Wargame: Red Dragon

Wargame: Red Dragon init screen shot(Game is on Steam)

Wargame: Red Dragon is a modern-warfare typed RTS(Real Time Strategy) game developed by Eugen System. Player is the commander of a customized military force(containing multiple services).

On Single Player Game, the player play the storytelling PvE game. On Multiplayer Game, the player customized their own army and compete with other online players(or AI), the winning goal is customized, like destroying certain number of enemies, or occupying certain zone for enough time.

Background:

Wargame: Red Dragon is the 3rd game of the Wargame Series, the earlier two are European Escalation and Airland Battle. From European Escalation the basic operation and army types are determined, Airland Battle expands the PvE storyline, and as its name expresses, it expands air force into the game. And now coming to our focus, Red Dragon, it continue to expand the dimensions of war from 2 to 3, as adding the marine and navy into the game.

The game continues to maintain the mechanics of the series’ success, but the focus of the war in the franchise has shifted from Europe to Asia, focusing on disputes and fictional wars between China, South Korea, North Korea, Japan and other Asian countries from 1975 to 1991.The game includes more than 450 new units, including naval and amphibious vehicles.

Lens #1: the Lens of Essential Experience

Wargame as its name illustrated, the game should focus on how to create its war and battle to the players, after all Wargame is a war game, the essential experience is the process of war. What the Wargame does, is to divide it into 2 levels. From the macro war level, the experience is turn-based, each player controls its troops(in a macro scale) to move,recover or attack. The former two will decide the troop’s strength, and only when raised an attack, it goes to a deeper level, the battle level. In this level, the game turns to be a high reality RTS game, and its essential experience is the reduction of war, to do this, the developer implemented lots of Lens to maximize its reality of a battle.


Screenshot on a battle: bomber just delivered bombs at hostile infantries.

Lens#22 The Lens of Dynamic State

The most fascinating point in Wargame for me is the dynamic states the game represented. One example is, when infantries get hit by hostile, get casualties, definitely the combat effectiveness will drop, that will be represented in lots of fields, like the weapon accuracy, the response time, the reloading time, and whether or not to accept the command. Wargame Red Dragon implemented all these features, by using Dynamic State of units. During a battle, the unit is given a morale state, initialized as Calm,  when gets hit or friendly forces nearby get hit, the morale state will dynamically change to Worried, Shocked, Panicked and even Stunned(escape in disorder), as the state changes, the main index of combat performance will also get a state-related penalty, as accuracy, response time, etc.

Lens#47 The Lens of Balance

In Wargame Red Dragon, the balance is controlled in many aspects. Like in one essential part, customizing one’s own troop(in the game, make a deck of army cards), the balance is, the stronger the army is, the availability is less and the price is higher.

Take the M1A2 and M1 as example, the M1A2 is much stronger than M1, but it has much higher price and can only be bought 2 in a deck.That is a balance between price and strength, which avoid grind between units, also makes lower strength unit meaningful and useful, in a word, more real.

Screenshot on deck making, to illustate Lens of Balance

Lens #37 The Lens of Cooperation

In Wargame: Red Dragon, the cooperation between different army types and players are very important. Take Air-defence as an example, usually the most important battle unit in the war process is tanks and vehicles, their strength is only on the ground, which means they are vulnerable to air-attack and cannot fight back. That means the ground main forces has to be cooperated with air-defence units, Like radar-guidance missiles: long range, high accuracy and impact but low firing rate and total availability, and most important one, can be anti-radar missile targeted, usually they are used for high-value air target, and there are also cheap, lower accuracy and shorter range air-defence artillery. They are not sufficient as missiles but they can be put in battle with huge numbers and can knit a fire net which the air force cannot pass. In Wargame Red Dragon, their are much more than these two air-defence units to use, and their are much more kinds of cooperation, like anti-tank infantries with flame gun vehicles in a city(former to fight alley stike on hostile vehicles and latter to very effectively destroy other enemy infantries).

Lens#67 The Lens of Simplicity and Transcendance

From the former introduction of Wargame Red Dragon, I think reader must think this is a hardcore RTS game and is very difficult to handle, actually it’s not. Red Dragon uses very genius idea to simplify the damage system into only 2 type, AP or HE(very common and typical seen in vehicle shooting games).AP mechanism is simply collision check, the projectile only dealt damage when straightly hit the target, under AP mechanism, the damage is calculated by AP Power minus the hit-armor protection,takes the M1A2 as example again, if one M1A2 hit another M1A2 in the front, then the damage is the AP power of the firer 24 minus the front protection 22 then plus 1, that is 24-22+1=3, dealt 3 damage. The other mechanism is the HE mechanism, which usually are effective on no-armor or low-armor(0-1 protection armor) units, like infantries, helicopters and air-fighters. The HE damage is AoE type, which means even it doesn’t hit directly, but once the target is in Effected Area, the damage is still dealt, of course with some inner distance-dampling mechanism, in other word, HE damage is minimal to highly-armored unit like tanks, which is also very real.The AP and HE mechanisms together simplified different kinds of weapons, like tank gun, missile, flame bomb,etc .It’s a very genius simplification.

Screenshot on one unit, to illustate the simplified damage mechanisms

The simplification is to make it more friendly to common players, not those hardcore military fans in Wargame. There are also other kinds of simplification in game mechanisms, no need to make it too detailed.But the use of simplicity, is to lower the complexity of both developer and the player. The amount is controlled by how real the game the developer want the game to be, and how the player like. Definitely, Wargame Red Dragon developed a very real game, but with those simplicity, it lowers its complexity but still keeps its transcendence.

Slay the Spire

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Cards shown in hand represent moves the player takes.

Description

Slay the Spire is an action deck-building roguelike game in which you climb The Spire, traversing three acts with many unique enemies, bosses, and encounters. The levels are procedurally-generated and the gameplay is turn-based. Your actions are represented as cards, and you go about building a deck of cards to progress through the game.

Gameplay Trailer: https://www.youtube.com/watch?v=9SZUtyYSOjQ

The Elemental Tetrad: Aesthetics, Story, Mechanics, Technology

Slay the Spire is made very functionally, with the main focus being on the mechanics. The story is sparse, and technology adequate for being a 2D game. The aesthetics are very well done, through simple hand-painted design, the intent, function and purpose of each individual item in the game are conveyed smoothly. The mechanical nature of the game is incentivised making the experience thorough, strategically and careful. The design suits this purpose, and if there was an added focus on the other areas, it will detract from what makes the experience of playing Slay the Spire fun.

The lens of Moments

What I’ll argue is Slay the Spire’s greatest strength is providing the player with moments in the game where they feel like they “broke” the game. By building up your deck of cards, it’s possible for the cards you choose to synergize with other cards. For example, if you have a card the deals 1 damage, five times to an enemy. And you have another card that grants 2 strength to your character (Strength grants your character additional damage per attack). Now instead of dealing 5 damage, you will be dealing 15 damage, just with this simple combination. But if your entire deck is a web of interconnected synergies, you will overpower all the enemies in the game. This definitely provides a sense of accomplishment at how clever or powerful you are for figuring out how to get to this point. It’s what makes the game so rewarding.

The lens of Obstacle

But I’ll argue that the strength of Slay the Spire also entirely lies in the risk or obstacle involved in the game. Enemies you face as you progress higher and higher up the Spire get increasingly difficult. Without proper planning, Slay the Spire is a difficult game. The greediness of the player is also often the main fail state, as there are plenty of risk vs reward events implemented in the game, be that choosing a route to tougher enemies for better rewards or upgrading a card instead of healing.

Furthermore, another obstacle the player will encounter is the randomness of the game. No two games are the same, as levels are generated, enemies, card rewards, events are all random. This makes it hard to plan any strategy from the start. Yet, both these obstacles push the lens of Moments as they feel earned when they are achieved.

The lens of Transparency

This is an important lens in this game (The designers have said that the game almost failed without their new user interface implementation). All enemy intents are revealed to the player before they do their action. This further reinforces the tactical nature of the game as you can account for the enemies’ actions. Planning ahead of the enemy is what makes the gameplay loop of planning and execution so engaging.

The lens of Elegance

I believe that Slay the Spire is an excellently designed game. Each element feeds the other elements, making the experience cohesive and engaging. There are no superfluous elements, and the ones that exist are simple, yet complex due to the synergies with the other elements. Every card combination is balanced, yet still feels unexpected to the player. The risk/reward progression of the game is top-notch. Consequently, it’s clear why this game pushed the deck-building genre into new heights and will no doubt go as the classic.

Analysis of eliza

Short Description of eliza:

eliza is a visual novel released by indie publisher Zachtronics in 2019. It is a game with a story to tell. One that is reminiscent of TV show “Black Mirror”. Set 20 minutes into the future, Evelyn works as a human stand-in (aka ‘proxy’) for the titular Artificial Intelligence ‘eliza’ to provide counselling services for clients who do not wish to go for psychiatric help. Players interact with different people in this world, listen to their stories and see what eliza is to different people.

Website link: http://www.zachtronics.com/eliza/

Analysis of Game:

The Lens of the Elemental Tetrad

Story

The story of eliza is one that is thought-provoking. Serving as a social commentary on the technocratic solutions to human problems such as mental wellness and moral dilemmas associated with it. It is also a story of the disenfranchised people who live in such a world with very relatable problems.  Everyone you meet is fighting a battle most know nothing about, and as eliza, you listen.

Aesthetics:

eliza is a beautifully illustrated visual novel. It has a minimal but functional interface that is unobtrusive to the story. Each location is evocative of the atmosphere it desires, from the clean and futuristic Queen-Ann eliza counselling center to the hip sideview depiction of the coffeeshop the main character frequents. Combined with the music, each scene sets the tone for the events that follow. Even the Augmented Reality display eliza proxies wear with the technical analysis and client vitals conveys the feel of it being at the forefront of technology. A lot of care has also been put into the depiction of Evelyn’s phone which serve as a window to the happenings of her world, making it like a unique location unto itself.

Technology:

eliza is available on Steam for Windows, macOS, Linux and is also released on the Nintendo Switch. It does not require much hardware support which is nice to widen the access of audience to the story.

Mechanics:

Players follow Evelyn’s life and listen to dialog with other characters and get a glimpse into her world. Sometimes players are given choices to dialog and the ending is dependent on player choice. While no ending is ever locked due to player choice in the middle of the game, the ending which players feel most satisfied with depends on their choices earlier on.

 Lens #73: The Lens of the Story Machine

eliza is a well crafted story. It follows a Strings of Pearls method, a mostly linear sequence of chapters that do not deviate much. However the player’s choices may open up different side interactions which lead back to the overarching narrative. While it may come across that player choice might not matter, the choices do generate different stories for the player as how they view their relationship with different character changes which may cause different choices to result in players perceiving different endings as the “true ending”.

Lens #01: The Lens of Emotion

As a proxy for eliza, the player is privy to the outpourings of several characters in the game. Most notably are those who have very relatable issues. A down on their luck artist, Maya for example, is a repeat customer the player sees often. Over the course of multiple sessions, you get to know her struggles against an apathetic art world stacked against her, how it feels like its not about art but a popularity contest and culminates in her wondering if she should let go of her long held dream. This is one of many stories the players would hear and their anguish is heart-rending to hear. In contrast even acting as the eliza proxy does takes it toll. It can be quite emotionally draining to listen to all the problems these characters may have. Sometimes it can be boring.

Lens #72: The Lens of Projection

In eliza, a good portion of the player’s interaction with the world is through Evelyn’s phone. With a streamlined user interface, players can read her mail, her chats and various other apps which all add to the world building and help the players feel like they are part of it. Much like how it is very natural to use a phone messaging application to talk to people rather than a talk in person, at times it feels as if using Evelyn’s phone to message people feels more like I am talking to the person than seeing them as a character on the screen. The game even lampshades this with an article detailing that while regular users of eliza speak to a human proxy for the human touch, the mental wellness programs targeted to aid students take the form of a chat application because that is what kids these days are more comfortable with.

Lens #80: The lens of Help

“I just want to help people.” As an eliza proxy, the players get to listen to the troubles of so many people. eliza was originally made to ensure everyone could have ready access to some mental counselling. Not everyone has a support network of friends, not everyone has the financial capacity for psychiatrict help or knows they can. In this story, it goes two fold, Evelyn as an eliza proxy could choose to follow the script eliza gives her or deviate and provide what she thinks is the right counsel to customers. As a top computer scientist, Evelyn could choose to work to advance the eliza AI to potentially help many people at once, or take the other path to help people one at a time. The game portrays that there is no clear answer to any of these questions and supports all decisions the players choose.

VR & MR Headsets

Hi, I am a undergraduate student in my last semester. My name is Randy Pang Chung and this would be my first blog post here and in my life.

The topic is about my favourite VR and MR headsets but to be frank, I do not own any headset nor have I ever tried one. This is just my opinion based on what I’ve seen and heard.

Firstly, of all the VR headset, I only know of the Oculus Rift, HTC Vive and Playstation VR (PSVR) headset. Out of these three, I would be more interested in the PSVR as I more actively play console games as opposed to PC games.

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Playstation VR headset, contoller and camera

However, the Oculus’ controllers, the Oculus Touch strikes me as the best controller with its compactness and ergonomic design. Its design similar to console controllers also strike my fancy.

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Oculus Touch

As for the MR headsets, from what I have seen from brief search on the web, the best in my opinion is Microsoft’s HoloLens.

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HoloLens

While, I would be fine gaming on a tethered VR headset, I feel that a MR headset that incorporates the physical world into the image, the headset should allow the user the freedom to roam about, else it would restrict application of the technology if the user is bound to the room.

HW devices

List of latest HWs that I think are great: [VR] Oculus Go, [VR] HTC Vive Pro, [AR] Vuzix Blade Smart Glasses, [MR] Microsoft HoloLens, [MR] Acer Mixed Reality headset

Preferred device for VR: Oculus Go

  • Large library of apps
  • Comfortable to use
  • Easy to use
  • No phones needed
  • 2560×1400 resolution
  • Built in speakers and mics
  • Voice search

Preferred device for MR: HP Windows Mixed Reality headset

  • Easy to setup
  • Comfortable to wear
  • No need to attach additional sensors to use it
  • Works on a wide range of computer hardware
  • Sharp display

My criteria for a good VR/MR headset mostly depends on the user experience that it can provide. The installation and setup of the headset has to be fuss free with no need for additional software or hardware installation. Ideally, the user should be able to use the headset once the button is turned on. While the user uses the headset, it should be comfortable enough such that the user does not think of removing the headset during the experience. Last but not least, the graphics and resolution has to be high enough to provide an experience similar to real life.

Deus Ex

The cover art of the game Deus Ex

Introduction

The original Deus Ex released in the year 2000 surprised the first-person shooter world by combining complex role-playing elements with the smooth combat afforded by Unreal Engine at the time. It, along with the Elder Scrolls series went on to define the role-playing first person genre and destroyed the notion that fantasy or science fiction games had to be straight or “on rails” like many games at the time. The game went on to spawn multiple sequels which were mostly successful.

Gameplay – The player engages some enemy soldiers. Note the UI elements. The element in the upper left represents player health, which compartmentalizes damage done the body, At the bottom is the quick inventory and ammo counter. On the right are various augmentations(skills) that can be activated.

Analysis of Game Elements Through Lenses

Story

Deus Ex is set in a dystopian future where science has allowed humans to modify physical aspects of themselves – through augmentations. The story follows JC Denton who is a member of an international peacekeeping force called UNATCO who is tasked to neutralise terrorists that are attempting to steal medicine meant to treat an ongoing plague that has infected thousands.

However, things are not as they seem. Throughout the story, the player can uncover the dark sinister truth not only behind the plague but also about who really controls the world. The story is easy to follow with the game’s AI characters ready to fill the player in on more details should they choose to ask the appropriate questions and an information vault mechanic that keeps track of various story elements the player has discovered. This is combined with the intricate, branching, emotion rich drama sequences filled with betrayal, deceit but also catharsis, camaraderie and a sense of accomplishment after completing each plot thread and seeing them coalesce into the games different endings. I’d say this fills the Lens of Expected Value and Meaningful Choice.

The setting, characters and conflict are completely believable elements to exist in the conflict of their time with most story threads leading to resolutions that satisfy the player.

Aesthethics

Deus Ex was visually unappealing for the time. The Elder Scrolls series among other games had better graphics, however the game made up for the lack in fidelity with other aspects.

Firstly, the environments were true to life and realistic. The game takes the player on an international trip with locations such as the poor districts of New York, the ostentatious streets of Hong Kong, the lavish estates of Paris. Each environment is huge for the time and no space is wasted. Each corner may have a different kind of secret or story bead to follow. A dark alley might reveal a vendor, fun challenge or lead to a sewer laboratory where a clandestine government agency is experimenting on homeless people for nefarious purposes. Lens 2: Surprise and Lens 4: Curiosity can be said to be satisfied here.

Secondly, the audio. All the dialog sequences in the game are voiced well and audio cues such as footsteps, gun sounds, doors opening etc, were the best at the time. Being a role-playing game this element is critical to develop the mood and emotions that a player might feel to the environment or develop a connection to the game’s many characters.

Thirdly, the UI. The UI might feel cluttered and janky today with it being fixed in resolution (thus the higher the res you run your game on the smaller it becomes) but for the time it felt appropriate that a super-augmented police agent would have a UI that presents everything at his disposal in little boxes at the edge of his screen. Perhaps it was the influence of science fiction of the time such as Robocop.

Lastly, the mechanics. The game allowed a player to progress in different ways not just in the story but in combat sequences as well. Different skills and augmentations allowed players to approach conflict and resolve them in unique ways, whether it be a stealthy takedown or avoidance of enemies, guns-blazing invincible super soldier-like romping, remote hacking of computer systems and robots that do your job for you or dialog. Yes, dialog is THE most important mechanic of this game. Often conflict can be resolved or made significantly easier if you walk around and talk. That bum on the street may just know of a secret passage into that heavily guarded enemy hideout…(Lens 6: Problem Solving)

Combined, these basic elements lend to a very engrossing and replayable game, with each playthrough teaching players new areas or tricks they may have missed out if they played differently. The only part of the tetrad missing is technology. It can be argued that the decision to base the game on Unreal was a good decision as it has been ported to almost any device that can run the Unreal engine such as consoles and mobile phones.

I hope other appreciate this game as I did back in my childhood.

 

MONSTER HUNTER WORLD

Monster Hunter World(MHW) is an action adventure game published by CAPCOM.  As the latest installment in the “monster hunter” series, it provides players with fantastic video graphics and smooth operation.  Player takes the role of a hunter and is tasked to defeat various kinds of powerful monsters with fourteen kinds of weapons.  Player is able to hunt either alone or in a team containing up to 4 players.

screenshot:

Link:http://www.monsterhunterworld.com/

Mechanics

The game includes over 5 maps with totally different styles.  Different monsters with various habits live in these areas.

Players are allowed to move in all directions in the environment.  Players are able to create their own characters customizing the exterior and voice.  There are fourteen kinds of weapons each of which has over fifteen development branches with multiple depths.  Players can use various skills according to the weapons they choose.  They should use these skills to cast damage on monsters and evade attack at the same time.  Based on the scale of the group(1-4people), the monster has corresponding HP to balance the difficulty.

Story

Since a long time ago, an event called Elder Crossing have confused people.  Five fleets have been sent out to explore and find why Elder Dragons migrate to the new continent.  The player takes the role of a senior hunter tasked to provide support to the exploration of the new continent.  In the new world, the player will fight to safeguard the outpost and keep the balance of ecosystems.

MHW is a brand-new trial of CAPCOM which brings energy to the prestigious series.  The story takes place in a new continent making it separate from previous plots.  The independence enables the author to add various contents to the story including cooperation with other games.  However, story itself is linear and is only a little part of the game.  It works like a guidance on the operation and ecosystems.

Aesthetics

The exquisite creatures and clothing hint that the game has a strong Japanese style.  Excellent work of voice actors and records producers greatly adds to the immersion and realism of the game.  All the elements in the environment are carefully designed.  Creatures all have vivid animation and their unique habits.  Weapons are finely curved that each of them is a work of art.  Latest graphic technology enables the game to realize designers’ work as much as possible, making it really shocked to play with.

Technology

To create vivid monsters, human actors were asked to act out some of the various monster actions. Then the company used motion capture to develop monster animation.

The game is published on all platforms(PC, PS4, XBOX).  With the help of newly-developed MT Framework engine, it provides a minimum of thirty frames per second which guarantees basic experience of all players.  For hard-core players, additional options are provided to bring them ultra graphic experience.

Lens 5 Fun

Players have access to different weapons freely and are able to co-ordinate their own equipment.  The learning process of a new weapon is a great fun.  Attempts to defeat powerful monsters with different weapons and suits in different ways are even more joyful.  The game just encourages you to find your own way of hunting.

Though there are many kinds of monsters, it is still far from enough.  The action modes of monsters are limited.  Skilled players are so familiar with them that they will soon feel bored.

Lens 34 Skill

For the fact that it is an ARPG game, it allows players to freely use all kinds of skills.  This kind of freedom allows players to explore their own ways of hunting but also makes it challenging to master a particular kind of weapon.  When a player is quite familiar with one weapon, he will soon find necessity of mastering usage of multiple weapons because it is easier to defeat some monsters using particular weapon.  Some skilled players pursue a quick-as-possible mission completion.  This kind of race against time requires incredibly high proficiency which can only be got from lots of practice.

Lens 44 Cooperation

Due to the time limit and death limit, players need to cooperate with each other to defeat the monsters.  The weapon a player chooses partly decides the role of him in a team.  All the players have to take advantages of their weapons including making great damage, healing others and pinning down the monsters.  It also calls for team work when it comes to items usage and environmental traps.

The inner social system is so weak that it is even impossible to reach a particular player.  The poor chatting system makes it hard for players to communicate with each other and leads to high mission failure rate.

Lens 84 The world

Everyone is eager to exploring in a fantastic dream world.  MHW provides a fanciful world with various dreamful living things to players.  Players are able to explore the world freely in all the three directions.  The world is carefully built and rich in details.  By now, the world contains over five areas with totally different styles and ecosystems.(There will be more areas in the future.)  Players can interactive with animals and encounters interesting random events across the world.

 

Dark Souls 3

Description

It is hard to describe the feelings for playing Dark Souls 3. On the one hand, Dark Souls 3 is famous for its high difficulty so it is quite normal for a player to fail before the same enemy for tens of times. The aesthetic design and the music sound both try to create a suppressed atmosphere. On the other hand, a player can get great satisfaction by defeating dangerous enemys, or revealing the story of this world.

Dark Souls 3 is an ARPG (Action Role Playing Game), and it is the final part of the Trilogy of Souls. The story happened in a fictional universe being broken. The players act as an normal one in this end of the world situation, and the player’s move will lead the world to abyss … or another endless cycle. When talking about Dark Souls 3, the high and unchangeable difficulty is always the center topic. In this game, players have to use sword or magic to fight against malicious dangerous enemies, and a simple mistake will lead the character in the game to death. It is also for its great difficulty, a new term “Souls-like-games” is created to describe such hard-core games.

In this passage, we will discuss Dark Souls 3 in the following 5 lens, which helps Dark Souls 3 to take a stand in the world’s game history. The following points is listed with importance sequence(from high to low), yet in this passage, we will discuss this 5 points in a logical sequence:
* The lens of Needs
* The lens of Obstacle
* The lens of Story Machine
* The lens of Elemental Tetrad
* The lens of Competition vs Cooperation

Lens #7 The lens of Elemental Tetrad

Let us start from the Elemental Tetard so we can get a close view of this game. The story background of this game is set to be the end of a world. The world is at the edge of broken: deadly disease spreads among people, undeads walking on the street, and the one who was supposed to protect this world refused to fulfill his duty. In this story, the protagonist was a “unkindled ash”, which means he (or she) will not die, nor really alive: a curse just like Deadpool. The protagonist, once dead meaninglessly, was recalled from death to put the world back to the right path. The way to rescue the world is to take back the powerful “Cinders” by force, to fuel the source of this world: the Initial Fire, yet the “Cinders” are much more powerful then a “Unkindled Ash”.

The aesthetic design of the game try to bring a “ending world” to the players. The visual effects of this game can be described as “magnificent”: the valley under snow and aurora, Gothic high wall and castle, and the ashy church “Firelink Shrine”. The Gothic buildings in this world is suppressing and the sound effect is also sorrowful. Together, the surroundings in this game provides a experience of dark, loneness, fear and despair.

The player has full control of where to go or what to do. You can explore the world as you want: if you can survive from the monsters and the countless traps. You can fight with a melee weapon, or use magic to clear your way. The battle system is mainly based on the usage of shield and dodge, just like fights in middle age. You can go through the journey of taking back the “Cinders” and linking the “Fire”, but NPCs have little lines and there is no mission log or mission guide. The story of the world is hide behind these several lines and the information from the objects you collected from the world, and you have to dig into these clues to complete the puzzle of the story.

The technology this game uses is not advanced. From Software uses YEBIS2 engine to improve the expressive force, yet compared with other RPGs in 2016, the picture of this game can only reach the level of “barely scraped through the line”.

To sum up, this game is not advanced in technology, but by combing the aesthetic design and the “minimum guide principle”, this game successfully created an atmosphere of depression.

 Lens #73 The lens of Story Machine

The very beginning of an RPG is its story. Different form main stream RPGs, there is little background stories provided and no mission guide at all. The story of Dark Souls 3 is hidden under the NPCs’ lines, the description of objects, and the landscape of this falling world. A player must pay attention to all information he can get from the game so that he can figure out what had happened and what is going on in this world. Dark Souls 3 does not give players full freedom to write their own story, although there are different results in different missions and there are 4 different endings. Instead, what Dark Souls provides is the freedom to dig out and interpret this story. From the fragments of information, players can try to interpret the story in their own ways. “There are a thousand Hamlets in a thousand people’s eyes.”, you can still see discussions about the story of Dark Souls 3 in many forums and be astonished by the way how others think of this story. In short, intentionally hiding information and the massive using of metaphors make player not only the audience, but also the re-creators of this story.

 

# Lens #74 The lens of Obstacle

As said above, Dark Souls is famous for its high difficulty. Dangerous enemies and traps are designed out of malice. At any corner there could be an undead holding weapon waiting for reckless players. What looks like a treasure box is in fact a treasure box mob. Besides, there is no difficulty tune in this game, no matter you are new to act-games or you are experienced, Dark Souls provide you with the same malice.

 

*Pic: Refund trigger: Gundyr. Many players was defeated by Gundyr, the first boss in this game tens of times, and then apply for refunding via STEAM.*

However, players can overcome this by accumulating their experience. From dying and dying again players can get to know the action method of the enemy, or get to know where could be traps. The level of a character does not mean everything, what really matters is the skill and experience of the player. For instance, top players can defeat all the bosses with the initial character in 2 hours. For players who struck at certain place for a long time, sometimes there are cheat ways to do it, such as terrain kill.

# Lens #45 The lens of Competition vs Cooperation

Dark Souls leaves the choice “competition or cooperation” to players. Players can get help from “Warrior of Sunlight” when they are fighting with enemies, or get invaded by other players. The game provides many different roles, and a player can switch to other roles easily. Roles include helping others against mobs, invade other’s world for reward, helping others to defend invasion, automatically call for help when being invaded. Players then choose their roles based on their play styles, (and also the reward they want).
Another special system is the “mark” system. Any player can leave a mark on the map. The contents of these marks could be information about a hidden path, or warnings such like “enemy behind the door”, or simple words like “Long may the sunshine”. Players can get rewarded if their mark is prised by other players, but they can also set up fake marks to lead other players to traps: it all depends on players.

# Lens #22 The lens of Needs; Conclusion

The last but the most important, and that is why Dark Souls can take a stand in game history, is that Dar Souls 3 fulfills one’s need of self-actualization.

In Maslow’s hierarchy of needs, self-actualization is the highest level of one’s need. When a player managed to overcome a boss by failing and practicing once and once again, he will feel that he succeed in self-overcoming and releasing his potentials, which is a critical part in self-actualization.

When it come to an end of this passage, I would like to end the essay by the answer by Rian Zakaron under the Quora question: “Why is Dark Souls 3 so satisfying?”
  • You are an undead/unkindled, a being that is usually regarded as worthless and weak.
  •  No one you meet ever seems to have faith in you, and you die, over and over again. You continue to lose all of your souls, all the while you try to grasp onto the last bit of humanity in you that remains.
  • You cannot truly die, and when that last bit of hope escapes you, you will turn into a hollow; a mindless and aggressive creature that is doomed to walk the earth for all eternity.
  • Yet somehow… You persist.
  • Weak as you are, the curse made you unable to truly die, and your persistence made you the most fearsome foe in existence.
  • This is why Dark Souls is so satisfying.

This is what Dark Souls made of: suffering, satisfying, and finally self-actualizationing.

Copyright (c) 2019 Wang Huaqiang

 

Pro Evolution Soccer 2013

Introduction

Pro Evolution Soccer 2013 is an association football video game, developed by Konami and published on April 18, 2012. The players are encouraged to take control of one soccer team or player to win a tournament or a single match, of which the opponents could be either an AI or another human player. Different soccer tactics and skills can be applied and they will perform differently on different players. According to public game reviews, this version is widely recognized as “one of the most classic versions” in the “Pro Evolution Soccer” series. Click here to view the trailer of this game.

 

Lens #7 Element tetrad

Aesthetics

During game period, the game scene resembles an actual football court with different views including wide view, live TV view, and player-focus view, etc. There will also be playback for goals, shots on goals and fouls right after they happen on court. In addition, other administrative scenes including players booked and substitutions made will also cause the game to pause and playback just like live TV. After the game, players’ off-court life would also be shown including their life in trainings, their communications with coach and managers etc.

 Story

After a busy and fruitful trade window, the season of 2013/2014 kicks start with passionate players and teams. Some of them try to defend their glory they gain from previous seasons, some of them who did not perform well in the past finally got their chance to prove themselves again. There are several mode, including friendly, starting a career as a manager or a player, or playing a specific tournament.

 

Mechanics

Most soccer tactics and skills are made available in this version. For attacking options, you can control your player to do short pass, long pass, straight ball, volley, different types of fake actions. On the contrary, for defending options, you can switch player to control(only when you are controlling an entire team) and conduct following, tackling, clearing, goalkeeper out, etc.

Besides these skills inside the game, you can set the mode of playing as a team before a match and you can adjust the plans according to different game scenarios.

 

Technology

The majority of PES 2013 is developed in C++ and 4A engine, it also allows different players to connect to each other in PC, Playstation, Xbox, etc.

 

 

Lens #32 Meaningful choices

In order to provide a suitable difficulty and create an entertaining experience for the user, this game provide plenty of pre-game setup, which is intuitive and concise. Firstly, you can easily set different difficulty level to get a satisfying experience. Secondly, all teams are up to your choice in matches and you can change transfer players from clubs and national teams in order to form the “dream team” of your own. You can even create new players who simulate yourself as well. Moreover, there are a large number of setup to be used in pre-game configuration, you can change your formation, put more people to defend the opponent’s key players, etc. To sum up, this is a game that provide you with sufficient but not redundant choices.

 

Lens #1 Essential experience

Enthusiastic football fans can find this game really attractive and even addictive, because it covers more or less everything that can be seen in soccer world. When we are playing this game, it feels like that we are really one player or manager that is handling businesses carefully in the soccer world and fighting hard on the pitch. In the real world, the team you like might be currently suffering from defeats, but you can always pick up your pride because you are literally the god of this soccer world.

 

Lens #6 Problem Solving

One of the most attractive features of this soccer game is that the computer will start to adjust your style of playing during a tournament or a career. Therefore, it is impossible for you to stick to one strategy and win all matches because the computer will gradually adapt to your style of playing, therefore you need to solve the problem of creating new strategies to beat the opponent AI player. Moreover, when you are conceded with goals, the players are simulated to be more “nervous” and therefore influence their style and skills of playing. In other words, it makes it harder to score goals when you are 0-1 down than you are still 0-0. These designs provide quite deep level of simulation of real soccer match, and requires the players to think in different situations.

 

 

 

Jurassic World Evolution

 

Jurassic World Evolution:

The game’s primary objective is to build a 5-star park with dinosaur attractions. The park planning is all around the dinosaurs, from fossil excavation to park amenities placement.

Link to official website: https://www.jurassicworldevolution.com/en-GB#masthead

Gameplay video: https://www.youtube.com/watch?v=YxKxX0NN7is

[Random comment: The name of the game doesn’t really capture its essence. When I see the word ‘evolution’, I think of ‘Evolve’, a PvP survival game.]

Analysis by lenses:

#1 Emotion:

With a setting that has a close resemblance to the Jurassic Park and Jurassic World movies, this game is really meant for Jurassic Park fans.

The player builds the park on the same islands in the movie, with the same attractions, dinosaurs and more. Famous characters come together to tell a story as you progress in the game. If there’s any detail which the player missed in the movies, they are likely able to find it here.

They even turned the games’ weakness into their strength: long loading times. Instead of keeping the players waiting, they sometimes flash quotes from the movies, which jogs the players’ memory of the movie and helps to keep them emotionally engaged while waiting.

 

#2 Essential Experience

Although the game’s objective is to build a five star park, but actually to get your visitors to really like your dinosaurs. On one hand, out of the 2 components of park rating, dinosaur rating is usually the limiting factor as it starts off really low. On the other hand, good facility rating is easy to achieve, as long as the amenities around your dinosaur enclosures have variety and are well-planned.

Other than just focussing on park building, the game actually forces the players to go into many details, such as the various stages of acquiring the dinosaurs. You have to unlock dig sites, excavate fossils, extract dinosaur DNA, research genes, modify your dinosaur genome, and finally incubate it before a 5 star dinosaur is actually released. Any dinosaur that stops short of any of these stages will give subpar ratings.

#4 Surprise

Now that the player finally gets down into the business of building their park, something ‘interesting’ happens.

With Dr Ian Malcolm narrating the base story of the game, you can be certain that there will be ‘chaos’ in the game. The game teaches the player how to get a park up and running, but does not warn them about the things that can ‘go wrong’.

Most of these events are familiar if they have watched the movies: Tyrannosaurus fence break, tornadoes, sickness, even sabotage (to as early as the first movie’s Dennis Nedry), and they can all happen when the player is not paying attention.

#7 Endogenous Value

Success means many different things to different players. Beneath the ultimate goal of building a 5-star park, there are many different statistics that can measure success, such as dinosaur variety, highest combat victories on dinosaur, guest count, profit. The list is quite long.

The player also builds the park for different contexts. At the start of the game, Dr Ian Malcolm issued the players with the challenge of the ‘5 deaths’, which refers to the 5 islands which the player is tasked to build the parks on. There is also a speedrun mode available for players up to the challenge.

 

#9 Elemental Tetrad

The game boasts of rich graphics, complete with music and ambient sounds depending on what is happening and what you are doing.

Behind your park lies the backstory of Jurassic Park, Hammond’s dreams and aspirations. Characters directly interact with your park through missions.

The player only has to focus on building the park and rating, visitors and profit will automatically follow. The game takes care of the movements and behavioural patterns of each visitor that enters the park and evaluates their spending and satisfaction scores into rating and profits.

Dr Ian Malcolm likes to talk about balance and chaos, and our game has 3 active agents that demands your attention. Storms and tornadoes come and go.

Of course, these require a rather powerful machine.