Icreon’s approach to game
development:
FOCUS ON THE PLAYER
Every player genuinely wants to be the focal point in the game and
desires to control its outcome. Games don’t have to be easy
– they shouldn’t be easy. The more difficult a game
is, the more is the satisfaction of having completed it.
A player wants to feel that it’s up to him or her to be able
to win or lose. This feeling of achievement is packed into virtually
every game – evident in all the bestsellers. There are games
that heavily rely on a story and the player is a central figure
in the story. In such games, the story and game move along simultaneously.
The concept of the game is such that a player has complete control
over his or her destiny in the game.
KEEP IT SIMPLE
Simplicity is often underestimated. A gamer doesn’t want to
read dozens and dozens of documentation to be able to start playing
a game. Just a few quick pointers and perhaps a quick tutorial at
times, should serve the purpose. Yes, advanced features and functionalities
should be included but it’s very important that a player learns
quickly how to play the game. At least theplayer should grasp the
basics within such time. If a game fails to catch the player’s
attention and interest immediately, it’ll probably end up
gathering dust in the basement…
The design of the interface and menus play an important
part. We avoid incorporating bizarre controls, for example - the
Fire button mapped to the F key. In a 3D-Shooter game, by and large,
one should utilize a similar set of controls as other games in the
genre. The menus should be simple and easy to interpret. We’ve
reviewed a lot of games where menus are made from symbols and lacking
any text or tool tips. This is most definitely not recommended as
a player tends to interpret symbols in a subjective manner –
by mixing symbols with text and/or tool tips, the desired result
can be achieved.
ACTION & REACTION
Action doesn’t necessarily mean violence. Something needs
to be happening constantly in a game, and when it does happen, the
player should be able to notice it fully. For example, killing an
opponent in a 3D Shooter game should be a bloody affair, building
a police station in a Strategy game should decrease crime, killing
the opponent in an RPG should generate an intermediate victory and
maybe, a few spoils.
BACKGROUND STORY
The story behind a game is very important. If you read any of the
various game development articles, newsletters and magazines, there
is a definitive emphasis on graphics and eye-candy. Graphics are
an integral part of game development but at times, could mean very
little if the story is non-compelling. However, this is not true
if a game tends to be a path-breaking one. For example, Doom did
not have a very well conceptualized story but it was still a raging
success simply because gamers had never before seen anything like
it.
As a general rule, the story is very important
– a gamer wants to be a part of the bigger picture. For example,
nearly all RPGs are powered by invigorating storylines. However,
a good story doesn’t necessarily mean a complex story. A story
should not be over-complicated.
GRAPHICS
Stunning graphics are an integral part of the overall game package.
Graphics greatly enhance gameplay and all of the above factors.
It is meaningless to have, for example a great storyline and poor
graphics. They will cancel each other out. Good graphics communicate
the overall game to the player. Ideally, one should make use of
the latest and state-of-the-art graphic engines when required or
build a great graphics engine from scratch when any of the existing
ones are insufficient to serve the purpose.
Brilliant graphics are an important factor in any
game ratings. Along with gameplay, graphics formulates the core
of a game.
RELATION TO PLAYER
A great game needs to incorporate features that a gamer can relate
to, in one way or the other. For example, The Sims – the world’s
most successful game until date has many facets to it that players
can relate to in real life situations. However, it is not essential
that all players relate to the same thing.
For example, an individual who’s just seen a Sci-Fi movie
might want to search and purchase a game that allows him to fly
a space-craft or participate in a game belonging to that genre.
Alternatively, a person who’s a D&D and medieval earth
fan might find characters such as Orcs & Elves, fascinating
and hence go on to purchase games that focus on this period.
A game that asks its players to solve complex mathematical equations
will most likely, not be popular since a very few gamers would be
able to relate to it.
SOUND
Yet another integral part of a game is its sound. Sound encompasses
background scores, voice-acting, character reactions, FX, situational
music and the lot. For example, in Baldur’s Gate II, the background
score is situational and hence, very interesting. The music changes
from the languid when conversations take place, to the dramatic
when a battle is being waged. The overall increase in the tempo
and style of music greatly increases the overall gameplay.
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