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Game design, the 3C (Control, Camera, Character)

Par Erwan LOCART Publié le 28/06/2017 à 14:41:54 Noter cet article:
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Introduction

               

The 3C are the 3 parameters that define the bases of a video game, we will see how these three items are important and in which context they interact with the game.

   
   

1. Camera

               

The camera is the point of view adopted by the game.

       
       

It has many different parameters, for example :

       
  1. its type: first person, third person, ... or the dimension (2 or 3d)
  2. its location in relation to the character :                
    • Centered on the character with a dark and limited view for a horror game,
    • Always focused on the character but with a wider view and a clear vision of the environment for exploration,
    • A camera that anticipates the character’s direction while being further away to allow the player to anticipate the environment and the following obstacles
    The perspective will change the immersion and the dynamism of the game, which can cause the intuitiveness of the action.            
  3. Shoot : fixed (the character moves, the camera don’t) or dynamic (the camera follows the character in its movements).
       
   
   

2. Control

               

Any object allowing to interact with the game (joystick, keyboard, ...), the only limits of these will be their ergonomics and the accessibility of the interaction commands.

               
               

The controls must be intuitive, therefore they must go to the simplest not to confuse users which very often have a liability on other games. This passive may include habits that players have acquired over time on games of the same type as yours. It will be necessary to take these habits into account in order not to create a counter-intuitiveness.

       

 

       

For example, it is more common to associate movement with the arrow keys or with the joystick than with the other buttons (X, O, square triangle or X, Y, A, B for joysticks).

       

 

       

The controls can be edited according to the camera position : in some games, pushing the joystick upwards will ignite the player to move in the direction of the camera (relative camera movement), while in other games, it will make the character step forward without taking into account the direction of the camera (moving relative character). These different types of movement can affect the dynamism of your game, so this is an important choice to make.

   
   

3. Character

               

Group the different capacities related to the character you control (single or double jump, allow to fly, run, walk, ...). The character is the player's first contact with the game.

               
               

Be carefull , cause the addition of capacities very often leads to add controls and confuse the user if there is not a training and / or adaptation time. The camera can also suffer from these abilities, for example if you want to add a killcam (it is the short video that makes a retrospective of your death during a game, it can often be found at the end of a game).

   
   

Conclusion

               

The 3Cs have been developed in this way, and what is interesting is the fact that we are not talking about an order but a whole or a pack because these 3 components are linked together. Imagine a character without control or even a camera with no character / object visible and/or interactive :

               
               

Each modification of one of these components will induce the necessity to modify the others. For example, editing or adding a character's ability (launching a drone in the case of an FPS) will require the controls modification (assign a key to this action), which would potentially induce the modification of the camera (the camera will follow the drone, not the still person).

       

Attention, here I have not talked about the "sound design" because it does not concern any of the 3C. A player can also cut the PC / headphone sound and continue playing without problem.

   
   
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