When Andrew Witts from Cohort 3 (who works as a game designer for Ubisoft on the new Rainbow Six iteration) came to speak to our cohort, he emphasized the importance of the Three C’s in game design. What he noted is that the Three C’s compel designers to focus on the heart of a game. Without them, the player will become frustrated and lose interest in the game.
To get a better idea of what they entail and why they are important, the Three C’s regard a game’s Camera, Controls, and Character. The camera entails the degree by which the player is able to see the game world. Controls emphasize the degree to which the player is able to feel agency through the game’s controls. Lastly, the character regards the identification with the game’s avatar and thus the player’s connection to the game. What the Three C’s try to emphasize is that no matter how perfect everything else is in game, such as art style or maybe a compelling narrative, gamers’ enthusiasm for the game will wane if the Three C’s aren’t functioning properly. Therefore, if the game’s Three C’s are problematic, they will impede the experience and gamers will more likely discontinue playing the game.
Considering this, the Three C’s have been an important aspect for the creation of our game. It has been priority number one since the beginning of the semester. And unfortunately, since we have changed engines three times in the past nine months, two of the Three C’s have been a challenging getting them to behave as intended. Our game concisely is a third-person shooter. It involves the player traversing a rotating and dynamically changing environment fighting to control territory to attack the opposing player. Our game thus is dependent on a robust camera and control system. If the player doesn’t feel they have agency in our world, the player will quit playing our game no matter how the game looks or the mechanics behind the design.
Our controls and camera haven’t been realized just yet. When Andrew came weeks ago, when playing our game he noted how poorly our controls and camera movement felt. Even though he believes our game has potential to be an enjoyable experience, our controls and camera movement would hold gamers back from experiencing the fun behind our ideas. After speaking with Andrew, we made the Three C’s a priority to create a fun experience for the gamer.
As I am writing this, we appear to be overcoming the challenges we have had for making a quality control and camera scheme. The challenge of the Three C’s however have caused us to fall behind in comparison to the rest of our cohort. Nevertheless, emphasizing the controls and camera will in the end make for a more enjoyable experience for the gamer. And in the long term we will have a better game because we took the time to focus on the Three C’s