Wednesday, February 29, 2012
Tuesday, February 28, 2012
MP5 OPT 4: Motivation and Objectives
One of the fundamental and vitally important aspects of video games today is the concept of motivation for the player, strung together through a series of objectives. When playing the game, you have to feel as if what you are doing is at least important enough for you to care and progress forward. If not, the game falls flat, and they have not entertained the player through story and gameplay at its most basic elements. Most games today whether single one time experiences or through years of a game's franchise, have these moments to keep players going. One franchise that reflects this and has been for 26 years, is the Legend of Zelda; a personal favorite of mine. The reason is in its simple yet addicting play style. The hero Link saves the princess Zelda from evil, usually evil in the form of Ganon, and the player is pushed through the game based on this building block concept as the foundation for play. And besides varying differences through the games releases over the years, the form is essentially the same each time. So why have players been anxiously returning to the series again and again? Its because it knows how to create objectives, and how to pace a game's conflicts and puzzles. Its the Zelda formula.
With the overarching quest theme as the background, players know what to expect from Zelda: Gather weapons and items in the hub world, locate and search through dungeons, encounter a mini boss, get a new item, progress in the dungeon, beat the boss, get some kind of important quest item, and head back to the established overworld to do it again. Each time it feels different, yet somehow the same. It creates a sense of familiarity from game to game, and ever since the first adventure in 1986, it works wonders to keep players moving through the game.
The mini boss reward is what keeps the dungeon exciting. Players expect it, and love it. And to reach that first conflict inside the puzzling chambers of Zelda dungeons, gamers are encouraged and motivated to explore and use their brain. This only enhances the experience, and makes you want to reach that boss and take whats yours. Its all about getting the girl in the end, and saving the day from evil's grasp.
Objectives and motivations are important in games. But that statement carries a lot more weight than it seems. In fact its an understatement. In a series like Zelda, its clear, but it can be said about any other successful franchise out there. The ones that succeed are the ones that understand that games are more than just getting a high score or shooting at something because you hand us a virtual gun. Its about making sure we want to play your game because we legitimately care about what happens. That we feel that playing this game is worth our time, and that there will be clear objectives showing the path to get that girl waiting for us at the top of the castle.
26 years later and fans are still fighting Ganon. |
With the overarching quest theme as the background, players know what to expect from Zelda: Gather weapons and items in the hub world, locate and search through dungeons, encounter a mini boss, get a new item, progress in the dungeon, beat the boss, get some kind of important quest item, and head back to the established overworld to do it again. Each time it feels different, yet somehow the same. It creates a sense of familiarity from game to game, and ever since the first adventure in 1986, it works wonders to keep players moving through the game.
Since the beginning the objectives were clear: kill the baddies, save the princess. |
Getting to that final boss is the push for gamers to progress. |
It has to all be worth it in the end. And thats what Zelda does best. |
Monday, February 27, 2012
MP5: OPT1- Pitch Document for C.T.F: BATTLEGROUNDS
C.T.F.
: BATTLEGROUNDS
(CAPTURE THE FLAG)
Pitch
Document
Author: Derek Sabety
Date: 2/27/12
OVERVIEW
Taking
the classic game of Capture the Flag and bringing it to the digital
world, C.T.F.: Battlegrounds is a multi-platform strategy title that
allows players to best their friends or computer AI in six on six
C.T.F. battles. There will be additional varying game modes for
different scenarios and play styles. Examples of such would include
larger battles of eight on eight, or smaller versions condensed to
four. These are included in the “classic” style of play, but also
in the BATTLEGROUND MODE version as well.
The
platforms handling the game would include the iPhone, iPad, Android
tablets, and a Facebook version as well. Its the best way to have the
game accessible anywhere and at anytime, and allow players to share
the scores and strategies with their friends. The game will be
monetized through ads and deluxe versions of the game, which will
include more playing field maps and a bonus DEFEND THE FLAG mode.
WHY ARE WE MAKING
THIS GAME?
The
original Capture the Flag is a great outdoor game, but its not really
played as much as it was in earlier years, and even then it was
generally left for kids. But now with digital games and technology,
we can bring the game to all new age groups, specifically the 17-25
age demographic, with a modern twist to a strategy classic. By
turning it into a touch and go multi-platform digital game, we can
make it new, exciting and competitive by transforming it with flashy
graphics, art and sound, all mixed in with the new game modes that
will change how young adult audiences think about C.T.F. We can tap
into the appeal of casual games, by creating an easy to learn and
diverse version of Capture the Flag, that will aim to have a little
something for everyone.
WALK US THROUGH THE
GAME
Players
begin by selecting their game mode, which may vary in options
depending on if they are using the standard or deluxe version of the
game. Players will choose the team size for the match, and then the
number of individually assigned classes for their AI teammates.
Players will create a custom team made up of defenders, hunters, and
chasers. Players will then choose their team color, a choice in the
battleground playing map for the match, and then be given a position
for their flag on the field. The player then acts as the “leader”
for their team, positioning them where they want on the field to
create strategy, as each AI class has different strengths and
weaknesses. Players, seeing only their opponents defenders and flag
visible on the map, attempt to turn by turn move their players across
the field, to reach the flag. In game items and game modes will
change gameplay, depending on what the players feel like doing. But
each offers this same basic concept, with the exception of DEFEND THE
FLAG mode, which entails on player creating a barrier of teammates to
defend the flag from being taken by an oncoming and increasingly
difficult horde of flag hunters.
SIMILAR
GAMES
RTS/Strategy
games
Battleship
http://en.wikipedia.org/wiki/Battleship_(game)
Civilization
http://en.wikipedia.org/wiki/Civilization_(video_game)
Defend
Your Castle http://en.wikipedia.org/wiki/Defend_Your_Castle
Friday, February 24, 2012
Monday, February 20, 2012
RPS: Two Players
I believe that RPS should remain a two player game. Adding more than two players only complicates things, and starts to cloud up the concept of two players using random chance mixed with strategy and predictions to beat their opponent. Adding to much to a game does not always make it better, it can just make it more confusing and add unnecessary features. RPS needs to stay balanced enough where two people can cleanly cycle through the 3 options without worrying about other circumstances.
RPS: Linear, Non-Linear, or Sandbox?
I believe Rock, Paper, Scissors, is a non-linear game. The reason being is that there are different ways to play the game, and different outcomes during gameplay. Its not linear in that the outcomes are random, and the game is flexible. Its not sandbox because its not an open customizable game with almost unlimited options. Its non linear because it has defined rules but there are those options in gameplay and the randomness to it.
3 Logo Designs for RPS
This image definitely represents RPS, and it is designed nicely, but it definitely loses points for the fact that it doesn't quite show the relationship between the three options. Also color would be nice but isn't necessary.
This one has good color, its got nice lines and shapes and does relay the relationship of what beats what going from right to left. I like this one overall.
This logo has good color, shapes, and shows the relationship clearly. I don't know if I like the imagery it suggests with the recycling logo, but it has a lot of necessary elements while maintaing a clean look.
Monday, February 13, 2012
Varying Game Types by Name
Games have many different styles and genres today, each to present a unique gameplay experience that caters to the creators' design. Different graphics, different perspectives, and different stories all come together to make new video game adventures. A game that features realistic graphics, would be a game like Assassin's Creed, displaying entire cities and people from centuries ago, from the Arabian lands during the Crusades, to the Renaissance of Italy, to modern day America and beyond. Detailed character models, textures, and lighting come together the represent finely tuned virtual city-sized playgrounds for your assassin to complete his quest in.
But some games lose realism in favor of abstract creativity. Some games like deBlob, take familiar, basic concepts like cities and colors, but abstract them into a wildly imaginative game about re- colorizing an entire civilization, using abstract blob characters and exaggerated cartoon-like buildings; all with bright and vibrant colors.
2D games, are most often thought to be left in the 80's and 90's, but they are actually still going strong today. An example of a successful modern day 2D game would be LIMBO, a game that features 2D graphics and a strikingly unique visual style.
A 3D game is something else entirely, creating three dimensional worlds and levels for the players to roam in. They are the most common game today, with almost every modern console game featuring 3D character models and landscapes. The Legend of Zelda: Skyward Sword, the latest entry in the Zelda franchise features a fully three dimensional world to explore, as they have been since 1998 when they first departed from the series two dimensional standard.
A game can be in first person, third person, or both views. A game like the recently released Elder Scrolls IV: Skyrim, features both first person and third person gameplay.
A game can be based on an idea or game from the real world, and then applied to home consoles. A video game like Mario Super Sluggers, takes the classic rules of baseball, but puts a Nintendo twist on it by adding Mario characters and power-ups.
And finally, games can present the player with a captivating and expansive storyline, to bring skilled and well crafted stories to video gaming. A modern game franchise that has been doing this in what will be three games, is the Mass Effect series. A lot of games have good stories, but this series is an epic being told by you the player in your actions. The character you make, the people you talk to, become involved with, befriend or destroy, or any choice you make carries with you to the next game, to custom build your own Mass Effect experience as you watch the story unfold.
So these are the examples I've chosen to display how the game industry features many different types of gameplay variants to give the enormous amount of players out there, their choice in what they want to play. But this is only the tip of the iceberg in video game experiences available to gamers today.
Assassin's Creed 2 makes 15th century Italy a work of art. |
deBlob 2 players slowly transform the abstract skyline from a gray wasteland, to a expanse palate of color and vivacity. |
LIMBO's air of emptiness and dark visuals make it a creepily engaging modern 2D side-scroller. |
Nintendo has been keeping Link in 3D since 1998's Ocarina of Time. Skyward Sword is another great example of a series' 3D transition. |
Skyrim has players battling and exploring in both 1st and 3rd person. |
A game can be based on an idea or game from the real world, and then applied to home consoles. A video game like Mario Super Sluggers, takes the classic rules of baseball, but puts a Nintendo twist on it by adding Mario characters and power-ups.
Super Sluggers makes baseball even more fun with Mario and Co. |
Mass Effect 3 brings the galaxy-sized story home with an epic player choice based conclusion. |
Wednesday, February 8, 2012
Quick Start Poster for Rock, Paper, Scissors
I put together the images given to us in a way to briefly visually explain the concept of RPS concisely.
Monday, February 6, 2012
How a game like Ultimate Marvel Vs. Capcom 3 is actually Rock Paper Scissors
The recently released expansion game to last year's Marvel Vs. Capcom 3, Ultimate Marvel Vs. Capcom 3, is a traditional 2 person fighter. Its a cell shaded sudo-2D/3D three on three battle game. Now, although it directly does not have any obvious allusions to a game so seemingly simple and mundane as Rock, Paper, Scissors, it does have a few key elements that can be correlated to the long time game of hand gestures.
The main factor is in its strategy in gameplay. Each player in MvC3, gets to choose from a roster of playable fighters, but gets to pick only 3 to use for the match. This means that just like in R.P.S, each player has 3 options for what to send out first during play. A player in R.P.S. can send out either Rock, Paper, or Scissors, while in MvC3 a player can similarly send out either Hulk, Phoenix Wright, or Wolverine; for one example.
Players can literally use "Paper" as an attack
But its not just in terms of matching characters with the physical rock, paper, or scissors in R.P.S., its the basic underlying concept that players must analyze their opponents arsenal, and then apply what they have to counter or attack the enemies group of three. They have a set of moves that do different things for each character, and must decide what to use next. It can be as broad as what character would best go against what other character, or broken down into sub categories such as which specific move would best counter attack an opponents specific move choice. The other main difference is that while there are choices being made among three major options, the battles and choices are being made lightning fast, even faster than R.P.S., which is very quick in play. The choices are being made in MvC3 without stop, in a constant button mashing extravaganza, to choose the move that will bring down your opponent.
Each player chooses which one of 3 characters to send into battle
The game goes on until one player has defeated all the opposing characters or alternatively until the timer runs out on the game clock. After a player wins a round, it can either end there, or matches designed to be best 2 out of 3 can be played, also like R.P.S. So yes, the game is enhanced greatly to modern fighter standards with super moves, specials, healing factors and combos, but when you strip it all away, there are lines to be drawn that connect this hectic comic book-video game mashup brawl to the simple rhythms of Rock, Paper, Scissors. Its just a matter of perspective.
The main factor is in its strategy in gameplay. Each player in MvC3, gets to choose from a roster of playable fighters, but gets to pick only 3 to use for the match. This means that just like in R.P.S, each player has 3 options for what to send out first during play. A player in R.P.S. can send out either Rock, Paper, or Scissors, while in MvC3 a player can similarly send out either Hulk, Phoenix Wright, or Wolverine; for one example.
Players can literally use "Paper" as an attack
But its not just in terms of matching characters with the physical rock, paper, or scissors in R.P.S., its the basic underlying concept that players must analyze their opponents arsenal, and then apply what they have to counter or attack the enemies group of three. They have a set of moves that do different things for each character, and must decide what to use next. It can be as broad as what character would best go against what other character, or broken down into sub categories such as which specific move would best counter attack an opponents specific move choice. The other main difference is that while there are choices being made among three major options, the battles and choices are being made lightning fast, even faster than R.P.S., which is very quick in play. The choices are being made in MvC3 without stop, in a constant button mashing extravaganza, to choose the move that will bring down your opponent.
Each player chooses which one of 3 characters to send into battle
The game goes on until one player has defeated all the opposing characters or alternatively until the timer runs out on the game clock. After a player wins a round, it can either end there, or matches designed to be best 2 out of 3 can be played, also like R.P.S. So yes, the game is enhanced greatly to modern fighter standards with super moves, specials, healing factors and combos, but when you strip it all away, there are lines to be drawn that connect this hectic comic book-video game mashup brawl to the simple rhythms of Rock, Paper, Scissors. Its just a matter of perspective.
Sunday, February 5, 2012
3 Games and Their Genres
1) Super Mario Galaxy is a platformer due to its use of the familiar "Mario" style. Players reach the goal of the level by progressing through timed jumps and basic puzzle solving, but adds a new element of physics in both 3D and 2D space.
2) BioShock is a first person shooter through the use of multiple guns, traps, and powers relating to elements and forces of nature. The player progresses through levels by shooting, trapping, and numerous other methods all through the first person perspective.
3) Tetris is a puzzle game classic, that has players move dropping shapes quickly to form solid "lines". Players must strategize which pieces to place where in order to prevent them from filling up the entire Tetris space to the top, thus ending their game.
2) BioShock is a first person shooter through the use of multiple guns, traps, and powers relating to elements and forces of nature. The player progresses through levels by shooting, trapping, and numerous other methods all through the first person perspective.
3) Tetris is a puzzle game classic, that has players move dropping shapes quickly to form solid "lines". Players must strategize which pieces to place where in order to prevent them from filling up the entire Tetris space to the top, thus ending their game.
Wednesday, February 1, 2012
Rules For Capture The Flag
Rules For How To Play:
“Capture the Flag”
Objective:
Successfully
return the opposing teams flag back to your base to score points.
First to the pre-determined number of points wins.
Number
of Players:
The
number of players in capture the flag varies, but can be played
appropriately with any amount from a minimum of 4 people, to a large
group varying from 10 to 20 or even higher. A large group of 6-10
though is preferred for optimum play.
Materials
Needed:
Improvised
flagpoles consisting of a pole or stick, and a flag that can be
fashioned out of a number of things; a bandanna for example.
Setting
up the game:
To
play, a large area of space is required, to create distance between
the players, and a opportunities for players to cover and hide. A
forested area or location with multiple obstacles and obstructions to
hide behind and play around is preferred. This allows teams to sneak
their way to the opposing flag, instead of just running in a straight
path to be caught. Divide the players into even teams, and assign
them team names. Split the two teams up to their respective areas on
the field of play. They should be separated by a great distance and
preferably not directly visible. Players should have an even distance
apart. Each team must also designate a spot to serve as a jail. This can be anything like a rock or tree that a prisoner has to touch and stay by. Another decision that must be made is how large the designated safety zone around the flag should be. Its an area where players cannot be captured and sent to jail, due to them being inside their flags safety zone.
Playing the Game:
When the game begins, each team must decide where to place its flag in their territory. Once placed, it cannot be moved, although it can be guarded. Those guarding their own flag may not enter the safety zone around the flag unless in pursuit of an opposing team member. Once the flag is placed, team members are assigned to guard their own flag or to enter enemy territory to try to capture the other team’s flag. Any player in enemy territory can be caught and put in jail. This is done by tagging the other player. Prisoners can be released however, by being tagged by a teammate, but only one prisoner can be rescued at a time.
Winning the Game:
A team wins the game by capturing the other team’s flag and bearing it back to their home territory the required number of times decided to win. If a flag is seized but is recaptured before reaching the opponents' territory, the flag is set up where it was recaptured. If a game must be ended before enough flags are captured, the team with the most points wins.
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