Game Development Reference
In-Depth Information
make and little exploration to do. Play consists of fighting from the beginning to
the end. Half-Life is the definitive example.
Tactical shooters tend to simulate modern-era special forces teams. They offer
realistic weapons and situations, and must be played carefully; they cannot be won
with Rambo-style mayhem. Stealth and cover assume a large role. Tom Clanc y's
Ghost Recon is a good example.
The survival horror class of games uses the power of modern graphics hardware
to display disturbingly realistic blood and gore. Exploration takes on a large role in
these games. The Silent Hill and Resident Evil series are both widely admired
examples.
Arena games such as Quake III: Arena and Unreal Tournament are designed pri-
marily (and sometimes exclusively) for multiplayer deathmatch or team play in a
confined area. Much of the design effort goes into balancing the weapons and pow-
erups and creating interesting places in which to play. Games such as Battlefield
1942 are their equivalents in outdoor settings, and the latter also permit the players
to use vehicles.
An increasing number of single-player 3D shooter games are set in large, open
worlds. Such games place few limitations on the player's movement and provide a
world populated with large numbers of AI-driven NPC characters, not all of whom
are enemies. The Godfather and Grand Theft Auto series are well-known examples,
although both of them offer a great deal of non-shooter gameplay. S.T.A.L.K.E.R.:
Shadow of Chernobyl is a more conventional shooter set in the 30 kilometer exclu-
sion zone around the Chernobyl nuclear power plant.
Platform Games
Platform games, or platformers , are cartoonish games in which an avatar moves
through a vertically exaggerated environment, jumping on and off platforms at dif-
ferent heights, while avoiding obstacles and battling enemies. The avatar has a
supernatural jumping ability and can't be harmed by falling long distances (unless
he falls onto something dangerous or into a bottomless chasm, both common fea-
tures of platform games). Most of the player's actions consist of jumping, augmented
by various flip-moves and by bouncy objects in the environment. Platform games
use highly unrealistic physics; the avatar can usually change directions in midair.
The vast majority of 2D side-scrolling games with a humanoid avatar are platform
games; Super Mario Bros. is the classic example. The conflict in platform games is
often mild and suitable for children. Both Mario and Sonic the Hedgehog attacked
enemies simply by jumping on top of them. Stricken enemies disappeared without
undue anguish.
3D platform games, while popular, have never managed to achieve quite the same
level of iconic status as 2D games. Crash Bandicoot is one of the more successful 3D
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