the Presentation Here! []

What
Overview
2D Games:
Movement and actions on a 2
dimensional plane.
Generally has a fixed camera with
player actions that affect only the X
and Y axis.
Very limited Z axis effect (if any)
2.5D.
3D Games:
Movement and actions on a 3rd
dimension.
Has a camera that can provide a
view of 360 degrees.
Player actions can affect more than
2 axis in the game world.
Not talking about 3D displays or 3D motion cameras. Another
topic for Emerging Technologies for Immersive Games.
2D Games
Retro type of game format.
Type that 2nd generation video gamers
grew up with.
PC, GameBoy, Game Gear, NES, SNES,
Genesis/Megadrive, etc…
Proven format for over 20+ years.
Still managed to sell millions.
3D Games
Preferred choice for modern games.
Dominant in current and former
generation console games.
PSX, PS2, N64, GameCube, Xbox, PC,
Xbox360, PS3, Wii, DS, PSP, etc…
Industry standard format for last 10 years.
Rise of Triple A expectations.
HD becoming standard.
Current Trend
Rise of Digital Distribution:
Xbox Live Arcade
Playstation Network Store
Apple AppStore
WiiWare
Lower cost games.
Emergence of smaller independent
developers.
Smaller games developed – not technically
considered Triple A.
Classic games being re-made for HD and/or
for portable consoles (iPhone, iTouch,
PSP, Dsi).
… they have decent sales too btw…
2D Revival ?
Is there anything to be shocked at the escalating
number of 2D titles being successfully
released?
Nope, not really.
2D games have been released on almost every console.
However,
The prominence that PSN, XBLA, AppStore have gained in
the recent years have allowed smaller indie
developers to sneak in and start producing their own
games.
More often than not, 2D games are still faster and easier
to produce for a small team.
Short Generalization:
Increase in small developers + digital distribution model =
increase in 2D games being published
2D Stigma
There is still a stigma with gamers and
even some developers about the
validity of the 2D game medium.
No! Not all of
us are like
that!
Haters gonna
hate…
Fears about:
Low production values
Short play through time
Boring game-play
Lack of story
No immersion
Reflects change in public perception of quality games in today’s current gen consoles.
However, still untrue about the 2D game media.
2D vs 3D
There is obviously a difference between
playing a 2D game and a 3D game.
(Duh!)
What are the main characteristics between
the two forms of representation?
How is the design intention and feeling
behind the game affected by the
different representations?
How have original 2D IPs made the transition
to 3D?
To uncover the impact and the consequence of choosing 2D or 3D,
we must perform a case study of:
Successful/Anticipated 2D games
Successful 3D games
Retro Games that have been converted from 2D to 3D
Castle Crashers
2D Side scrolling beat-them-up game
released by an independent developer
(Behemoth) in 2008.
RPGish elements with unlockable content
coupled with DLC.
Over 1.6 million downloaded to date with
only XBLA as distribution source.
84% rating on metacritic.
- Simple camera.
- Custom upgradeable characters.
- Simple controls.
- Co-op local/online.
- Simple game-play.
- Linear Levels.
- Extra content and challenges.
- Limited/None Exploration.
- Classic retro type of game feel.
- Identifiable Style.
Bionic Commando Rearmed
2D HD remake of the NES classic game.
Enhancements to original title while
maintaining the original games feel.
Over 130,000 sold within the first week.
86% rating on metacritic.
Released for XBLA ($10), PSN ($10), PC ($15).
- Simple camera.
- Custom upgradeable characters.
- Simple controls.
- Co-op and competitive multiplayer.
- Simple game-play.
- Linear Levels.
- Challenge maps and database
- Limited/None Exploration.
- Classic retro type of game feel.
- Gorgeous Graphics
Red Dead Redemption
Brand new sandbox IP based on the Wild
West.
~4 year development time.
5 million copies sold within 1 month of
release (xbox360, ps3).
95% rating on metacritic.
- Full 3D camera.
- Custom upgradeable character.
- Complex controls.
- Co-op and competitive multiplayer.
- Very open world.
- Realistic Graphics
- Immersive environment/setting.
- Exploration based world and game-play.
- Multiple game-play options.
Differences?
2D:
-
Simple controls
Simple camera view
More linear
Less immersion (due to camera)
Less exploration (due to camera)
Faster development cycle (general)
Graphics tend to be more cartoony
Cheaper price point (general)
3D:
-
More complex controls
Multiple camera views
Can be non-linear
Potentially more immersion (due to
camera)
Potentially more exploration
(general)
Slower development cycle (general)
Graphics can be realistic
Higher price point (general)
The character actions should decide what form and medium to use when developing a
game.
What do we, as creators, want the player to feel?
Mario World vs Mario 64
-
-
One direction movement to complete
goal.
Limited chance to branch out with nonlinear game-play.
Simple actions with simple control.
No fuss with camera.
Core platform game-play
Multiple routes to explore when
completing level
Chance to explore the world and
setting.
Extended actions with more in depth
control schemata.
Have to fuss with camera.
Nintendo discovered early how the jump to 3D meant a different feel and experience of
the game.
The core platforming would still be there, but with an added challenge of exploration and
3D navigation as well.
They would the take the lessons learned and apply it towards future Mario games.
Realization
What has Nintendo done?
Created the successor to the original 2D Super
Mario World games.
Rendered in 3D, but purposely kept in the
classic 2D perspective.
Can even look at Smash Brothers to see how
they understood the potential of
simplicity and the accompanying fun
game-play.
Improved upon exploration and
navigation with the core of
platforming with their other core
Mario titles like Mario Sunshine,
Mario Galaxy.
Improved upon the camera since the
N64 days to focus on playing,
and not fighting the camera.
Sonic the Hedgehog
Why has Sonic received so much negative
press since it’s conversion to 3D since
the post-Genesis days?
Based on a character that was already
shown to give a feeling of speed as
it’s main game-play.
The new games have struggled to
replicate that original feeling that
Sonic is supposed to be known for.
Jump into the 3D realm has impacted
the speed and high octane action
that the character is known for.
Camera, Controls and Character Actions
have not really adapted to the new
generations of consoles.
Gotta work on those
3C’s in 3D dudes.
Execution
3D Sonic Games have progressively
improved over the years.
-
The feeling of speed has been greatly
improved. Sonic Unleashed has an excellent
speed-feel representation.
There are still problems that arise due
to Sonics personality and the use
of 3D worlds.
Tacked on character actions.
Not properly designed levels.
Camera cannot keep up.
Confusing controls.
Hope with Sonic 4: Episode 1
-
Reversion back to formula using 2D
game-play with 3D graphic assets.
Attempt to recapture the original
feel of Sonic with a new game.
2D by choice, simpler camera.
GTA
Immersion is key.
Player has to feel like he’s part of the
world.
Exploration of this world and navigating
around it is then necessary.
Do what you want, with the actions we
give you.
Although the 2D rendition allowed the
player to more effectively
formulate tactics with the
environment,
GTA was an example of a game that was
meant to be played in the 3rd
dimension.
Interesting to note that 3D GTA still
includes a 2D map in the HUD.
Patapon
Realization and exploitation of core game
mechanic
-
The beat of each different drum type.
Rhythm, timing, strategy.
Not the exploration and navigation
mechanic itself.
Emphasis on the different beats and
what each type of beat allows the
Patapon group to do.
Would Patapon work in a 3D environment with a 3rd person or 1st person camera POV?
How would that view change impact the feeling, expectation and complexity that the
player will infer just from seeing the game?
2D or not 2D?
Know your character actions!
Focus on the feeling(s) you want to achieve
Game-play direction should dictate the
media form, not vice-versa!
Summary
The 2D medium is still a very valid game
representation format.
Digital Distribution has made it easier to
produce and publish smaller 2D games
without resorting to expensive DVDs.
The decision between 2D and 3D should be
based on game-play intention and
direction.
Tech. should not decide the representation and
game-play.
Tech. is there to further support and improve
the vision of the game.