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Game Design: Theory & Practice- P12

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Game Design: Theory & Practice- P12: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 308 Chapter 16 Game Analysis Myth The Fallen Lords In Myth every bit of technology is used to its greatest gameplay effect as is typical of projects run by designer programmers such as Jones. This hybrid developer understands what the technology can do perfectly while also understanding what would be compelling in terms of gameplay making for very economical game development. Thus when the technology does something that can enhance the gameplay the designer programmer instantly notices it and is able to exploit it to its maximum effect. This differs greatly from so many projects where programmers implement complicated functionality that is never used because the designers never fully understand it. Of course adapting gameplay from 2D to 3D is not without its drawbacks. For instance despite being able to zoom in and out in Myth one is never able to zoom out from the action quite as much as one would like. This is in part because of the precedent set by other RTS games which because of their 2D engines can have a much more distant viewpoint a viewpoint that lends itself to tracking and moving large numbers of units. A patch was released for Myth shortly after its publication which allowed players to zoom the camera out farther but with the side effect of decreasing their frame rate since more landscape and hence more polygons are now in view. Of course the engine could probably support viewing the landscape from still farther away but the amount of polygons on the screen would quickly become prohibitive decreasing the game s overall speed unacceptably. Thus the limitations of a 3D engine come to limit the gameplay choices the designer can make. Another gameplay drawback that results from the technology is the often confusing camera. Though the camera is able to rotate to view whatever side of the action is desired this camera rotation can often become jarring and disorienting causing the player to lose track of where different locations and units are on the map. For

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