operation of game development studio portal site
- hosts community information on current games (bug reports, software updates, etc.)
- hosts community information on upcoming games in development (preview game artwork, etc.)
- leveraged via offering end-user collaboration support environment
- discussion forums, end-user feedback on new game features, etc.
- single-site development teams
- same as small versus large development teams above.
- multi-site development teams
- generally, large game development teams or large game development studio
- community infrastructure well leveraged through common end-user collaboration environment
- internal/proprietary game developer collaboration
infrastructure used to discuss common development problems, solutions,
or work-arounds
- not visible or accessible by end-users or other competitors
- unclear how best to exploit multi-national or multi-cultural end-user communities
- game development teams in one country (e.g., U.S. or Korea)
may setup end-user collaboration environments by natural language of
end-users (English, Korean)
- little crossover of end-user culture or language
- some Korean games are translated in "KorEnglish", which is
often frustrating (or embarassing) to game players and game masters in
different cultures
- large end-user communities for KorEnglish games may be
outside of U.S. (example: Turkey/Middle East), and their end-user
collaboration environment may be limited to (partial) English, thereby
frustrating game developers and game masters trying to best support and
grow the end-user community
- globally distributed game
development communities
- may be small or large development teams
- small global teams usually bound to single Web site for sharing information, source code, artwork, advice, etc.
- common in free/open source game software development communities (example: OGRE)
- large global development teams uncommon, but more are anticipated
- similar community support requirements to multi-site development teams