Analytical Perspectives in Game Design
modelling
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Any model of the world will be imperfect. This section describes some of the limitations in the modelling techniques used and how to work around these limitation.

Granularity of objects The game world will be built to a particular granularity. Too low a granularity will result in a world where there is little flexibility. Too much will result in a game that is slow and cumbersome to operate.

For example: Consider a car, If you make a car object, with no components, then it will be a single entity. A player could not remove the door. If on the other hand you make a car with a full and complete listing, as say a vehicle manufacturer would have the player would have to specify each and every component when building the car.

The solution to these problems is to make the world modular. Make the car composed of key modules. (Engine, doors, frame etc.) You can choose to what depth these modules go. Now when you make the car you only need to supply the modules.

22/11/99

 


See also: [Role Playing Games] [Game Engine]
© 1998, 1999 Brian Yap. These pages are available under the GNU licence.