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Author Topic: "Gran Turismo" methodology of a game design:  (Read 833 times)

Offline pstwo
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"Gran Turismo" methodology of a game design:
« on: March 23, 2002, 11:15:26 AM »
The producer, Mr. Kazunori Yamauchi, of "GURANTSURISUMO" series
A lecture is given about the methodology of a game design."

 


The polyphony which is the producer of "GURANTSURISUMO" series or "motor Thun" Grand Prix series, and digital Mr. Kazunori Yamauchi gave a lecture to the example about the methodology of a game design etc. in the game with which an appearance and self have dealt to conference.

The balance of an element is important for a game design

Before Mr. Yamauchi dealt with "GURANTSURISUMO (GT)" series, he made "motor Thun Grand Prix [ (MTG) ]" series of two works. The comical motion of "MTG" is the work in early stages of Playstation of the feature. It is said that it made based on experience and the knowledge that a car will run by "MTG" like this fundamentally if it is operated like this. "GT" is changed into the system of a car being investigating thoroughly and considering saying what thing it is, and acquiring the phenomenon of operation to consequent operation, to it. That is, it is the reason which had conversion of the big consciousness to game work between these two works.

"GT" which was made under such consciousness and put on the market in \'97. It is said that the consciousness that this work was making Mr. [ Yamauchi / itself ] and the major title was made with the consciousness were unconscious that that may probably be right and probably such things may be in a race game. Therefore, it is said that it is touch honestly unexpectedly to the evaluation after sale. However, the factor from which "GT" obtained big evaluation will be because the firm directivity of a game design was decided at the time of work.

In the game, it is roughly realized with the four elements an "operation model", "data", a "user interface", and an "evaluation rule." An operation model is most important element that determines the character of a game, and the range of flexibility. In "GT", the physical model about the action of a car is equivalent to this.

Data is elements, such as a character and the field, and a car and a course are equivalent to this in GT. A user interface (UI) is the element which determines the feeling and atmosphere of the game which a player feels, and also becomes the element which determines the genre of a game. In order to regard a player as an action game or to regard it as a simulation game only by the same game changing UI, it becomes an important element also here.

An evaluation rule is for changing the input, output, etc. of a mathematical simulation model into entertainment. And when a game was made, the balance of these four elements was considered firmly and Mr. Yamauchi said that what it is going to exclude for what it is going to extend now needed to realize firmly each time. For example, it is data, without considering the whole balance. (for example, data of a car) When the designer who is going to increase recklessly could not call it a good designer, he was also putting and telling self-discipline a little.

Game work is an engineering work

Mr. Yamauchi said that it was the real thrill of game work that the hardware of a game machine considers how the limited resource is distributed and made since it is restricted. for example, in "GT" series, the resource is plentifully assigned to all portions -- ‚킯‚Å‚Í‚È -- the inside of a game -- a solar position -- change (the position by not change of the position by change of a viewpoint but change of time should change) carry out and situations, such as a background, change -- or it is said that this is also as a result of resource distribution although there are six cars which are running simultaneously That is, it thinks that resource distribution is reduced about the portion without the direct relation to it since power is put into the simulation portion about the action of the car which a player operates in "GT" series, and is ‚¾‚낤.



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"Gran Turismo" methodology of a game design:
« Reply #1 on: March 23, 2002, 02:26:55 PM »
You really need to find a better translator before posting... My head hurts from reading that...

 

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