Analysis of Racing Games | Racing Games Mechanics

Game Design Theory
This article in the series lists the activities, broken down as detailed as possible,  that constitutes the game play in a racing game. The Game Play Activities Core Game Play Activities a racer or gamer can master and execute in a racing game as below: Accelerating, Decelerating, Braking, Gear Shifting, Line Taking, Strategic Boosting (nitro or speed boosters if available), Slipstreaming (or Drafting), Understanding the Track's Layout, Drifting, ...etc... Additional Game Play Activities that require mastery in "evolved" racing games: Aiming / Firing Accuracy Ammo conservation (A curve is approaching, hold back on the missile until a better opportunity arises?) Additional finesses in control (To get items or boosting strips on tracks on top of racing lines.) Reaction (To avoid obstacles or traps on tracks, especially those left by opponents!)…
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Analysis of Racing Games | Evolution of Racing Games

Game Design Theory
With the rising numbers in racing games titles, video games developers tried to out-do each other, or tried to justify the gamer's money, by putting additional game play features such as weapon combat, advantageous items or speed boosters (or otherwise) lying in strategic points in the racing track. With game play features like these, I feel that racing games can be divided into 2 sub-genre... Combat racing games have started early with the release of DeathTrack in 1989! (more…)
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Introduction to User Accessibility in Games

Game Design Theory
A rather simple and old game design article from Gamasutra.com (6th July, 2005),"Improving Game Accessibility" Though this article is pretty old, it does provide some useful information that should give a basic introduction to the subject. No frills and straight to the point. Takes just 5 minutes to read, but gives enough information to gain some awareness to this subject for game designers or developers. Also, I've include a table below shows the major forms of disability that affects game play (extracted from the article), and I have included some suggested and game industry standard of overcoming these games accessibility issues. (more…)
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“Be able to Enjoy the Game without Sounds”

Game Design Theory
For user accessibility reasons, I always follow the game design rule for myself when doing game design. (A good thing that comes out would be, if a game is enjoyable without sounds, it could potentially be BETTER with sounds. ) I just wanna bring up this issue just to bring some attention to accessibility in games. Especially when it comes to accessibility for the disabled. A number of people still don't know about this subject, or simply don't bother Sound comes in as a second layer to the game design, to enhance the game experience, make everything feel good, creates the atmosphere, provides additional information... (more…)
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