Portal 2 (2011)

Website: http://www.thinkwithportals.com/
Gameplay Demo: https://www.youtube.com/watch?v=aUiD2IyUpDI

sp_damagepy_02_3Portal 2 is a first-person puzzle-platform game developed by Valve and released in 2011. As the sequel to the much smaller but critically acclaimed Portal, Portal 2 expanded the world and the scope of puzzles that the player had to tackle, but still maintaining the core gameplay mechanic of the original game. The player has a “gun” that shoots two different portals that are connected to one another. Whatever goes in the first one will come out of the second one. The game is structured through a series of “test chambers”, each of which has an entrance and an exit, and the player has to figure out how to use his portal gun to get himself out of each chamber. As the game progresses, the complexity of the puzzles gradually increases as more mechanics are introduced.

Portal-2-021Self-Observation

Elemental Tetrad

  • Aesthetics – Portal 2 has a very clean aesthetic with relatively little variation in colour schemes and very few superfluous effects (e.g. particle or lighting effects). This helps to 1) reinforce the industrial setting of the game, and 2) significantly improves clarity of the puzzles. The puzzles faced by the player can become very complex in the later levels, and the clarity of the aesthetics provides the player with all the information he needs to solve the puzzle, allowing him to focus on tacking the puzzle.
  • Story – The main aim of the player is to escape the facility, and while the protagonist remains silent throughout the game, she is accompanied by various announcers and non-playable characters that humorously convey the story. Various objects are also placed around the levels in specific ways to tell the story in more subtle manners.
  • Technology – The physics system in the Source engine is very robust and allows for interesting puzzle design, as objects maintain their momentum when going through portals.
  • Mechanics – The core mechanic of portals is unique and interesting by itself, but more mechanics are introduced throughout the game (e.g. new objects that can pass through the portal or new environments). While the mechanics seem simple, they are combined together in many different ways, resulting in brilliant level and puzzle design.

Lens of Essential Experience

While teleporting through portals is the game’s core mechanic, its “essential experience” is allowing the player to feel like they are outsmarting the various antagonists of the game, who tend to be various AIs that are intent on trapping the player in the facility or killing the protagonist. The antagonists consistently taunt the player (albeit in humorous ways), suggesting that the player is too incapable to escape the facility. Furthermore, the puzzles players are presented with often seem impossibly complex at first glance, causing the player to feel extremely smart and satisfied with himself once he has completed each level. On closer inspection, the levels are actually designed in such a way that the player is subtly guided towards the solution (e.g. through particular placement of certain objects or emphasising certain parts of the level through aesthetics), while simultaneously making the player feel like he is discovering the solution by himself. All these factors result in a puzzle game that is especially satisfying to complete and hence extremely fun for the player.

Lens of Character

The game has great characterisation even though there are so few characters in it. GLaDOS and Wheatley are AIs that both act as companion and antagonist to the player throughout the game, switching roles mid-game. They are extremely talkative characters, with humorous dialogue filling practically the entire game, even while the player is solving a puzzle. This is unique in that character development and storytellingis fused with the gameplay, instead of being separate aspects like in other games where gameplay is interrupted by cutscenes for narrative purposes. Perhaps the weakest part of Portal 2’s characters is the protagonist herself, Chell. She remains silent throughout the entire game, and very little can be gleaned about Chell from whatever dialogue there is in the game. She feels like a boring, blank slate in some ways. However, this does seem to be Valve’s style, as they also make use of a silent protagonist in their other major game, Half-Life.

Lens of Simplicity/Complexity

In my opinion, Portal 2 nails the fine balance between simplicity and complexity. It starts off with a deceptively simple mechanic and slowly introduces the player to new ways to use the portal gun (e.g. falling through a portal from high up to gain speed). As the game progresses, other mechanics are introduced that interact with the portal gun (e.g. cubes that can be thrown through portals), leading to more complex and interesting puzzles. Hence, there is an “emergent complexity” to the puzzles as the player is introduced to new mechanics incrementally and methodically. Furthermore, while the mechanics are extremely simple to understand, the levels are designed in very unique ways that forces the player to use these simple mechanics in many complex and interesting ways, leading to more complicated and thus satisfying puzzles for the player to complete. portal2-screenshots-7Observations while watching a friend

Lens of Essential Experience

My friend’s essential experience with the game was near identical to mine, in that she found it much more fun than the average puzzle game and was also highly satisfied with herself every time she completed a level. She also felt that the game does a very good job of “making you feel very smart”.

Lens of Simplicity/Complexity
My friend was extremely excited and intrigued by the portal mechanic in the game, proving that the simplicity of the portal gun was a very interesting mechanic even for less experienced gamers. Furthermore, usage of the portal gun was intuitive for my friend, and she was able to easily complete the early stages without being too confused over how the portal mechanic worked. This once again shows how Valve managed to nail the “simplicity” element of game design, whereby the game is intuitive to play but still challenges the player to complete difficult puzzles.

Lens of Control

My friend does not have much experience with first-person games, leading to some difficulty in using the standard WASD controls to move the character efficiently. While this did not hinder her from completing the puzzles, it certainly did cause frustration at some points where tight control of the character was necessary. However, it is difficult to see how Valve could have made the controls friendlier for inexperienced gamers, as the WASD controls have been the standard control scheme for first-person games for more than a decade now.

Lens of Character

While I personally found the characters in the game extremely interesting and entertaining, my friend did not care much for their dialogue. Many of the jokes that I found funny did not hit home for my friend, as she either didn’t understand what they were saying or simply didn’t find it very funny. Humour in games is a relatively rare occurrence. Most games tend to tell “serious” stories, and those that do not often find humour in ridiculous premises or simply have slapstick humour. Trying to include more “highbrow” humour is a challenge in games due to everyone’s differing sense of humour. There is also a lack of control over the specific timing of joke delivery (due to the interactive nature of games), which can often make or break a joke. The dialogue from Western games often leans towards Western sensibilities as well, making it harder for the international audience to fully grasp the nuances at times. When done right, humour in games can vastly improve the player’s experience, partly due to how rare it appears in games. However, it is challenging to write great dialogue that appeals to all gamers.

Analysis

Both my friend and I thoroughly enjoyed playing Portal 2, and for similar reasons. We both experienced the “essential experience” that I believe Valve had intended, as completing puzzles in Portal 2 is just so much more satisfying than completing other puzzle games.

The main differences in our experiences were in ease of controlling the character and the degree to which we enjoyed the dialogue and story.

As I am very experienced with first-person games, it never occurred to me that the controls could be a stumbling block for some players. My friend is more accustomed to games where the character being controlled can be seen, or games which have a cursor on-screen (e.g. real time strategy games). However, using a different perspective would change the overall “feel” of the game, and even though using a first-person perspective might alienate some players, I feel that it is too closely linked to the essential experience for it to be changed.

As for the humour and dialogue in general, such things can be very subjective, making it relatively difficult to determine what should be the “best” way to write dialogue and stories for games. Even though my friend did not find the dialogue to be very funny, we both agreed that the way the story is presented is very interesting, as the game has a lot of character even though the player sees very few characters throughout the game. Using various announcers as the primary characters in the game is an interesting technique of storytelling in games, and one that is seldom seen. Portal 2 proves that when done well, this technique can be very effective.

On the whole, both my friend and I agreed that Valve succeeded in creating an extremely fun and unique puzzle game that manages to mesh gameplay and storytelling in an elegant fashion. Of course, the game seems to be lacking in certain departments (e.g. bland graphics and the protagonist’s non-existent personality). However, these seem to be calculated design decisions instead of oversights. While these are usually signs of bad game design, they contribute to the player’s experience in positive ways in Portal 2, adding to the experience rather than detracting from it. In my opinion, Portal 2 is the pinnacle of great game design as every aspect of it was thoroughly thought out, and it is simply great fun to play.

Wong Kang-An
A0097091Y

GOAT SIMULATOR

http://store.steampowered.com/app/265930/

Description

Goat Simulator is a third-person perspective simulation video game in which you are a goat. The goal of the game is to cause as much destruction as you possibly can. Controls allow the goat to jump, run, head-butt things and lick objects with its tongue, which can stick to objects (including cars) and drag them around.

It contains tons of in-game physics bugs that were deliberately left unfixed. Quoting its developers, “Goat Simulator is a small, broken and stupid game. To be completely honest, it would be best if you’d spend your $10 on a hula hoop, a pile of bricks, or maybe a real-life goat.

 

Analysis Introduction

I chose to analyze Goat Simulator because it exemplified everything a game should not be. Yet, it garnered mainly positive reviews, which inspired more simulation parodies to ride on its success. Personally, I would have given it a negative review. In my analysis I aim to understand why some might experience it positively, and some the opposite.

Elemental Tetrad

Buggy animation

  • Aesthetics: Semi-realistic 3D graphics are used to create the suburban setting. Judging from the buggy animation, it is obvious that this game was released as a joke.


Everything you interact with is destroyed

  • Mechanics: As an open world game, there are hardly any rules. The goat may roam anywhere and interact with any object or person (mainly destroying them). Even the laws of physics are not adhered to. I guess there is one main rule: Everything you touch explodes or dies.

Simple controls

  • Technology: No outstanding technology; this PC game has standard WASD and mouse controls that help the goat navigate through 3D space. This made the controls easy to learn.
  • Story: There is no story, however, that does not prevent the player from creating his own.

When the substandard aesthetics, loose mechanics, simple technology and nonexistent story are combined, they reinforce the irony of the game and the humour that people find in its brokenness.

My Experience through the lenses

  • The Lens of Fun

    • Fun: To me, one of the fun parts was exploring the broken physics in the game. For example, I attached my tongue to a dead man, broke into a house and dragged him through the rooms. My tongue simply went through the walls.
    • Fun: Uncovering easter eggs was also fun. For example, collecting small goat statues lets you turn your goat into a demon goat, giraffe or ostrich.
    • Fun: I also appreciated the crude humour crafted by game developers. I wish there was more.

  • Not fun: I did not find destroying everything fun. It might have been, for the first few minutes, but that wears off too fast. It became boring and predictable that everything I touched would either explode, scream or die. The game did not feel “alive”.

 

  • The Lens of Freedom

    • Too much freedom: We had the freedom to decide where to go and what to do and I felt aimless because I did not know which direction to head to.
    • Too constrained: The world was smaller than it let on, and cut off without warning. For example, there was a tunnel that was actually a dead end. Because cars would leave and enter the tunnel, I thought I was free to enter. But when I went inside, the screen just turned black.

 

  • The Lens of the Avatar

    • Playing as a goat, I could not relate to it or project any part of myself onto it.

 

  • The Lens of Visible Progress/Goal

    • No goal: The game had no ultimate goal, hence I felt that everything I destroyed was a waste of time. But, there were mini goals, encouraging you to do ridiculous things like performing a backflip. I mainly ignored those.
    • Points: Points were given whenever you wrecked something. But if you closed the game, you had to restart. Again, I felt that I wasted my time when I could not save my progress.
    • Visible progress: There were, however, achievements you could work towards. For example, the “Michael Bay” achievement requires you to explode a petrol station. These achievements were broadcast on screen with a “COMPLETED” sign.


Completing the achievement “Car Accident”

 

 

Others’ Experience through the lenses

I then observed two drunk players playing the game together.

  • The Lens of Fun

The two players seemed to be having much more fun than I did. They roared with laughter every time the goat destroyed things, screamed when the goat fell from a crane… And sometimes they would pause the game just to laugh at how ridiculous the goat looked.

They also took much more pleasure than I did in destroying objects and torturing the humans in the game. They conspired together to cause as much destruction as possible. One time, they dragged a fainted man through the road to have him run over by a car. But no, they weren’t done with him – they took him all the way up to a crane (the highest point in the city) to push him off of it.

  • The Lens of Freedom

The two players constantly had ideas on what to do next with the goat. They liked to experiment with the objects around them. They tried to do backflips on a trampoline which I simply jumped over. They spent over 3 minutes trying to see if they could backflip the goat’s anus into a protruding stick on the ground –an object I also would have simply looked over. They were coming up with their own goals, their own story.

Unlike me, those two did not seem lost or bored in the game and were making the best use of the freedom they were given.

  • The Lens of the Avatar

And, unlike me, some could relate to the goat. Especially the goat who wrote the review above.

  • The Lens of Visible Progress/Goal

Aside from experimenting with the objects in the game, the two players also tried to complete the goals set by the game, showing signs of actually playing the game the “proper” way. They spent five minutes jumping on a trampoline to try to complete the “360 degree front flip” achievement. Despite their jokes and antics, these two drunk guys took the game more seriously than I did.

 

Comparison Analysis

  • Playing with a friend

Due to this game being a joke, it definitely is much more fun to play with someone beside you so that you can have someone to laugh with, and someone to exchange suggestions on how to make the in-game humans miserable. It’s even better if both of you are drunk – the ideas get crazier. I believe it could have been more fun if I played with a friend.

  • No important goal

I am the kind of player who likes a fixed storyline and a primary ultimate goal to work towards. I did not feel like completing the mini achievements because I felt there was no point. However, the two players I observed did not mind working towards them, and even had fun in the process.

  • Freedom is best appreciated with curiosity

When I played alone, I felt bored quickly. Interacting with different objects to see their reaction was not interesting to me. Exploring with no goal in mind made me feel unaccomplished. The novelty of a bug-ridden game wore off fast.

However, the players I observed did not get bored of exploring the game’s terrain and seeing what the goat could do with it. Outside of the in game achievements, they actually set their own goals and worked to attain them. And something good game out of their curiosity – they did uncover more easter eggs and secret goat moves than I did.

The game definitely gave us much freedom to explore and I feel it is something only a few people with curious minds can appreciate. I am definitely not one of those people as I prefer to have goals clearly set for me.

Conclusion

Goat simulator, a goal-less, story-less, pointless, broken game mostly appreciated for its novelty, made me bored fairly quickly because I had no goal to accomplish and no progress to save. Though I did not appreciate it, several others did. Their admirable curiosity led them to devise their own goals and explore the game further and as a result, they had a lot more fun than I did.

In a sense, goat simulator is like life itself. Just like how it is up to the player to create a goal for the goat, it is up to us to create a goal in our lives. Even if the goal is to backflip yourself into a protruding stick on the ground.

Valkyria Chronicles

Valkyria Chronicles

Take up arms and defend your homeland.

Valkyria Chronicles is a game set in a fictional continent loosely based around Europe during the early stages of the Second World War. The Principality of Gallia, where our protagonists hail from, hold massive reserves of a highly flexible natural resource called Ragnite. Due to this, Gallia finds herself embroiled in the conflict between two larger superpowers, the East Europan Imperial Alliance and the Atlantic Federation.

In the game, the player assumes the role of Welkin Gunther, a lieutenant serving in the Gallian militia. Together with his trusty squad mates, you must direct them such that they win the battles they find themselves caught in, and lead them to victory for Gallia.
Game play sample: https://www.youtube.com/watch?v=Ub8c-6aFfQE
Steam store page: http://store.steampowered.com/app/294860

Continue reading

Need For Speed: Most Wanted (2005) [A0088617R]

Need for Speed: Most Wanted (2005) is a street racing video game developed by the Electronic Arts Black Box Studio and published by EA Games. The game features several elements of street racing, with customizable cars, high speed police pursuits, and different kinds of racing events, such as speed traps, checkpoint races, drag races, elimination and finally the normal races. There is also a bounty system, wherein you are supposed to earn a certain amount of street cred before you can advance in the game. There are various modes in the game: Story Mode, Challenge Mode, Quick Race Mode and LAN Play.

Gameplay Video:   https://www.youtube.com/watch?v=fJ2tYcIvzXk

 

Analysis

Lens 1: Elemental Tetrad

Story: The game has a good story, which is relatable and gives the players a clear motivation to finish the game – a motive of revenge – which is one of the strongest. One place where it lacks is that the game kind of loses touch with the story in between and it becomes somewhat dreary and repetitive.
Mechanics: The racing experience, although enjoyable, is not very realistic in terms of the consequences of a wrong move – which I must say is one of the key selling factors – as it does not make the game too difficult for the average gamer.
Technology: The game is now old and can run on any of the current generation laptops/computers – all it needs is a decent processor, about 1 GB of RAM, any graphics cards and a keyboard/joystick/steering wheel accessory.
Aesthetics: The game was designed beautifully at the time of release, and even though the standards have reached higher and higher, it is still not considered jarring and old age, which is quite commendable. The world is beautifully designed and the cars are even better to look at.
Overall, I would say that it is a well-balanced game, which performs decently on all fronts, without compromising on any of the aspects.

Lens 2: Essential Experience

The essential experience of the game is racing – going as fast as you can without banging into stuff – except when you want to (during police chases). The game delivers well on the racing experience of speed. The experience is fun, sometimes challenging, but always rewarding. It might not be a very good adaptation of the real world driving experience, but as a fun video game, it delivers.

Lens 3: Goals

Untitled

As mentioned above, the game sets clear goals for the player to accomplish to progress in the game. For each level, you must finish a specified number of races, get a specified amount of bounty and cause enough trouble to the city through various “milestone” events. After accomplishing this, each level has a boss that you must defeat in order to proceed to the next level.

Lens 4: Beauty

As mentioned in the aesthetics section, the world of the game has been beautifully created. It has highways, industrial areas, residential areas, and even some mountains – a typical city. Even more beautiful are the cars, with every attention being paid to the details of the various parts. One of the most beautiful things in the game is the nitrous flame, coming out of the exhaust. Also, the various customization of the cars make every car personalized and beautiful. And that is very important – since it gives you something to show off to everyone else, especially when playing with friends.

Lens 5: Skill

The game requires a lot of skill, in terms of reflexes and hand eye coordination. The learning curve is very lenient and you get used to the controls as you progress and get faster cars. There is also the “speed-breaker” mode, which slows down time and allows you to turn more accurately, which requires a lot of practice.

DISCLAIMER:  I do not own any of the images presented above. They are screenshots of the game and belong to the game publishers.

A0092196X – FIFA 14 review

FIFA 4

The game I want to analyze is FIFA 14. It was launched in 2013 by EA sports. It is a football simulation video game.  I have been following the FIFA series since 2007. It has evolved a great deal since then. It has many different modes, the most popular one being the story mode which is called the Career mode. Here you have two options, either you can start as a player or you can manage a team. FIFA 14 also has the provision of multiplayer, where one can either play locally with friends or one can play online with other people.

 

Analysis

Lens 1: Elemental Tetrad

Overall, the 4 aspects are balanced. Though the story is less detailed, but it goes well in accordance with the game.

  1. Mechanics: FIFA 14 mechanics differ from its previous versions in two key aspects. First is when the player shoots the ball towards the goal. In FIFA 14 the shots look much more real and the ball behaves similar to what it would behave when an actual player would shoot it. The other aspect is the player movements. It appears that they have gone a little overboard trying to make the player movements appear real. Though the fall through reaction immediately after shooting or passing seems real, but the way they receive the ball is sometimes a little unreal.
  2. Story: There are two main types of story modes, one being the ultimate team and the other career mode. In ultimate team mode one gets to build his dream team by earning money and buying, selling and loaning players. In the career mode there are 2 options, the manager mode where you can manage a football team and the player mode where you start off as a single player, advance your skills, try to become a star and eventually retire after which you can choose to be a manager.
  3. Aesthetics: The aesthetics of the game are really detailed. It has stunning graphics. The players’ avatars seem very real. So does the stadium layout. The post goal celebration is also spectacular enhances the experience further. The crowd has been really improved from the past few version. Now there are 3D home and away supporters, living sidelines and the pre-match ceremonies are very well done. Even the post goal celebrations look beautiful.
  4. Technology: The technology required to play the game is a good computer with a keyboard. A good graphic card is required to gain maximum pleasure from playing the game.

 FIFA 2 

Lens 2: Fun

The game is immensely fun. It offers a vast variety of choices to the players. They can choose from a wide range of teams, can modify/create player formations and can play in many tournaments. It is very exciting to try and score goals and defend your goal from the opponent. Additionally, there are short practice challenges available as well to practice skills which are fun in themselves.

Lens 3: Essential experience

Playing the game gives you the experience of watching a football match in terms of graphics. The career mode effectively captures the experience of managing a football team or being a real football player. FIFA 14 commendably gives you the experience of playing as a team and of playing as an individual player.

Lens 4: Skill

FIFA 14 requires a lot of skill. It is fast paced and requires a lot of hand eye coordination. The learning curve is very steep initially. The controls also can be very overwhelming in the beginning. Also, after mastering the basic controls, one can try to perform the special tricks and challenges.  The career mode further requires management skills like who to buy/sell, managing the team, budget etc.

FIFA 3.jpg

Lens 5: Modes

There are two basic modes in the game – Offense and defense. Both of them go hand in hand, but at one particular time you are either attacking or defending; not both. Since they don’t overlap, same controls can be used for the modes. It is very logical for the players to know in which mode they are i.e. if they have the possession of the ball, they are in offense mode and if they don’t then they are in defense mode.

 

Disclaimer: I do not own any of the pictures posted above. They are the property of the game publishers

 

 

 

 

 

SWAT 4 (2005)

swat

Game Website: http://www.mobygames.com/game/swat-4

Gameplay Video: https://www.youtube.com/watch?v=-Zg4OMScy7g

Description: SWAT 4 is a first-person shooter that requires the use of realistic squad-based police procedures to resolve hostage stand-off situations.  Players may outfit their squad and plan their approaches as they deem fit.  Scoring is based on how strictly players follow proper police procedures.

My Experience

The Elemental Tetrad

  • SWAT 4’s graphics are realistic enough for my immersion and suspension of disbelief, with detailed items, locations & NPCs.
  • As I pieced the story together, touches like a mass grave of babies in a cultist’s house got me emotionally engaged.

swat2

  • SWAT 4’s mechanics were precise, and I felt in control due to the many commands I could easily give for any situation. However, AI SWAT members often got in my way and complained, making it rather irritating and causing quite a few accidental deaths.
  • The technology in SWAT 4 was put to good use, as NPC enemies all had their own personalities. AI team members also knew different procedures and executed them independently in context.

The Lens of Projection

  • SWAT 4 made me feel like a SWAT leader, following police procedures, and aiming to minimize hostile casualties.
  • I could relate to real-life police as I arrested the baby-killer, furious as I saw their graves. I gave the suspect an unnecessary taser shot to express my disgust, and had to actively restrain myself from further brutality.

The Lens of Skill vs Chance

  • Each SWAT 4 scenario is randomly generated, such as enemy placement and personalities. I took a very cautious approach, skilfully checking each room to minimize casualties.  However, there were still times when I was surprised by hostiles rushing in.  Thus with skill, I mitigated the problem of chance disadvantages.

The Lens of Control

  • I opted to outfit my each member with non-lethal weapons, and commanded them as a team and individually with a few clicks. This made me feel masterfully in control as I directed each element and executed my grand plan for storming a toilet.  The interface was not deficient in options and mastered quickly.

The Lens of Rules

  • I followed the ‘rules’ of SWAT 4 closely. These rules are not strictly enforced, and your score will be reviewed at the end of the game with no consequences.  Hence, the rules are rather up to the player, who enforces them on himself to get the highest score.

The Lens of Challenge

  • I was constantly challenged as enemies started wearing armour and getting more plentiful. I had to devise new strategies to deal with more professional hostiles, but also had more tools like snipers.  The scoring also left the challenge up to me, where I aimed for 100% perfection in each scenario.

My Brother’s Experience

The Elemental Tetrad

  • SWAT 4’s graphics are realistic enough for my brother, who enjoyed the blood spatter effects immensely. He had a great deal of fun trying to paint on the wall by shooting a corpse in a certain manner.
  • My brother entirely disregarded the story, and just wanted to kill everybody. His fun came from the pure emotional detachment from the seriousness of the game’s story.
  • My brother explored every mechanic SWAT 4 presented, but ultimately stuck to a true-and-tested formula of gassing the room and then shooting everybody who resisted.
  • The technology in SWAT 4 was great, and the NPC hostiles adapted quickly to my brother’s careless playing style through mock-surrendering and suicidal attacks.

The Lens of Projection

  • As my brother skipped briefings and also disregarded the subtle story artifacts that the player discovers through the level, he did not feel as much immersion as I did. However, he did still feel empathetic towards injured hostages, opting to rescue them quickly – perhaps due to his background as a first aider.  He would however, still get angry when he or his teammates were shot by hostiles, and would project himself into the game scenario rather than into the character.

The Lens of Skill vs Chance

  • My brother did not approach SWAT 4 with much caution, and the random placement of enemies frustrated him as he was constantly surprised. However, he soon learnt to play at the minimal skill level to survive while maintaining as much reckless excitement as he could.

The Lens of Control

  • My brother did not bother to take full advantage of the equipment outfitting options, and often lamented the lack of specific tactical equipment he needed as he progressed. He also felt frustrated that he could not control the situation as hostiles hid in tactically advantageous spots, and would sometimes restart the level to get a more favourable scenario.

The Lens of Rules

  • My brother did not follow proper police procedures closely, and often did the bare minimum in order not to fail a level. However, he had a lot of fun bullying suspects or shooting his own teammates – his rule being that you could do anything to have fun as long as you did not die or get less than 50%.

The Lens of Challenge

  • My brother was constantly challenged by enemies adapting to his recklessness. As he formed his own rules, he also formed his own challenges – such as killing all his teammates and completing a level solo.  Upon being stuck due to good enemy positions, he would get frustrated and rush into the room, then quit or restart once he inevitably died.  He preferred playing custom games where he could set the number and skill of enemy hostiles himself.

Analysis

Background of Players (Projection & Skill)

I realised that the existing knowledge and background of the player is important in game design.  As I was formerly trained in urban combat operations, I understood the best way to minimise casualties.  I made full use of the options available to me for each situation, and felt very immersed in a familiar role.  However, my brother did not as he had yet to enter the military, but had experience as a first-aider.  This affected what roles the players projected themselves into (police vs himself), the skills available to them (urban ops vs Call of Duty-style rushing), and the challenge they faced (perfect scores vs frustration, game-rigging and restarts).

Subtle vs Direct Elements (Story, Skill, Rules)

I learnt that not all players could identify subtle gameplay/story elements, and needed to have them directly highlighted to them.  I enjoyed SWAT 4’s story immensely, taking the time I used to scope out a room to also take in any evidence/artifacts.  I also paid attention to the text-based briefings so that I could plan my approach with the intelligence.  However, these were all missed by my brother, who wanted to get into the action.  I believe that he would also be able to enjoy the story had they been presented in a more direct manner, such as through cutscenes or objectives, or even through AI teammates making story-specific remarks.

My brother’s lack of military background also resulted in poorer skills.  While the game did have a tutorial level on the mechanics available, it did not explicitly go through other rules such as police and military procedures/tactics.  This was slowly picked up by my brother the hard way, or with my coaching.  Hence, the game is deficient in its assumption of its players.  If a player’s initial frustration due to a lack of skill and success leads him to quit the game, then it would not have been successful.  However, SWAT 4 prevents this with its flexibility and customisability.

Designing for Various Play Styles (Challenge)

I realised that SWAT 4’s flexibility allowed my brother to continue playing despite his initial frustration.  He could customise enemies to fit what he wanted to play (A Call of Duty-style shooter), and there were no hard and fast objectives to meet.  He could indeed, find success by using an entirely different approach from myself (lethal vs non-lethal).  The vast array of lethal weapons and explosives available were also put to good use by him, while I did not even try out any of them.  Thus, SWAT 4 was well-designed for different types of players in mind.

I felt that SWAT 4 could be even better designed with different built-in game modes, a sort of pre-set for their custom games.  This would allow players to immediately choose what they wanted.  However, even if players opted for vanilla SWAT 4, the AI does an incredible job of adapting to the play-style on the fly.  This keeps the challenge up and the gameplay fresh.

Error Recovery

I found that SWAT 4 might have a steeper learning curve for those without police/military backgrounds due to the tactics they have to devise.  Furthermore, health was not recoverable, and teammates stayed dead. Ammo could also not be picked up. Hence, a wrong step early in the game could lead to quick failure, and players are not able to recover from their mistakes.  Hence, rather than basing game difficulty on the minimum score required in each play, SWAT 4 could have allowed beginners to recover and learn from early mistakes by featuring things such as regenerating health, calling for more backup or ammo.  This would reduce beginners’ frustrations while they learn.

Controls, Controls, Controls

Lastly, what impressed me most about SWAT 4 are its controls.  With an easily navigable control interface, even unskilled players could quickly and easily do what they wanted.  The menus were contextual, logically grouped and colour-coded for superior control and feedback.  Hence, this is something I would spend a considerable amount of time planning and aiming towards when designing a game.

swat3

 

-Daryl Lim

Dota2 Game anay

图片2 图片1

Part I     Introduction

Please allow me to list all the lens first so that we can find the link between

Lens 1 – Essential Experience

Lens 2 & Lens 3: Surprise & Fun

Lens 4: Curiosity

Lens 5: Endogenous Value

Lens 6: Problem Solving

Lens 7: Elemental Tetrad

Aesthetics Story Mechanics Technology

Lens 8: Holographic Design

Lens 9: Unification Theme

The game which I would talk about is Defense of the Ancient 2.

It is one of the most famous Moba(Multiplayer Online Battle Arena Games)s game right now. The designer of this game is IceFrog and this game is originally just a map of Warcraft3. Ice Frog coporates with Valve, which is a famous Game Company to reproduce this game with independent Game Engine. And it is one of the most popular MOBA game right now.

The aim of this game is to destroy the buildings of the opponents and defend your own building. Each player in this game would play a hero. Each team has 5 heroes totally. These two team would fight with each other.

Video Address for this game:

https://www.youtube.com/results?search_query=dota2

Part 2: My own Experience:

In order to play this game, I need to log in into the game platform provided by Valve first and find another 9 players who would like to play together with me.

Firstly, I would pick one hero. There are more than 100 heroes for player to pick and each hero has its  own shape and skills. After picking heroes, game really begins. As a hero, you can choose to farm, push, gank. And you need try to kill your opponent so that you would become stronger and they would become weaker. As you get more and more advantages, you may choose to push and destroy their buildings. Once you destroy the last building, game over and you would win.

I would describe my experience based on different lens.

  1. Lens 7: Elemental Tetrad

Aesthetics:

The game is using Source2 game Engine. When I play the game, I would be able to appreciate the attractive scene. It makes me feel good. Besides the scene, the heroes have different kinds of equipments. With these equipments, the hero would look totally different and it makes user always feel interested and I seldom become bored because of the shape of the heroes.  Skills are also very magnificent. Such features are all because of the aesthetics.

Story

In fact, during the game experience, I seldom think about the backgroud story of this game. Though this game also has its own story, even each hero has a description which talk about who they are and where they come from. However, story is not very important in this game. And during the game progress, only the dialogues of the heroes sometimes would illustrate some story. At other time, I just need to keep farming, pushing, killing enemies.  Story is really not important here.

Mechanics

As a MOBA game, story is not important. In contrast, the Mechanics is quite important.

Dota2 has great Mechanics and it is the key for its success.

When I am playing, I can get extra money and experience by do the last hit to enemies. i can but different items which would help me to fight easily, I can copearate with my teammates and kill all our five opponents without scarifying even one of us if we make good combo. Such experience really make me excited and they all belong to the good mechanics of Dota2.

The designer, IceFrog also keeps improving Mechanics to make it a better game.

Technology

Same as Aesthetics, Dota2 take use of Technology to make sure the stableness  of web connection. This is a online game. If the connection is not well enough, it would be quite annoying. When i am playing dots, the ping is smaller than 50ms and it provide me with a good feeling.

  1. Lens 6: Problem Solving

The secret of the success of dota2 is there are always new problems for you to solve because I am fighting with different real people!

Some game provides problem for player to solve but once all problems have been solved, the player may get bored. Dota2 is different. As a player versus player game, I have totally different problem to solve in every round of game. As there are also many heroes for me to pick. i also get different experience when playing different heroes.

3.Lens 4: Curiosity

Dota2 is keeping updating. Designers keep making new heroes. After some time, i would be able to play  a new hero and it make the game always attractive.

Besides the new heroes, Dota2 also make people curious because there are infinitely many combinations of heroes. Each combination would create totally different game experience and I enjoy the process to try a new combinations.

4.Lens 5: Endogenous Value

Game can produce endogenous value. So does dota2. Equipments are the mainly endogenous value created by dota2. I can get new equipment after each round of game. I can also buy them in the store. These equipments would not change the power of heroes, but only the shape of them. I really like to collect new equipments for my favourite heroes and it make me feel proud when others see my hero.

5.Lens 9: Unification Theme

Whatever hero I choose to pick, I always get one same goal: Kill enemies and destroy their buildings. This is the unification theme of this game and therefore, I would never lose myself and do not know what to do.

Part III              Others’ experience

Second part is the experience that I watch one famous Chinese player 2009 play this game. in order to avoid being bored, my second part would have another structure:  I would describe what I saw and I would try to link the phenomenon to the lens

  1. He picks one hero whose name is Pudge and he explains to the audiences the skills of this hero.

Lens 6: Problem Solving

How to correctly use a hero is in face a problem need to be solved. As an experienced player, he “shares” his “solution” to the audience.

  1. He use good skills to kill the opponent and therefore h becomes quite excited.

Lens 7: Elemental Tetrad

Player versus player always make people more excited than versus computer. The  Mechanics of this game allow you to kill others.

  1. He buys an item which can enhance the hero’s skill and try to prove to the audience how powerful his skill become.

Lens 4: Curiosity

There are 100 more heroes, there are 100 more items. It is always curious that how things would be if one hero get one specific item. Sometimes a good choice for the item can really excite the player.

  1. He appreciate the specially good effect of his skill.

Lens 7: Elemental Tetrad

Good design of Aesthetics make game much more fun

  1. When he farms, he is ganked by his enemies. He died.

Lens 2 & Lens 3: Surprise & Fun

Playing with other player can always give you much more “surprise” then computer. Human currently can give you more surprise~

  1. He feel very excited when his team destroyed their opponent’s building and win.

Lens 9: Unification Theme

He finish his goal for this game and it really excites him.

Part IV        My final conclusion:

What I have learned from this experience:

  1. The experience gained from playing game myself sometimes is really similar to the experience gained from watching others’ playing experience. For example, I would get the same feelings when I kill an opponent as watch him kill an opponent.
  2. There can also be some differences, for example, I would be more excited when I finish some hard operations myself then watching others finishing them.
  3. From 1 and 2, I think the different is that the degrees of emotions can be different but the game determine what kind of emotions or experiences would you have.
  4. Different game focus on different lens, as a MOBA game , Dota2 focuses on mechanics much more than story. instead, some RPG (role playing game) may focus on story much more than mechanics.
  5. It is good experience to analyse game experience instead of just playing without thinking. I really learned a lot this time.