Naturally, I was inclined to continue exploring these ideas, further.
As you may or may not see, attacking this issue from different angles is required. Natural games, such as sports or board games, have a natural flow to them - due to their instancy, while online computer games require a timing mechanism.
The timing depends on the feeling aimed at by the developers. A game can be fast-paced low-latency action, or it can be a slow-paced latency-tolerant turn-based adventure. It can be a bunch of other things, as well. :-)
I decided to conclude these ideas in a single quick and short diagram:
An attempt at moving a step forward... Open in a new window/tab to view full size! |
The timing depends on the feeling aimed at by the developers. A game can be fast-paced low-latency action, or it can be a slow-paced latency-tolerant turn-based adventure. It can be a bunch of other things, as well. :-)
I decided to conclude these ideas in a single quick and short diagram:
Just think about it. Then, do it! Open in a new window/tab to view full size! |
Be the first to comment!