Game Development Reference
In-Depth Information
Design and Development
While other chapters have focused on the Three.js API and how to use it to build
games, this chapter discusses how to make good games using Three.js and the Web
as a platform. We'll use what we've learned so far as a foundation to explore game
design concepts and development processes, investigate performance considerations,
and introduce JavaScript-based game networking.
Game design for the Web
Building games based on WebGL that match or exceed console quality should be
possible, and doing so is a worthy goal. Additionally, building games for the Web
presents an opportunity to take advantage of features that aren't possible for desktop
and console games, although there are also a few drawbacks.
For example, you can build mechanics around having game data in URLs. Beyond
just indicating save/load points, URLs could encode pickups, locations, random
seeds, or other information. Add sharing to the mix and suddenly you have the
ability for users to e-mail or tweet a link to their friends and have them drop
instantly into the same point in your game. Unlike console games, web games can
build on viral dynamics, the ubiquity of browsers, and low barriers to entry to attract
more users and introduce new gameplay. You might imagine collaborative puzzle
games that require a certain number of players to be completed—a concept that
wouldn't be reliable for an expensive console game.
At the same time, gamers who buy an expensive console game are probably more
likely to put in some effort to get over an initial learning curve. Unless users pay for
your game up front, it's important to be conscious of the fact that users can leave
your game just as easily as they arrived. Gaming has always been about balancing
difficulty with engagement; it's the same formula, but it's more important than ever
to consider the amount of time between hitting your landing page and that first taste
of sweet satisfaction.
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