Sep 5, 2010

Chapter Four Book Work

After reading chapter four I settled in for a few hours on the couch playing some games and observing the characters in each. In each of the games my character was the hero of the narrative, actions I did along the way impacted the world around me in the form of altered quest lines and difficulty in puzzles and or combat, depending on the game. All of the characters had a similar relationship to the game world and that tied in with them being very much alike but placed in different Genre. The fluid movements created by the animator made the world seem that much more real, the way your character reacted to the elements or even to the movement around the maps on different vehicles or terrain grounded the player to the world that was created. This is crucial to the mechanics that are built on the ability for your character to manipulate the game environment.

Game-mechanics examined

I think that the marketed games of today that attempt the "sandbox" style are paving the way for the next generation of free style games, that will allow the player to immerse him or herself in a world that seems more alive then most. I also agree with the writer that the games attempting that today do feel more like a job then a game. Spending hours gathering the skills needed to mine or harvest materials needed to create an in game tool such as a weapon, then being killed after five minutes of play and loosing that weapon, leaves most players of that type of game with a bad taste in their mouth...

Accessibility

This exercise allowed me to fire up my old Galaga machine for some play time.

The controls on this classic arcade game were left and right using a joystick for basic movement and a big red button to fire. The simplistic nature of the controls and the overall ease of use made it very easy to master. I played the game for some time warming up, then I got a stool and sat at the game and played for ten minutes with my feet. I did not get as far in this manor but I was able to play the game for the full time.
Blowing the dust off of the top of the machine I located the recessed button that turns the monitor on and off on the cabinet, needless to say I did not get very far playing blind. If the joystick had the ability to allow some kind of audible feedback or vibration to allow the play to know when a ship was in view or when a missile was heading at you the game could be playable with impaired vision.
The next challenge was to beat my neighbor with one hand tied behind my back. This was done with some difficulty but using my left hand I sat on the stool controlling the joystick and with my right bare foot I pressed the fire button. The easy remedy to this would have been to place the fire button on the joystick for an easy one handed operation of the game.

Chalk Free Play

Was the game a challenge, fun, entering? Why?

It was challenging to keep me interested long enough to complete the assignment, this is not my type of game nor do I fall into the age group I think this would appeal to the most. I had no reason to care or no desire to aid the little character from her chalky dilemmas. I on the other hand would have had a much better time trying to capture the intended player as apposed to moving her through the obstacles.

Does the game have replay value?

If I were say 10 there maybe some replay value, but that is subjective as some may enjoy this immensely. To me there was not enough staged puzzles, other then the mini boss and main boss. The rest just seemed rather bland, even the boss battles had little to no thought on how exactly you could beet them.

Is the game story driven or game play driven? Explain your opinion.

As there was no textual story coupled with the fact that a stylized girl was moving through stages that seemed more like abstract dream sequences rather then a well designed level would lead me to believe this was driven by game play. Even though the game play was not my cup of tea the planning was there and the execution was done well enough to get the hang of what was needed easily enough.

How was the game's presentation? (Graphics, sound)

The sound and game style seemed like a nostalgic throw back to the early days of console gaming. The creator defined a style in his art assets and the sound bites he used to create the game and did that part well, the overall style chosen complimented the simplistic nature of the game itself.

How are the controls? Describe the games feel.

The controls were intuitive but redundant which made the game feel quite hollow. The constant clicking and dragging, while created as a part pf the "chalk board" adventure was just to repetitive and for no clear reason.

Any other special features you enjoyed?

No

If you could change one mechanic, what would it be and how would it affect game play?

The one mechanic I would change would be the course in which you navigated as the player. There was no real labyrinth feel even though you were assaulted buy strange chalk creatures there were now boundaries. The ability to change direction, say go up if the maze allowed for that would add another dimension of depth that was lacking in the whole experience.

On a scale of 1-10 how would you rate the game? Why?

I would say a solid four. The overall execution was there, effort was placed in the game and its creation, but it lacked so much for me to see it as a repayable title. Unlike Desktop tower defense, where I could play for wave after wave and kill copious amounts of time at work.

Module Six "Chapter Three Book Work"

Chapter 3 Review Question One

The subject today is Darkfall an MMO that is full on PVP in first person, this is a departure for most MMO's are played in third person. The key to making this game unique is the first person experience. The field of view is kept as close to true as possible this allows for the ability for stealth and the overall feel of the hunt or hunted to generate a certain amount of anxiety. If I were to redesign the system using the standard third person view port the field of vision would allow the player to see all around his avatar and the dynamic of the game would be shot, stealth instead of actually using cover and distance so as not to be seen would be replaced by the player using stealth to seemingly disappear except to those in the party. You also move into the point, click and attack mode the third person games seem to rely on, instead of the twitch based combat found in the first person MMO.

Module Five "Journal One"

London 1910 Dominated by the first world war, you take on the role as an orphan, raised by the clergy. Fascinated by the stone relief of a family tree, you wonder what grand tree you are a part of, constantly tracing with your finger over the different branches, lost in the daydreams of an innocent child. One of the windows in the church always reminded you of your station in life, a tree of its own but a tree of divine right, with the powerful men at the top and all of those that give their life and lively hood arranged neatly below, strangely sharing the same sun that illuminates the shards of glass, just like the ground they will all share in the end.
Your first few years in the orphanage shape who you are but the longing to know more about where you came from drives you to seek answers. The years pass quickly and as you approach the age of 14 war rears its ugly head, aerial bombing and id cards become the norm. For the next four years you use your knowledge of the streets to help you with your job loading munitions wagons and leading them to the docks for load on transports. It was at these docks you became obsessed with a life and endless freedom the open waters represent. Making up your mind at 18 you steal away on a merchant ship heading for the New York, leaving the empty life of an orphan behind, you take your only belongings, the etching you made of the family tree, a sketch of the window, the memories of the orphanage and the clergy that raised you, and make your way to America... little did you know what was to await you there.

Made Man, a search for identity leads to the rush for power on the streets of New York in the 1920's

Genre Vs Type

I think its important in any growing field to establish ground rules and terminology as part of the foundation. As the gaming industry grows, different fields of thought will immerge. The Difference in Genre and Type the article illustrates is very clear, I would have to agree with the categories put forth in both the genre and type. Keeping the game industry inline with the film industry is a wise move as the two cross. Genre as defined is a class or category of artistic endeavor. As the atmosphere, time period and other examples of the game environment fall into the artistic category its hard to argue that this would be considered as type. The type refers to more to the mechanics of the game, viewpoint from which it is played i.e. first person or third person, movement, flow, all of these help build the type of game not the genre.