Aug 22, 2010

Module Four "Free Play"

BJ Case 1: In Search of the Skunk-Ape

Was the game a challenge, fun, entertaining? Why?
Well, the game was a challenge to get running due to the dated resolution, my monitor would not support such a low configuration, so I had to do some adjustments internally. The style of the game was that of kings quest, change the cursor icon to do things like walk and look, talk etc. it was antiquated and clunky, there was no challenge to speak of, and its dated nature and blandness took away form the entertaining aspect they were trying to create.

Does the game have replay value?

No replay value whatsoever, once completed you could go through the same steps to complete it again. It seemed as though the author tried to created a statement regarding the wetlands in Florida and create a mystery revolving around some murders and a smelly ape legend. None of which were pulled off in a way that it could be replayed and a new outcome reached.

Is this game story driven or game play driven? Explain your Opinion.

The game is very much story driven, humor is peppered in the conversation with different actors in the game as well as clues you can keep in your notebook. Items you find along the way are kept in your backpack and a narrator explains what each item is when the appropriate icon is selected.
How is the game's presentation? (Graphics, Sound)

The Graphics and sound were very dated, the voiceovers were a nice touch but the recording had pops and breath end them that should have been removed in the editing process, the graphics were like 32 color and very blocky, time was obviously taken in creating the graphic set and syncing the voice over and mouth movement. Had the title been release on the Commodore 64 it might have been passable.
How are the Controls? Describe the Game's Feel

The feel of the game lacking any real weight. You navigate through the game by point and click after selecting a mouse icon that reflects what you want to do, i.e. look at a map hanging on the wall choose the eye icon and click the map.
Any other special features you enjoyed?

The notebook feature was a nice touch allowing you to write your own notes, but the depth and length of the story made it an unnecessary feature.
If you could change one mechanic, what would it be and how would it affect game play?

Upgrade the engine allowing a smoother animation sequence and a more diverse graphics pallet, particle effects, sounds and a depth that was missing in the game.
On a scale of 1-10 how would you rate the game? Why?

I would rate the game a 4 for a number of reasons, no lower then that because of the obvious work placed in the construction of the game and the thought put into the overall environmental message, no higher because the nature of the game and construction almost made it unplayable, and if its not playable the message the author was trying to convey is lost.

Module Four "Chapter Two Book Work"

3. Changing development process to cope with restrictions.

Restricition examples:

Game rating
genre

My hypothetical original game idea would have been a first person shooter, the mechanics were outlined and overall theme established, but the powers that be indicated that its audience would be a specific age demographic locking the ESRB rating to teen. The powers also came back with a genre that did not match the original concept of the FPS, so we are looking at two restrictions that need to be addressed. The original process would need to be revisited and a new feel set for the teen ESRB rating, further research into what is acceptable material to keep the teen rating would need addressed as well as the genre in which the game is to take place. Addressing the Teen age bracket may reflect on our art set and story content as well as type of genre the game will take place in. Say the first thoughts pitched were a cops and robbers game, some of the content would have to be tamped down so there would not be some bloodbath shoot out but more arrests and escapes style of play so the genre would go from the gritty good guy bad guy shoot'em up to a more subdued keystone cops, campy funny feel.

Module Three "Game Play and Control"

I had waited quite a while for Larian Studios to release Divinity II Ego Draconis. I was excited to settle into the world they created and I wasn't disappointed, promising some 60 hours of game play and over 180 quest they seemed to deliver right away. The overall feel of the game while seeming rather linear did a good job with emersion. The creatures created were fun and although not that unique had their own quirks that bound them to the title. The controls were intuitive and worked rather well with the layout of each level, seamlessly transitioning from the exploring mode into the combat mode when needed. I got hooked on this title right away with the story driving me to a point I would actually be able to become a dragon, take flight and wreak havoc. about 15 hours and several game levels in I reached the point where take and control the dragon form, disappointment set in as the flight of the dragon did not match the animation, meaning the animation was very nice and reacted to the controls set in place but the overall feel of the flight was way to smooth and quick, it did not seem to take into consideration the mass and size of the beast and how it would have to bank and soar, it felt hollow. They also decided to keep your ability to become the dragon designated to certain areas of the map with no reason as to why you could take the form is some areas and not in others. While on the map in human form and going through the quests you have ground based combat and npc (non player characters) on the ground, if you then decided to take dragon form and swoop into attack say an army of bad guys... well they just disappeared, unable to interact with the dragon and visa versa, leaving dragon form and landing on the ground revealed the army was still there. They broke emersion and the cohesion of the game, where the game play overall was polished as well as the mechanics, they failed with some of the design choices and limitations turning the feel of an very nice and beautiful RPG to an arcade feel in dragon form.

Module Three "High Concept"

Oceanus

Michael Pliaconis


High Concept

Trapped in a realm of myth and fantasy based on the underworld of Greek mythology, you must escape Oceanus and make it to the last spot on the
Ferryman's boat to the living.

Features

Large board with many surprises for the players to discover, from creature cards
to coins no game play experience will be the same.

Dice are used to command the players game pieces around the board, as well as cards put into play by specific spaces on the game board.

Choose between four uniquely designed play pieces to represent you as you travel through the rings of the underworld.

Two decks of cards used to trigger events laid out on the board will offer the players boons such as protection from hazards or coins to pay the ferryman or pitfalls such as loosing a turn or even the spawning of a ring guardian that can threaten all those in play on that ring.

Player conflict as one player occupies the same space as another a challenge mode takes place. Challenge modes will result in one player moving back spaces or loosing coins.

Player Motivation

Players try to battle through the nine rings to the Ferryman at the end, first player to reach the Ferryman and pay his toll wins the game.

Genre

Greek mythology

Target Consumer

10 - 12 year old fans of the Percy Jackson series, Harry Potter and others of this style that are looking for a new way to explore the myth and competition of this genre.

Competition

None found

Unique Selling Points

Ability to combat players to advance

The collectability and need to hold pieces that can be taken or lost

Large board and player pieces

Cards that reveal hazards and boons

An exhilarating race through the underworld

Boxed board game great for a rainy day or sleep-over.

Design Goals

Well thought out board game whose mapped spaced create a flow that is unique

An art set that creates an atmosphere and personality, not just tokens to move

A board game that is different each time you play

Characters

Each of the player tokens will be a character of myth and legend and have his or her on story as to why they need to escape to the land of the living, each may have a unique ability that may allow bonuses to certain aspects of the game play mechanic.

Module Three "Introduction to the Game Design Document"

Design Documents

After reading the article by Ernest Adams I can say I am sold on the need for design documents on any type of game or project. I understand the case put forth that it not only keeps all members of the team on the same page, but also helps outline the initial goal of the project and acts as an armature to build on. Understanding that the original idea can change as each stage of development is reached it still holds the focus on the original task. Using a design document for the board game will allow me to keep the overall project in check, I can reference the original idea and stay in the scope of design I set forth in the document itself. Just like and outline for a story or paper or an armature for a sculpture, the documents will be the backbone that will aid in keeping the project on track, allow me to convey the idea to others and offer a common ground for discussion and planning.

Module Two "Blog Game Review"

The Guild 2 Pirates of the European Seas

Today I will be reviewing the game The Guild 2 Pirates of the European Seas, a very addictive dynasty game by Jowood Studios.

Game play ****

Choosing the dynasty mode I set out the create my family, you can choose from one of five archetypes, Patron will take you down the path of a tavern owner and an Inn, the Craftsman will allow you have a carpentry business, rouge a robber barren and scholar will eventually hold a church. For today's review I will be taking on the roll of a patron. First step after character creation is to establish a title, titles are bought at the town governmental building and are needed to advance the buildings and houses you own. After the title is established you can start by buying or building a bakery, why a bakery you ask, well you have to have something to sell. All of the buildings you can buy as a Patron directly reflect goods needed to run your common house, which will evolve into an Inn. Bakeries provide bread while fishing huts allow for different dishes to serve, farms provide grain, milk, and other goods needed in the bakeries and other shops at different levels. The pace of this game is very slow but can be sped up with the (-) and (+) keys. The over all object is to start with your main character, take a wife, have some kids (the children will replace your main character eventually, as you or any of your offspring can be murdered, die of old age or disease) You will play through many generation in the course of this game.

Graphics ****

The graphics are stylized and a pleasure to look at, the studio did a great job capturing a feel and cycle of life in a growing town. While not greatly detailed it wasn't really needed because you are playing in a "god" like mode moving and rotating around the town but they are more then adequate to create a good feel.

Sound ***

They captured the sounds of each area you move through while playing the game, the tavern brings in all the sounds you would expect from visiting, as do the farms and even the streets of the game.

Story ***

Story is created by the player, there are ever-present goals needed to reach to expand your dynasty but most of the story is left to your imagination. For example while playing a rouge I found the other family dynasty in my town that had beaten me to establishing a thieves guild, so I stalked them and took them out by killing off each of the members until their dynasty was no more, thus allowing my to purchase the run down thieves guild at a bargain.

Learning Curve **

This game will not be for the casual gamer as the curve is quite high, there is allot to balance and micromanage, if that isn't your thing then you might want to avoid this title.

Control Scheme *****

The control scheme is intuitive, rotating the camera and clicking, selecting and moving your members was very well thought out and fluid, which makes the micromanaging of your dynasty much easier.

In conclusion I would give this game 3.5 tokens. The overall scope of the game and ease of uses is amazing, while the micromanaging and pace may turn some players off.

Module Two "Chapter One Book Work"

Chapter One Book Work

Question 2 Game play mechanics across different platforms.

Page 30 GALAGA

The look of the game as it travels across the different mediums may be the same, but as it leaves the 200 lb shell of the standing coin-op arcade game and takes on the form of a handheld game or one that uses the controllers of a platform game, the feel of it can change entirely. I will be using the game Galaga as an example. Falling in love with this game in 1984 I can remember waiting all week for my parents to take me to the restaurant on the weekends that had this game. My father and I would pump quarter after quarter in and play for hours while my mom rolled her eyes at the booth. Galaga has held a special place in my heart ever since, so naturally as I grew up I picked up the title on each of the platforms I have had, from the Atari to the PS3. Each port of the game, while looking and playing the same was missing something. Moving from a large joystick to a small hand held joystick with one red button of the Atari or to ergonomic thumb controllers of the later platforms just didn't seem to work for me, was the magic gone? I wasn't about to think so. While searching Craig's list last year I found and interesting title "Moving Arcade games for sale" after opening the my eyes quickly found the word GALAGA and promptly called. Luckily the listing had just went live and before long I was on my way to purchase the full size coin-op of my favorite game. After getting it home and setting it up in my office I quickly realized what was missing from all the later incarnations of the game, the tactile sensation and emersion of walking up to an unmoving monolith of entertainment that dazzled the senses with a marquee light, sounds that made you curious and pulled you into the experience that is interfacing with a full size coin-op. No other platform could capture this, the hand held was to small, the platforms allowed you to sit in a comfortable position some feet away from the screen removing the over all feel of a confrontation, nothing could capture what the designers of the original game had designed into the "Arcade Experience" Walking up to a game dropping a quarter in and expecting the challenge, as large as the player it felt like a wild west show down, you and the machine, taking the full size stick in hand and large buttons being pressed franticly, you were in the moment. In conclusion some games even though the graphic and game play mechanics are the same on each port, can loose the overall experience of the original game, each incarnation after the first was an attempt to capture and preserve the nostalgia of the arcade, but could not pull it off because the fundamental experience had changed.

Module One "Fifteen Minute Board Game"

The path on the printer paper was nine rings radiating out form a single space in the middle that is the starting area, the rings are broken into spaces and connected to one another by bridge spaces that allow you to cross from one ring to the next, exiting the last ring is one bridge to a dock space, first player to reach the dock space wins. The rings hold spaces that are good to land on or bad to land on, one may reward you to advance, give you a boon, the others may cause you to loose spaces or even rings.

The game is played with 2 6-sided die and I used pennies as movement tokens.

Objective is to leave the center Island and reach the dock first by moving clockwise around the board.

Highest roll goes first, player rolls the dice moves that number of spaces out of center island onto the first ring clockwise.

Conflict roll off.
If the players land on the same space they have a roll off, each player rolls the dice highest number wins, winner then rolls one die and the loosing player has to move back that many spaces.

First player to reach the dock wins.


( I tried it again taking some of the notebook paper and made "cards" that held boons or pitfalls and added spaces that would ask you to draw from a deck)

Aug 18, 2010

Module One "Final Project Idea"

Oceanus

My final project will be the 15 minute game taken off of two pieces of note book paper and the scraps I used as cards and evolved into a polished playable game. I will look at each of the nine rings, take in consideration the balance of card spaces as well as the flow of the game. Art assets such as the board, cards, movement pieces, to name a few, will need to project a cohesion, a certain "feel" or "flavor" so the game can build in an atmosphere even though it will be played on a board. Loosely based on Greek mythology the feel and look will pull from this genre, the cards both boon and pitfall will reveal snippets of an overall story or theme. As the game is developed and play tested moving toward the final product certain aspects may be implemented or excluded as the flow and feel take on their own life. Wish me luck.


Between the world of the living and the world of the dead there is said to be great rivers that ring the underworld and wind through lands of dread, can you escape the nine rings and cross the river Styx to the realm of the living?

Your Quest start in Oceanus (center of the board) you then make your way through the nine rings to the river Styx, if you have picked up enough coins along the way you can pass back into the world of the living.


The board game has 9 rings radiating out from the starting island "Oceanus" the rings are divided into spaces, certain spaces connect one ring to another, these are called bridge rings. Certain spaces are designated as "pitfalls" or "boons". There are two decks of cards, one for the Pitfall space and the other for the Boon space. The pitfall stack would have cards such as "move back x spaces" or "loose a coin" etc. The Boon stack would hold cards that awarded a coin, protected you against certain pitfall cards or may even allow you to steel coins from other players while occupying their space.


The game is for 2 to 4 players, each player would roll a six-sided die, highest number rolled leaves Oceanus first. To leave Oceanus the player would roll two six-sided dice taking the number rolled and moving that number of space, first moving on to one of the four bridge spaces leading to the first ring, you can then travel forward or backwards in the rings. Each player does this traveling around the board trying to collect and hold onto their coins to reach the Ferryman.


The 9th circle exits to a dock on the river Styx, you must have collect 2 coins to pay the ferryman that resides at the dock.


The first player to enter the dock space with two coins wins the game.


Excerpt from a journal found on Oceanus:


"...what is this unearthly haze that obscures my vision enshrouding me in apprehension?

The dreams of man are reflected here both strange and horrific, the air is poison to the taste and corrupts the sweet essence of the soul, making it black and filled with hatred.

I know not whether I am dead or alive but only that I exist. With each new day lost in the rings of this abyss I can only reflect back to a time of knowledge, an age long since past in a world that was warm and full of life, for the world which surrounds me is cold and barren..."