Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan [1]
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
 
Adhesive Games
General Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Feature: Midway's Harvey Smith On 'The Design Challenge'
by Brandon Boyer [PC, Console/PC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
September 25, 2006
 
Feature: Midway's Harvey Smith On 'The Design Challenge'

For today's Gamasutra feature, we catch up with Deus Ex: Invisible War designer Harvey Smith, now at Midway Austin, on what next-gen might bring, collaborative versus competitive play, and what gaming can learn from MySpace and Digg.

Says Smith on designers furthering collaborative social play:

"Team play is still one of my favorite things. Speakerphone co-op Doom is still one of my favorite experiences. We're including features in our games now that try to facilitate some of those same feelings between players. FireTeam was all about that too. I really think that there's money to be made and good feelings (among players and developers) to engender by specifically building games around features that allow players to aid one another, to build one another up. Beyond giving each other resources or participating in group raids (which are both great, by the way), there's a lot that can be done in games where players specifically, asymmetrically aid one another in having a better play experience, even in action games.

Also, to get to the implicit politics in your question, I think we can score (financially and creatively) by trying to model more diverse subject matter. Okay, we know how to model gun play. Cool. I love it. Guess what, there's a lot of competition there. Maybe we should spend more time advancing models related to social structures: What happens if a handful of players were put in a persistent small town with persistent, memory-driven AI's and the ability to act socially or anti-socially? What would happen if we started modeling more subject matter with universal appeal, requiring less esoteric subject matter; Romeo and Juliet instead of Tolkien. I wish more people would model political or social trends. Or at least we could keep modeling gun play and add some interesting new collaborative tactics; throwing another player an ammo clip in a team-based shooter would be a huge win."


You can now read the full Gamasutra feature on the topic, including more on Smith's roles at Midway Austin, and on the avatar psychology that drives user-driven community sites like MySpace (no registration required, please feel free to link to this feature from external websites).
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.