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consistency

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Articles

About Grand Theft Auto - 11 April 2006.
From its humble beginnings to the most awaited game in 2004, the GTA series is probably one of the most influential - and controversial - licenses in videogaming. Let’s discuss why.
An analysis of Pandemic’s Mercenaries - 8 June 2006.
Fiction - 11 December 2005.
Fiction is free - 6 November 2006.
Over the last 30 years, the price of creating the various game assets has increased at a mind-boggling rate. Except one: story. Still, considering how much impact a good story has on a game, game developers are not spending enough on this essential component.
From ideas to games - 19 July 2006.
What, exactly, is at the very origin of a game project? This article review six categories of ideas that can trigger a concept - game genre, theme, graphical style, activity, interface and technique.
Game consistency - 20 January 2006.

Consistency means that every aspect of the game, background, key features of gameplay, art direction and technical orientations, are all focused and coherent one with another. This is important because:

- a consistent game is a better product,
- incoherencies may harm the relationship between the player and the game,
- and because the development of a well-defined product is less risky.

Shadow of the Colossus - 14 August 2006.
Some thoughts on Resident Evil 4 - Revolution or Evolution? - 26 April 2006.
Capcom’s presented the latest instalment of the Resident Evil series as a revolution, as something completely new. In fact, it is rather an evolution: an intelligent answer to a well-defined problem.
What’s a good game, anyway? - 14 November 2005.
This article describes a quality framework to evaluate a game as early as possible in its lifecycle.