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From Coleco Vision To iPhone Games: Some High Water Marks In Video Game Design History – Part 2

In this second in an ongoing series, we will take a look at some of those moments where video game designers undoubtedly got it right and delivered a memorable, enduring and progressive gaming experience.


Sega Dreamcast.In this second part of this ongoing series we will examine some more of those moments where video game designers undoubtedly got it right and delivered a memorable, enduring and progressive gaming experience. Halo A launch title for the original Xbox from Microsoft, Halo: Combat Evolved forever changed the way people think of first person shooters (FPS) on video game consoles.The game had a very long development cycle, starting out as an RTS title, evolving into a third person shooter for the Mac and finally resulting in an FPS for Microsofts console debut. Regardless of this much longer than average development cycle, the game released to incredible sales, glowing reviews and almost universal praise for its execution and technical innovations. The first high water mark in game design comes at the very beginning of Halo, as the main character the Master Chief is thawed from his cryo-sleep.It is at this point that the player first takes control of the main character the Master Chief.Under the guise of configuring the Chiefs on-board systems, the player is put through a short tutorial that familiarizes them with the games control scheme.This seamless integration of gameplay mechanic introduction into the narrative is not only incredibly slick, but almost shockingly effective.What follows is a short run from the cryo-chamber to the deck of the ship.This run involved the player moving, jumping, ducking and generally being forced to familiarize themselves with all aspects of movement.It is not until the player finally reaches their destination on the bridge, that they are finally rewarded with their first weapon and the game truly begins. Another standout moment in this game arrives at the beginning of the games second level, simply titled Halo. When the Master Chief exits his escape pod and we see the incredible size and scope of the world he has landed on and will soon explore, the player discovers that along with some progressive controls and design integration, the game will also be upping the ante on level design.Few FPS to this point featured worlds so large and lush, and none starred enemies as dynamic and engaging as the Elites, Jackals and Grunts that make-up the bulk of the enemy army.Unbeknownst to the player, they would soon be fighting alongside civilians and soldiers, driving (and being driven in) Warthog jeeps, using sniper rifles and choosing their own pathways through the level.If the opening level of Halo wowed the player with its clever integration of tutorial elements into the gameplay, the follow-up level only served to cement the promises the development team made with those innovationsFree Reprint ArticlesComputer Technology Articles, and foretold of a game to come that would push the limits of what gamers would come to expect from a FPS from that point on.

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ABOUT THE AUTHOR


Tim Kennedy writes on behalf of AppsPatrol. He recommends you visit AppsPatrol for your iPhone App Reviews and iPhone Game Reviews.




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