Game Development Reference
In-Depth Information
FIGURE 2.5
Sea battle mode in
Empire: Total War
Shell Menus and Screens
Whenever the player is taking actions that influence the game world, that is, actu-
ally playing the game, the game is in a gameplay mode. However, most games also
have several other modes in which the player cannot affect the game world, but can
make other changes. These modes are collectively called shell menus because the
player usually encounters them before and after playing the game itself (they are a
“shell” around the game, outside the magic circle). Examples of the kinds of activi-
ties available in a shell menu include loading and saving the game, setting the
audio volume and screen resolution, and reconfiguring the input devices for the
player's convenience. A pause menu in a game is also a shell menu unless it lets
the player take some action that affects the game world (such as making strategic
adjustments in a sports game), in which case it is a gameplay mode. Noninteractive
sequences such as title screens or credits screens are called shell screens.
TIP If a player can
take an action that
influences the core
mechanics—even if
that influence is de-
ferred—the game is
in a gameplay mode.
If he cannot, the game
is in a shell menu or
shell screen.
The Game Structure
The gameplay modes and shell menus of the game, and the relationships among
them, collectively make up the structure of the game. For example, in a car racing
game, driving the car into the pit causes the game to switch from the driving mode
to the pit stop mode. When the work of the pit crew is finished, the game switches
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