What is player-to-gameplay balance? Why is it important? Provide one way it can be done poorly in a game. Describe one way you can fix the same poorly-done example.
Ans: Player-to-gameplay balance is where the player's relationship to the game is appropriate for their skill. This can be done poorly if an interface is very complicated but full-knowledge of the interface is needed before the player can even progress past the first level. This could be fixed by making only some basic parts of the interface needed at first, requiring (and rewarding) the player to learn additional components of the interface at later levels.
Ans: The three are: Game code, Game Engine and Tools.
Ans: really, it is no methodology at all. Instead of any kind of design, programmers jump right in and write code. When the code is ran (no formal testing) if there are bugs, they are fixed. The process repeats in the hope a working game comes out.
Ans: A database containing files and past history of them. It provides a central location for all code and allows the programming team to work on related files without overwriting each other's work. the database preserves the history to help track down errors and provides branching and merging for platform specific parts.
Ans: Many choices here. C++ typically provides opportunities for better performance. Java takes care of memory management that can cause hard-to-find bugs for C++ programs.
Ans: Reproduce the problem consistently, look for clues, pinpoint the error, repair the problem and test solution.
Ans: A sound designer brings life-like (and beyond life) sounds to game. They are increasingly a critical member of the game dev process, as audio has more capability and more importance
Ans: Each sample provides a number that needs to be stored, sent over a network and/or played. The higher the rate, the more processing/storage required. This is especially meaningful since a high sampling rate may note be required for adequate fidelity.
Ans: 8000 samples per second with each sample being 8 bits.
Ans: It might not reflect the current emotional context of the game. Player tunes it out.
Ans: Many possibilities: follow the dramatic arc with the game's sound track, never use music unless it is making a specific emotional statement to the player, get the composer involved early in the process, the more content the better, ...
Return to the IMGD 1001 Home Page
Send all questions to the TA mailing list (imgd1001-ta at cs.wpi.edu).