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This Article Is Taken From <A HREF="http://www.perplexed.com/GPMega/">The Game Programming MegaSite</A>, A Definitive Resource For Game Developers!
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<H3 ALIGN=CENTER><font color="#FFF900">G</font><font color="#FFF300">a</font><font color="#FFED00">m</font><font color="#FFE700">e</font><font color="#FFE100"> </font><font color="#FFDB00">D</font><font color="#FFD500">e</font><font color="#FFCF00">s</font><font color="#FFC900">i</font><font color="#FFC300">g</font><font color="#FFBD00">n</font><font color="#FFB700">:</font><font color="#FFB100"> </font><font color="#FFAB00">T</font><font color="#FFA500">h</font><font color="#FF9F00">e</font><font color="#FF9900"> </font><font color="#FF9300">E</font><font color="#FF8D00">s</font><font color="#FF8700">s</font><font color="#FF8100">e</font><font color="#FF7B00">n</font><font color="#FF7500">c</font><font color="#FF6F00">e</font><font color="#FF6900"> </font><font color="#FF6300">o</font><font color="#FF5D00">f</font><font color="#FF5700"> </font><font color="#FF5100">C</font><font color="#FF4B00">o</font><font color="#FF4500">m</font><font color="#FF3F00">p</font><font color="#FF3900">u</font><font color="#FF3300">t</font><font color="#FF2D00">e</font><font color="#FF2700">r</font><font color="#FF2100"> </font><font color="#FF1B00">G</font><font color="#FF1500">a</font><font color="#FF0F00">m</font><font color="#FF0900">e</font><font color="#FF0300">s</font><br><FONT SIZE=-2>By: <A HREF="mailto:ghowland@lupinegames.com">Geoff Howland</a></FONT></H3>
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<P>Computer games are a relatively new innovation in the overall scheme of things. They have been around in different forms since the beginning of computers and in a lot of ways were essential in the route that computers have taken in becoming a part of our every day lives. A good deal has been written on the design of computer games, but I'm a firm believer that there can never be too much written about a complex subject and computer games design is a very complex subject.</P>
<P>Before I get started in my exploration of the design of computer games I'd like to suggest that if you haven't already read the articles/book by Chris Crawford's <I>The Art of Computer Game Design</I> which can be found at:</P>
<P><A HREF="index.htm#taocgd">The Art of Computer Game Design</A></P>
<P>I also suggest you read Greg Costikyan's <I>I Have No Words and I Must Design</I>, which can be found at:</P>
<P><A HREF="nowords.htm">I Have No Words and I Must Design</A></P>
<P>Both of these documents should be taken as required reading for anyone wishing to design computer games. While this article does not immediately build on the above articles in my opinion the best way to learn a subject is to start out with the definitions first.</P>
<P>However you will not miss anything if you read this article first.</P>
<H3><FONT COLOR=YELLOW><I>What are the elements of a computer game?</FONT></I></H3>
<P>I break down computer games in to 5 elements. Those are graphics, sound, interface, gameplay and story. I'll briefly go over a definition of each one and then go into each one more deeply. While these may seem self-explanatory I'm going to define them anyway just so that we are all on the same page.</P>
<P>Graphics</P>
<P>Graphics consist of any images that are displayed and any effects that are performed on them. This includes 3D objects, textures, 2D tiles, 2D full-screen shots, Full Motion Video (FMV), statistics informational overlays and anything else that the player will see.</P>
<P>Sound</P>
<P>Sound consists of any music or sound effects that are played during the game. This includes starting music, CD music, MIDI, MOD tracks, Foley effects (environmental sound), and sound effects.</P>
<P>Interface</P>
<P>The interface is anything that the player has to use or have direct contact with in order to play the game. The interface is not as straightforward as the above definitions as it goes beyond simply the mouse/keyboard/joystick, which is only the first contact the game has with the player. The interface includes graphics that the player must click on, menu systems that the player must navigate through and game control systems such how to steer or control the pieces in the game. Half of a game's "AI" (Artificial Intelligence) is also related to interface.</P>
<P>Gameplay</P>
<P>Gameplay is a fuzzy term. It encompasses how fun the game is, how immersive it is and the length of playability. The second half of the game's AI is related to gameplay.</P>
<P>Story</P>
<P>The game's story include any background before the game starts, all information the player gains during the game or when they win and any information they learn about characters in the game.</P>
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