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GoldenEye 007 Ben Hiller Twitter: @hillerburton Because when it came to Bond, things weren’t already black-and-white enough.

GoldenEye 007

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Page 1: GoldenEye 007

GoldenEye 007

Ben Hiller

Twitter: @hillerburton

Because when it came to Bond, things weren’t already black-and-white enough.

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Context

•“Licensed game”•FPS•Freshman developers•Technology

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Development Constraints

•Hardware•Graphics, sound•N64 controller

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Gameplay

•3D•Bottomless inventory•Weapon variety•Stealth

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Single Player

•Plot•Objective-based (NEW)•Level design

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Multiplayer (Mechanics)

•Split screen•Variety•Spawning•Movement freedom

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Multiplayer (Dynamics)

•“Screen watching”•Controller > movement mechanics > dynamics

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Legacy

•FPS explosion•Competitive multiplayer•“Smarter” gameplay Clockwise from above:

Doom (1993), GoldenEye 007 (1997), Halo: Combat Evolved (2001). After GoldenEye, the “angled” weapon perspective became a staple of the FPS genre.

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Legacy

•FPS explosion•Competitive multiplayer•“Smarter” gameplay Clockwise from above:

Doom (1993), GoldenEye 007 (1997), Halo: Combat Evolved (2001). After GoldenEye, the “angled” weapon perspective became a staple of the FPS genre.