Monday 21 November 2011

book: 21st game design explains cars genres

bateman, C. and boon, R., 2006, 21st century game design, hingham, massachusetts: charles river media, inc.

i took this book out of the library at the beginning of the project knowing it listed the different genre of racing games and their conventions. I'm getting around to reading it now to familiar myself with these aspects so i know i'm pointing in the right direction so i can start jotting down ideas and brainstorming.

racing pages 247 - 255

driving sim:

  • demonstrate realistic driving experience
  • not necessarily realistic physics 
  • gran turismo doesn't allow cars to crash
  • emphasis on braking, angel of approach and racing lines
  • some players find 1st person more immersible  
  • other players find 3rd person more appealing, possibly due to mimic of car chase in films
arcade:
  • encourage player to not drive how would in real life
  • out run uses level structure that made players choose to go left or right. 15 tracks available but only 5 driven through one game
  • used gimmicks for each games, ridge racer relied on drifting in game play
kart racer
  • uses a range of characters and attaches them to "friendly" racing
  • low dimensionality of control
  • more forgiving physics
top down
  • uses a camera from top down view (birds eye)
  • has view of track ahead at all times
whilst reading I wasn't able to get anything specific for level design research but i found learning more about these genres will help me understand the genres more and think about how level design will apply to their conventions.

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