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Recommendations to Game Design Fellows: Typical Errors

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This block is — the sum of some common errors in the design of any project format. For each format, see the relevant section: Recommendations for the desktop game concept <a href="https://hsedesign.ru/project/e69a04468f4334a7b9f58266fb565f target="_blank"> Recommendations for the video game concept aref=»https://hsedesign.ru/project/1309824f000e4108b08fc4a5a275456" Target="_blank>

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Game Errors

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Mistake № 1 You  not  have studied references. It’s hard to make a cool game about a fight when you  only play one of these. Or not--nbsp; playing at all. It’s hard to make new and  interesting movement when you’re  not  you’ve seen, though  five to six different attempts. You can’t do a cool game against the system if you’re not ever  you’ve seen a game like this. Research the games you need and the genre you need and then do your thing. We strongly recommend not  it’s easy to look through/cards, a  play. Analysis of your feelings from  testing will help you a lot more than any VCR. Mistake № 2 Copy of another game where you  changed the setup. For example <laquao; as a mario, but  Save the butterfly from  broconier& raquao; — there were no  there were new actions by interesting, new mechanics. The whole old system’s left. The solution is to study someone else’s gameplay. But, uh, when you change the setup, look for, and, uh, nbsp; what can we do in  are we unique? Maybe you can save the butterfly, not by jumping the level, but by racing poachers in the 'nbsp; they’re not; they’re also traps? There’s another one coming in slowly.

Mistake № 3 Big game. AAA project, which of course is in  a presumption on 12  slugs not  Decision: Take a small, medium-sized concept with the  cool stuff. It’ll make it easier for you to show the originality of your thinking by fitting yourself into the 2500 symbols. Mistake № 4 The history of the game instead of the game. ' Many thousands of years ago, the twin gods came to  the world, and  everything was good but  them sora, and  then the world split, blah, blah, blah. And  which means now two, which means that the twins were born and  they’re going to go to  the journey to go to  the world.& raquao; the game starts when these two are going to figure out how they jump, so they’re going to go from  space to  space. Here’s what you’re going to need to describe;) Decision: Give us a gameplay, no history. Or a history in  one short sentence. From 'nbsp; we’re only interested in events that happen with 'nbsp; a character inside the game.

Mistake № 5 Mistake with the topic. You  chose too common or too sharp a topic. Acute topics are long done, studied, tried, tested and  they don’t serve the  in 12 slides. You don’t go in deep, it’s very superficial. It doesn’t mean you can’t play games on such topics. We’re gonna ask you to refrain from the 'nbsp; the sharp stuff until 'nbsp; the moment that you’re not  becomes independent and  the mature developers with the 'nbsp; resources and  the ability to do quality research. Examples of such dangerous topics: depression, mental disorders, Bulling, madness, and  so on.

They also often hide good games or prevent them from doing them. We’ve seen them once, and we’ve decided to write them to you so that you can come up with something fresh. Our tops are boring and  covered by the themes of Yandere, dreams, fairies, dog cats, Rusie, ecology, education, children’s simple games, subconscious, dog sleep, just sweetness, just apocalypse and  just fantasies (i.e. without your elaborate raisins of the world) Decision: Take a theme that’s interesting to play. B  which is funny/intrigued/disturbing. Which you know or can study, rarely or not at all, have seen.

Mistake № 6 Ne  retained focus. Focus — the basis of your game. The mood, the pace, the experience. All elements adjust to it. If you’re gonna say you’re doing a cozy cute game on the 'nbsp; relax, a  then it turns out that all the gameplay — souls-like on the 'nbsp; time, you’re  not  held the trick. The solution is to set all the elements of the game under the  what you choose as the main elements.

Mistakes

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#b> Mistake № 1 Nothing is `nbsp; understood or understood only by you. If you write the text in  the last moment and  they  once not  reread, there is a chance to hide the woods behind  there is a chance to write a lot of things as connected to the other action. Decision: (1) Write down, postpone for  two days, read and  analyze. Write it down. (2) Let’s read the text to people and  repeat it to you. So you’re gonna hear that you’re  not enough to describe what’s not  enough to understand. And  you can do better. No  one text not  writes well with  first time. The text of this Longrid has been updated at least three times;) Mistake № 2 Different delivery order. First, in  children are told about some  mega-ultra-cool battle feature, and  us  not yet  we know how the camera, displacement, and  in  than the goal of the player at all. Decision: Start with  most important for quick visualization and  understanding your concept. Camera, game screen example, basic control.

Mistake № 3 Not at all, not  helps to understand the game. In  in the case of desks — simply draw pictures, and  not  ingredients. In  the video game shows hero-location-matters, but it’s not  you explain. Decision: Draw  what explains the gameplay, and  not  just decorates the slide. U  you are too few slides to do simply <laquo; beautiful». Mistake № 4 Tell me about content, and  not  about the system. Describe 15  views of opponents, but  not  explain, in  what space do they play, how they face each other with  friend, on  why does the common system of combat work? Decision: First, tell the gameplay. Try playing the game of game in head and  think about what the player is doing. Then complete this with examples of content. The task is not to kill us with a bunch of invented, but to give us a clear message of the gameplay.

Mistake № 5 Ended at  mid/ not  settled in the  slides. Only the most basic items for the gameplay were told: <laquo; in  joker — shoot» and  not  explained how the shooting was different among the  you. The game is interesting, but it’s important to leave it in the  the presentation only  which affects the  the perception of your project. Decision: Think about what things you have in your  you work like this; just as they usually do in your  similar genres and  not  use signs on your  banal platitudes (but ne  then forget that you use typical controls).

Mistake № 6 More references than gameplay. You  wrote that you took a palette from  Seth’s games, a shooting system from Doom, and  free from ANIMAL Crossing. And  it’s nothing  it’s going to tell us about your game, because we’re  not  we can know that it’s you  you understand it as & laquao; shooting system» and « wib& raquao;. Decision: not  overstep with  profiles. Give them one or two slides, maximum if there’s room left. Most often, if you’re gonna be cool and you’re gonna describe your gameplay in detail, you’re not gonna find a place for reference and you’re gonna find it and it’s okay. We need to see your gameplay.

Remember that the task is — try to do something original and  interesting. Avoid all mistakes not  will get, even in  video game class, there is  something that may not  like/not be sufficiently developed and  so on. Try, practice and  learn from experience!And  come learn to do even better than you could before  this ;)

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Selected options for preparing and testing their work: 1. <a href="https://fdp.hse.ru/ `_blank'> Pre-service training  2. <a href="https://design.hse.ru/summer-intensive"_blank"> Summer Intensions Come to  Open Door Days, look at  Our official pamphlet < <laq; Launch to  close to

I think you’re ready to start your project!If you find this part randomly, leave it to the directors on  other recommendations on  game projects: General recommendations Recommendations on the design of the desktop game

Recommendations to Game Design Fellows: Typical Errors
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