Game Development Reference
In-Depth Information
GAMEPLAY MECHANICS
Let's start by examining very simple game mechanics. Early games were 2D and featured one screen at a
time. The earliest games like Space Invaders and Pac-Man essentially gave you exactly the same level, as
it came to be called, but would make the game progressively more challenging as it did so. After a while
gamers wanted more than just one screen, so game designers obliged. One prominent early example
of this expansion in arcade games was scrolling. Scrolling is a way for the game to proceed without an
obvious level change. Scrolling can also be one way (like left to right) or two way, or in some cases in
every direction.
Defender (Williams, 1981) is a classic, fast-paced arcade game. Limbo (2010, Playdead Games) is a slower, eerie, puzzle based
platform game. Both of these games use the side scrolling mechanic.
The next innovation is contrasting game levels. In these types of games, the player progresses in some
way though the level, like a maze or obstacle course until they reach the goal at the end, and then the
next level loads; or perhaps it's a character going from room to room searching for specii c items.
We now might have a reason to change the music, as our character or player is potentially in a dif erent
emotional environment than before. As far as sounds are concerned, it might af ect ambiences or sound
ef ects as animations change from level to level.
Evolution of Games
Action Game
A broad and basic category of video games, the action genre, contains
many sub-genres. Nearly all arcade games from the golden age of
the arcade can be classii ed as action games, which are games that
emphasize combat in gameplay and require accuracy and timing to
avoid obstacles.
 
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