MapleStorySEA

Description

MapleStory is a free-to-play fantasy 2D-platformer MMORPG. In MapleStory, players can take on a role of a character and explore the Maple World freely. There are various things that players can do in-game, such as killing monsters for EXP, crafting equipment and potions, doing quests, participating in events, interacting with other players, etc. It has a lore revolving around a central figure, which they call the ‘Black Mage’, along with many other storylines which exists either in relation to the lore, or as independent regional-based storylines.

Website: http://www.maplesea.com/index

The Lens of The Elemental Tetrad (analysed by decreasing order of importance)

Mechanics: The presence of many in-game mechanics, such as party quests, bossing, item crafting, etc. mirrors the complexity of a world of free-exploration and player choice for an MMORPG.

Aesthetics: The graphics and music are designed such that they reinforce the fantasy aspect of the game.

Technology: Players get to control their character and access in-game options through various keys on their keyboard, thus reinforcing the concept of player control.

Story: This takes a bit of backseat since players get to decide, to a certain degree, whether they want to do quests or not. However, these quests reveal/supplement the game storyline if players do the quests, thus enriching the immersion factor.

All 4 elements combine to form a pretty-much-complete game that grants players plenty of free rein in-game.

The Lens of Emotion

The game generally gives off a happy vibe, but exploring the quests reveals some sad/tragic aspects of the Maple Lore that offers a twist on that happy vibe. This manner of making players ‘feel’ in the game could grant them more ownership of the game and enhance the immersive factor. Personally, I enjoy exploring the game storylines, thus I liked the way they approached this concept of emotions.

The Lens of Fun

The game offers many things that the player can do in-game, such as boss expeditions, party quests, participating in game events, crafting items, etc. However, despite their efforts to release new game content through new patches, the repetitive nature of certain mechanics in the new content causes the novelty to wear off. This is a primary reason for people I know who quit the game after playing it for some time.

The Lens of Fairness

Naturally, as an MMORPG, MapleStory is asymmetrical in terms of player power. However, there is a huge imbalance of player power, as only certain game content can be conquered by extremely strong players (which happens to be those who spend loads of real cash on in-game boosters). I find myself unable to participate in certain boss contents because of a variety of reasons relating to the imbalance in player power.

The Lens of Skill

Skill is demanded of players only in very tailored contents like party quests or killing a boss, since these involve unique and complex mechanics. Even if players initially lack the required skills, subsequent practice and in-game community guidance allows them to identify strategies on how to participate well in party plays or boss expeditions. Thus, any player can play the game with ease.

However, some bosses are made so insanely difficult, that even the appropriate level of skill MUST be accompanied by a high level of player strength to kill them.

The Lens of Economy

MapleStory has a complex economic system. There are 2 official game economies, which are ‘mesos’ and ‘@cash’. ‘Meso’ is the usual in-game currency, whereas ‘@cash’ is the currency that is purchasable in real cash, and is used to purchase things in the Cash Shop. In addition, they have ‘Free Markets’, where players can sell their wares to other players.

Its economy has largely spiraled out of control, since only players who spend ‘@cash’ can get and sell ‘godly’ items, that are worth A LOT, to other players. Thus, these players effectively dictate MapleStory’s economy. Furthermore, players can unofficially purchase ‘mesos’ or such ‘godly’ items with real cash, which worsens the state of the in-game economy.

 

Lara Croft and The Temple of Osiris

Lara Croft and the Temple of Osiris

Lara Croft and the Temple of Osiris is an isometric-view single player, or online/offline cooperative play (up to 4 players) game set in the desserts of Egypt. The game immerses the player in arcade-shooting styled action sequences, where she/he fights creatures in the tombs, and puzzle solving sequences, which Tomb Raider games are famed for.

Website: https://crystald.com/projects/lara-croft-and-the-temple-of-osiris

YouTube: https://www.youtube.com/watch?v=FIcmQgUVMY8

Elemental Tetrad

Mechanics

  • Arcade-shooter and puzzle solving game, survival and overcoming obstacles essential to game progress
  • Puzzles vary with the number of in-game players, the level of challenge increases with the number of players, i.e. each puzzle has 4 variants
  • Players are able to wield a variety of weapons, discover artefacts which contribute to player statistics and characteristics, and collect gems to compete in level scoreboards and ranking with other players of the game
  • Aim of each level is known through clear storytelling, and goal of each level contributes to the finale of the game

Story

Lara Croft is plunged into a mission to retrieve the bodily remains of the Egyptian sun god Osiris to defeat Set – the god of darkness, when a rival treasure hunter and her cursed themselves after displacing the Staff of Osiris, freeing the enemy.

The story progresses as players gather parts of Osiris, with interferences from in-game enemies and Set, and puzzles for obstacles. Each part contributes to the finale where Osiris is resurrected, and steers the game to its final battle sequence with Set.

Aesthetics

  • High-angle isometric perspective gives the game a “god’s eye” depth-of-field, framing the gameplay to make it feel vast, and effectively exhibiting the impressive architecture of the game
  • Playable weapons such as pistols, grenades and magical staffs, give a different feel and experience to the players. Pistols and grenades when triggered displays the usual bullets and explosions, while the magical staffs emit a bright beam the vaporises the enemy.
  • Game has an overall earthly colour scheme to create the impression of tomb raiding, and bright lights and colours when engaged in combat or puzzles

Technology

The game is arcade-shooter styled, creating a engaging experience especially in cooperative mode. The game is playable on the PS4 and XONE, narrowing the gameplay experience to controller gaming.

Lenses and Reviews

Lens #6: The Lens of Problem Solving

The game immerses players in literal problem solving – puzzles, and survival. Problem solving can be more challenging if players opt to accomplish optional goals. The game generates different puzzles with respect to number of players, creating level variants. In favour of game design.

Lens #31: The Lens of Challenge

The gameplay comprises shooter, survival and puzzle solving. Challenges are overcome differently at variable difficulties based on playable character (e.g. Lara wields pistols while Horus wields a magical staff), and puzzles and its difficulty changes with the number of players. In favour of game design.

Lens #40: The Lens of Reward

The game instead of rewards only offers achievement of the goal at the end of the level, and few in-game wieldable items at certain stages. Rewards could be given out more to create an alternate more engaging gameplay to entice players to undertake optional tasks. As of current game can we played similarly with or without given rewards. Against game design.

Lens #66: The Lens of the Obstacle

The game’s objective is to defeat the antagonist through a series of puzzles and combat sequences. The storytelling ties the player to the antagonist and goal of the game. The obstacles increase in difficulty and new enemies and introduced as the game progresses. In this game, the antagonist appears in smaller forms throughout the gameplay and as a massive (literally) final boss in the finale. In favour of game design.