A games concept is basically an idea for a game, however even though this concept gives us the basis for the game, it merely scratches the surface as games are far more detailed and in-depth than can be summarised in a small statement. The concept has many implications, for example if a concept states that the player will have to battle hordes of enemies then many other factors must be considered such as programming, modelling and concept art. It is important that such factors are expanded upon as this work will have to be carried out by different game development team members if the game is ever to be fully implemented, so detail is key.
Below are five concepts from relatively recent games that have been expanded upon by detailing the implications of the different factors and the different design roles. This is to highlight the importance of detail as stated in the above paragraph and to show a clear example of some of the general types of implications concepts can have.
Call of Duty 4: Modern Warfare
Developers - Infinity Ward
Publishers - Activision
Engine - IW Engine
Platforms - Xbox 360, Playstation 3, P.C
Genre - First Person Shooter
Game Concept:
Modern Warfare involves the player taking control of a rookie solider in the standard first person shooter perspective. The player must then use accurate modern day weapons and explosives in a run and gun routine to stop terrorists in a variety of unique locations, to bring a nuclear emergency to a halt. The game will allow the player to use sophisticated air support, such as AH-1 Cobra Choppers and UAV's. Players will be able compete in online matches against one and other, earning rank depending upon their performance. The game will boast advanced realism in both graphics and Gameplay.
Factors Expanded:
Online Play - Player can play in a variety of game modes such as team death match, domination, sabotage and search and destroy. They will gain experience for killing enemy player, capturing objectives and winning games and as they rank up will gain access to new weapons, perks and symbols. Kill streaks are also available for getting three, five and seven kills in a row, which allow the player to call in air support. Statistics and rank data will need to be stored in an online database to ensure players can access their content.
Weapons - The weapons used both online and during the campaign must accurate to their real world counterparts, to ensure that realism is sustained. Weapons will have been researched for both graphics and audio so they can be modelled accurately and play the correct audio file when fired. Modern Warfare has available a large range of weapons to choose from, such as assault rifles, submachine guns and sniper rifles.
Realism - Modern Warfare boasts advanced realism meaning that many aspects will have been intricately programmed, such as bullet physics, movement distortion and area of effect explosions. The graphics have to also be cutting edge, with highly detailed textures and models, as well as lighting effects, so the player can have an immersive and realistic experience.
Development Roles:
Lead Designer - Will have the development role of ensuring that the game is designed in accordance with the concept but more specifically that all sections are designed to a high standard and have a sense of realism.
Games Mechanics Programmer - Will have the development role of mainly programming the physics of the game. In this case they would program the physics for bullets, grenades and explosions so they look and feel realistic.
3D Modeller - Will have the development role of creating realistic 3D models of weapons and characters in accordance with specific concept art, to ensure that visually they look similar to their real world counterparts.
Gears of War 2
Developers - Epic Games
Publishers - Microsoft Games Studios
Engine - Unreal Engine 3.25/5
Platforms - Xbox 360
Genre - Third Person Shooter
Game Concept:
Gears of War 2 puts players back into the character Marcus Fenix, following the events of Delta Squad as they assault the hollow. Established features return with the tactical third person shooter perspective with emphasis on taking and firing from cover. Players will be able to use a range of Human and Locust weapons and enemies will range from small creatures that cause explosions to huge heavily armed behemoths. During combat blood and gore will be apparent to give players a sense of adrenaline. A multiplayer mode will allow players to coop the story together or go online to fight in death matches and other game types.
Factors Expanded:
Cover System - Gears of War 2 employs a cover system where the player can take cover and fire from chest high walls, this forms the basis of Gameplay and as such it’s important it functions accurately. Camera angles, and the players view must be significantly considered when the player is moving from cover to cover to ensure they can see correctly.
Blood and Gore - Having an adult certificate Gears of War 2 carries a violent and bloody aura, in order to give the player an adrenaline rush. When enemies are killed they gush blood and it is even possible to use a chainsaw gun to dismember your opponents, it is this kind of brutality that immerses the gamer.
Cooperative Play - It is possible to play the campaign cooperatively with another player who takes the role of Marcus’s sidekick Dom. This adds a new aspect to the game and inspires the use of strategy and team work which will allow the player to have a more fulfilling experience.
Development Roles:
Level Designer - Will have the development role of designing the environments in which the player must fight and interact. It is essential that the level designer be familiar with the cover system, as they must implement chest high wall into the major fire fight areas for the player to use as cover.
User Interface Programmer - Will have the development role of programming the operations of the user interface. As Gears of War 2 has a bloody and violent feel to it, the programmer will have to implement a health meter which when low turns the players screen red, to represent losing blood.
Character Modeller - Will have the development role of modelling the major characters and enemies for the game. The modeller will have to be familiar with the previous instalment of Gears of War, as they will have to design the characters of Delta Squad to look basically the same as before.
Assassin’s Creed
Developers - Ubisoft Montreal
Publishers - Ubisoft
Engine - Anvil (Previously Named Scimitar)
Platforms - Xbox 360, Playstation 3, P.C
Genre - Third Person Action-Adventure
Game Concept:
Desmond Miles is forced into the Animus where he relives his ancestor assassin Altaïr’s memories. The player must carry out several highly important assassinations using a variety of stealth options and weapons. The player controls Altaïr in third person throughout several large cities historically accurate to the holy land, to carry out missions and find collectables by running and climbing the fully scalable environments. The games combat system is ultra realistic meaning unblocked attacks lead to a quick death.
Factors Expanded:
Scaleable Environments - Altaïr has the ability to climb any building or tower, which allows the player a lot of different options when carrying out assassination contracts. There are three large cities to free roam each having a series of optional missions the player can attempt if he or she want to, and its this degree of freedom and choice which makes the game enjoyable.
Collectables - Scattered throughout the in game world are many different types of collectables, ranging from flags to Templars. Adding these in extends the games life even after the main content has been complete, as the player will feel compelled to collect them all to see what kind of a reward they will receive.
Realistic Combat - Combat in Assassin’s Creed comes down to one hit one kill, fighting is a flurry of blocking, dodging and countering. This makes the fights more realistic and allows the player to become immersed in the flowing rhythm of combat as opposed to hacking and slashing.
Development Roles:
Animation Programmer - Will have the development role of programming Altaïr’s specific animations for climbing, running and fighting. These will have to look realistic meaning that for some of the more complex animations such as face movement, motion capture will need to be used.
Environment Designer - Will have the development role of using concept art, historical accounts and possibly old photos to design the cities in which Altaïr travels. This will mean ensuring the cities are relatively historically accurate and detailed, along with noting the points of interest for Gameplay development.
Gameplay Programmer - Will have the development role of programming and fine tuning the different aspects of Gameplay such as combat mechanics. The programmer will have to ensure that the combat is balanced and that blocking and dodging flows, as realism defers the player should die in one hit.
Left 4 Dead
Developers - Value
Publishers - Value Corporation
Engine - Source
Platforms - Xbox 360, P.C
Genre - First Person Survival Horror Shooter
Game Concept:
In the aftermath of an apocalyptic pandemic the human race becomes infected, mutating them into a range of deadly creatures from hordes of zombie to huge disfigured tanks. The player takes control of one of four survivors both online and offline, in the first person shooter perspective who then must use a multitude of shooting, teamwork and cooperation to battle their way through the infected to safe location where they can be rescued. The game features four distinct movie style campaigns, each attempt being different because of the A.I director which changes the pacing and the infected depending upon the players stress level.
Factors Expanded:
Infected - There are hordes of common infected that can only melee at close range however there are also the special infected, four distinct classes with their own unique abilities. The smoker can grab survivors with his tongue from a distance, the boomer can vomit on survivors to cause a horde of common infected to attack, the hunter can pounce and claw survivors for heavy damage and the tank can use his strength to crush and send survivors flying.
Team Work - If the player was to attempt to play the game alone, they would not be able to get far. Almost every aspect of Gameplay requires two people, for example if a survivor is grabbed by a smoker or pounced by a hunter the only way to escape death is to have a team mate melee or shoot it off. These limitations ensure that cooperation is used throughout the campaigns as it’s the only way to beat the game.
AI Director - The AI director is a system which monitors the players stress level through different factors such as health and ammo. It then uses the data to alter the enviroment so as to either be easier for the player or offer a greater challenge, for example if a player is moving through the level quickly with little loss of health then the directors could spawn a tank to increase the difficulty. This system ensures that every play through is fresh and interesting with little repetition.
Development Roles:
Character Designer - Will have the development role of designing the main characters and enemies. In this case the designer would create the special infected, allocating them there special abilities, visual appearance and background ensuring they have both strengths and weakness to balance the cooperative Gameplay elements.
AI Programmer - Will have the development role of programming the bots intelligence and the design and implementation the AI director. It will be essential to ensure the bots can cooperate with the player in the same ways as another human to ensure the Gameplay concept works.
Interface Designer - Will have the development role of designing the interface which the player will use to keep track of their team-mates status and their own. The players team-mates will be highlighted at all times so the player can easily access them, as this is the aspect the game hinges on.
Lost Odyssey
Developers - Mistwalker
Publishers - Microsoft Game Studios
Engine - Unreal Engine 3.0
Platforms - Xbox 360
Genre - Role Playing Game
Game Concept:
Utilising the classic turn-based RPG formula, Lost Odyssey places the player into the character of Kaim Argonar, an immortal who has no memory of his past. The player will progress through a finely detailed and in-depth narrative, boasting a huge assortment of characters, weapons, items, monsters and even a collection of short stories into the games history. The player will level up after gaining experience from battles, to gain access to new skills and abilities so they can beat bosses to progress the story. The player will be able to explore a huge in-game world with distinct and unique locations.
Factors Expanded:
In-Depth Story - The narrative is a key aspect of role playing games, the story must be detailed and immersive so the player wants to continue playing simply to follow the in-game events. Lost Odyssey’s story is huge, with many twists and turns, different characters, events and suspense. In the Xbox 360 format Lost Odyssey encompasses a massive four disks worth of Gameplay.
Weapons, Items, Monsters - Using turn based combat means that all the battles will be some what similar throughout the game, so the way to keep them interesting is with a variety of detailed content such as monsters and weapons, which makes each battle different from the last. Items are also collected whilst exploring the in-game world to allow the player to interact with the environment and to give them a purpose for exploring.
Characters - Role playing games are defined by there characters, so it is important that each character is represented accurately in 3D graphics based on there concept. There must also be substantial character development throughout the narrative so that the player can begin to understand the personalities and motivations of the characters. Animation is also a critical factor because immersion relies on the player identifying with the characters and unrealistic motion could prevent this.
Development Roles:
Audio Programmer - Will have the development role of programming the dialogue and sound effects so they play at the correct times. It is crucial that in a story orientated game that the audio is in synch with the 3D graphics becasue for exmaple, if the dialogue was out of lip-synch this would cause the player to lose all sense of immersion.
Concept Artist - Will have the development role of designing the main characters appearance and feel from the games concept. It is important that the characters are well developed and have an appearance to fit their roles because character development is a key part of role playing games.
Database Programmer - Will have the development role of creating, updating and maintaining the games database. In role playing games there is huge amount of data that needs to be stored and accessed, such as the monsters stats and the weapons abilities. This database will need data to be both input and deleted, this is the main role of a database programmer.