Boom Beach – game analysis

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Game website: http://boombeachtroop.com

Game demo: http://boombeachtroop.com/boom-beach-guide/

Description:

Boom Beach is a mobile combat strategy video game. Players have to develop their own military base against the attack from other human players. A complete military base consist of headquarter, troops, defences and resources building. The resources collected from the resources building can be used to upgrade military base. Beside the resources building, players can obtain(“steal”) resources by conquering surrounding islands from AI-players and other human players by accessing the map view from in-game ui (the right-hand side map)

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My perspective of the game in terms of lenses which contribute to game experiences:

  1. The lens of Elementary Tetrad
    – Technology: Boom Beach is build on IOS and Android platform. It can only work on mobile devices. However, It can connect from device to device, which means players can play the game using the same account although they are using different devices. In addition, Boom Beach also connect to Facebook so that players can check other friends’ Boom Beach status.
    – Story: Boom Beach’s storyline is set in a tropical archipelago with the player on an island with defences and troops. Players need to defence against an enemy known as “The Blackguard”.
    – Aesthetics: Good visual on graphic and continue to improve through several updates. Simulation of weather: For volcanic islands, there are magma crystals dropping from the sky. For other islands, there are frosty and raining weather. Suitable background sound during war increases the user experience.
    – Mechanics: Existing mechanics similar to some of the strategy games in current market, like clash of clans. It has its own well-balanced mechanics and interaction with many players.                              20140513032032a0ds8vczf4s26erj
  2. The lens of Freedom
    – Freedom on base design: players can move any building on their military base around, which means players are able to design their own style of defensive strategy against other players’ attack.
    – Freedom on upgrading base: players have their own decision on which building to upgrade first. Players can either upgrade their defensive building first in order to increase the difficulty of attack by other players or upgrade their resources building first in order to achieve more resources.
    – Freedom on choosing which kinds of troops: Different kinds of troops have different capabilities. There are seven troops in Boom Beach. Players have the freedom to choose which kind(s) of troops to use for different offensive strategies.
  3. The lens of Surprise
    – After destroying the enemy base, players may have the chance to obtain power stones from the enemy base. Power Stones have 3 stages: Fragment, Shard and Crystal. These power stones are given randomly. Obtaining a piece of power stone is difficult and obtaining a good piece of power stone is rare. Hence obtaining a piece of power stone will always make the player very happy and hence tempted to continue to play the game.
    – The Sculptor uses power stones to create crystal-powered statues that can help player’s enhance the war effort tremendously. Each new statue is unique, and its powers cannot be predicted. It is always a surprise when players obtain a good crystal-powered statue.
  4. The lens of problem solving
    – The goal of the game is not only to win a battle or obtain enough amount of resources but also having less or no casualties when the battle has ended. Strategy plays an important part in this game. Players who uses same troops may have different battle results or different number of casualties due to different strategies used. Therefore, the goal of this game is to find a way to win the battle while ensuring minimum casualties.
    – On the other hand, players also need to find a way to build their defence system so that they can prevent attacks from other players.
  5. The lens of Essential experience
    – Boom Beach is connected to IOS game centre and Facebook. All players are able to check their ranking among all friends, local and global. This increase the motivation of players to achieve a higher ranking.
    – Players are able to form their own task force which is another way of obtaining resources. Players within same task force can interact with each other.
    – Boom Beach makes players to wait before they can achieve what they want e.g. upgrade a building or train a kind of troop as these take time.IMG_0231

Other player’s perspective of the game in terms of lenses which contribute to game experiences:

  1. The lens of complexity
    Too complex for some users who only like casual game, for example, Angry Bird or Candy crush.
  2. The lens of fear of loss
    How do “fear of loss” comes about? Boom Beach is designed in a way that players can obtain resources from other players’ base through attack. This means players may also lose their own resources as long as they are not online because their bases are being attacked by other players. Hence in order to obtain certain amount of resources to upgrade a building, players have to stay online until they have obtained enough resources and at the same time to also prevent other players from attacking. By using this way, Boom Beach ensure that players will always be online to play the game or players are less likely to quit the game.
  3. The lens of fun
    – It is fun when enemy base is destroyed as this means the strategy used to attack the enemy works. The player experiences a sense of achievement.
    – Players may need a longer time if the players’ objective is to collect enough resources. This is because the players have to destroy many enemy bases in order to collect the amount of resources needed. However this is fun because during this process, there will be no attack from enemies and hence no resources will be lost.
    – It is fun to have high ranking among all the friends or even global high ranking.
    – It is fun to play the same game with friends. In addition, discussion of the same game with friends within the game is also possible.
  4. The lens of Surprise
    Simplistic and predictable storyline. There is no too much surprise on storyline of Boom Beach.

Learning points:

  1. A good game may not be suitable for all players, but there must be some elements that all players like which captures their interest of the game.
  2. It is not necessary to develop a game that builds on high and latest technology. However, it is essential for a good game to keep a balance between elementary tetrad.
  3. Good music, graphic and deep storyline may directly influence good user experience, but they are not essential.
  4. Social interaction is quite important in game nowadays. Many users play game only because it is a social trend.
  5. A good game may not be totally new and not similar to other games out in the market. However it needs to have some new features to attract new players.
  6. Intermediate or useful awards make the life of a game longer. Surprises and rewards beside only victory points are new motivation when players get stuck or bored. Game is not just about winning, but to keep playing. Randomness is a good way of showing surprises to users.
  7. Freedom! A good game make users feel that they are involved and are in control of the game. They have the freedom of creating their own culture/city etc and not just follow the rules made by the game designer. A good game gives the user the freedom of choice and not just constrain the user to follow the rules created by the game designer. The sense of involvement is an attractive feature to ensure users to be addicted to the game.

By Weng Yuan (A0099778X)

Sid Meier’s Civilization V

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Introduction

Sid Meier’s Civilization V is a 4X video game developed by Firaxis Games where each player will lead a civilization from prehistoric times into the future on a procedurally generated map of hexagonal tiles. Civilization V is not merely an expand-and-conquer game but also a game of diplomacy between nations, economic development through important historic eras, as well as scientific and cultural advancement of a Civilization. With these different victory conditions to consider, players can pick and steer their course of their Civilization towards what they feel is optimal for their Civilization’s playing style.

Game’s website: http://www.civilization5.com/

Lens of Elemental Tetrad

Key Mechanics:

  • Worker and resource management
  • Exploration and expansion of territories
  • Tactical turn-based combat system
  • Economical, scientific and cultural development (similar to character development in standard RPG)
  • Trading system between players

 

Background Story:

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Each player will take on a leader of a well-known civilization that existed either historically or presently and bring them from Ancient Era to the modern space and nuclear age by going through their own technology research period into order to advance onto the next era. Along the way, civilization will develop great people, such as artists, scientist and missionary that could help bring a civilization closer to a golden age and as civilization grows and thrives, they will encounter other civilization on the map presenting opportunities for diplomacy or conquest. 

Aesthetics:

  • High-End 3D graphics render of terrains and units during gameplay Sheep_on_hills_(Civ5)
  • Cut-scenes dialogues with world leaders are well animated and properly dialogue in their respective native language to provide that accurate and cohesive feelings of interacting with foreigners.2203461-5_10_2012_3_05_03_pm
  • Each civilization will have their own unique music soundtrack that is based of that nation’s culture to add to the mood of playing as that particular civilization  Soundtrack collection : https://www.youtube.com/watch?v=yn3t1ZQKSPo&list=PL623D4383628F41F3

 

Technology:

  • Adopts a game engine that uses hexagonal tiles
  • Uses graphic engine to render the high-end 3D objects and animations for the aesthetics
  • AI system to handle computer-controlled city states and world leaders to make the best decision of response with regards to how the player handles his civilization

Analysis of player experiences

Lens of Economy

The main mechanics behind Civilization V resolves around worker/resource management as well as trading to sustain the economy of each Civilization. All civilization will have the same sectors of economic growth mainly food, production, gold, science .etc. However the kind and quantity of resources that each civilization can produce via economic growth is dependent on the kind of terrain that the civilization is currently at.

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Myself Friend
Strategy: Establish high food, production, gold and cultural yield Strategy: Establish high food, production, gold and scientific yield
Civilization Location: Near coastal lines, open fields, mountains Civilization Location: Mountainous, quarries, mines, hills
  • Build up to 6 workers to work on nearby tiles for resources
  • Set citizens, specialist on automatic as they try to sustain economic growth
  • Prioritise building farm, trading posts, fishing ports, trading ports, boats, museums, theatre
  • Trading of unused resources for higher demand resources.
  • Build up to 5 workers to work on nearby tiles for resources
  • Micromanage citizens, specialist internally to maximise economic growth
  • Prioritise quarries, mines, trading posts, universities, schools, laboratory
  • Territorial conquest of nearby areas for strategic resource

Economy essentially is about proper allocation and management of resources and Civilization V has done an accurate job of highlighting the difference that each nation’s economic growth strategies will have due to the geological situation of each nations.  Some civilizations can attempt to do trading with other nations for more resources while other may have to resort to hostile takeover of land to acquire the resources that they currently lack.

Lens of Meaningful choices

Civilization V has its own social policies tree, akin to a character skill development tree in standard RPGs, providing players with meaningful choices to make as social policies adopted are personalized for each civilization and will have a different long-term impact on the civilization.

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Myself Friend
Strategy: Diplomatic Victory Strategy: Military Victory
Social policies taken:

  • Patronage; for befriending and allying with city states
  • Aesthetic; for spreading culture and tourism to other nations
  • Freedom; increase influence for every trade route with each city-state, tourism boost from cities with broadcast tower
Social policies taken:

  • Honour; for military might
  • Rationalism; for science and technology superiority in military upgrades
  • Autocracy; for military support and growth

Each policy has their own advantages but the entire cause of the game is not long enough to adopt all of the policies provided. It is up to a player to best plan up their most optimal path taken with the given number of turns and live with the decisions made. Because of the nature of having various victory conditions, there is no dominant strategy when it comes to policies. Each combination of policy will still be able to provide some kind of victory that will be unique to its own case and that is what makes the policy segment of the game meaningful and impactful for the players.

Lens of Competition vs Cooperation

As player encounters other civilizations, they are often presented with opportunities for diplomacy or conquest. The decisions made often depends on the situation that each nation is currently under and will change over the course of the game as players alternate between competition and cooperation with nations.

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Myself Friend
  • Send spies to other nations to pose as diplomats and rigging their elections
  • Accepted a research agreement with 3 nations at different point of time in the game
  • Signed defensive pact, accept embassy and opened borders with other nations
  • Establish International trade routes with all the nations
  • Go with war because ally is under attack
  • Send spies to other nations to steal their technologies
  • Demanded strategic resources from nearby nations. Demand refused. Territorial conquest to take over strategic resources
  • Embargo trade with certain city states and enemy nations
  • Ally with city states before going war with other nations.
  • Plunder other trade routes

From the experience that both my friend and I went through, it is difficult to determine if some actions are actually pure cooperative or competitive. Some actions are cooperative with some players at the level of being competitive towards other players while some competitive actions can actually result in cooperative results if it is in line with another player’s objective. Regardless of the case, the constant tension between competition and cooperation is evident in Civilization V and the player has the choice to decide to take either stance or a mix of both stances.

Lens of Fairness

Civilization V is an asymmetrical game because each nation that a player starts with has a unique ability and a special unit/building that only they can build.

Myself Friend
England – Elizabeth2000px-Civilization-V_elizabeth_scene Ethiopia – Haile Selassie HaileSelassie-620x
  • Sun Never Sets – +2 Naval unit Movement and +1 Extra Spy when introduced in the Renaissance
  • Longbowman (Crossbowman) – Range +1, which is a huge advantage
  • Ship of the Line (Frigate) – +7 Ranged Strength (35), +5 Defense (30), +1 Sight – a big bonus with the native Movement of English Ships.
  • Spirit of Adwa – +20% Combat Bonus to all Units when fighting a Civ with more Cities than Ethiopia.
  • Mehal Sefari (Rifleman) – Costs 200 vs 225 for a Rifleman. Starts with Drill I. Gets a +30% Combat Bonus while fighting from inside the Capital, which diminishes in power as it gets a few hexes away.
  • Stele (Monument) – Gives +2 Faith in addition to the regular +2 Culture of a Monument.

 

There is definitely a great degree of discrepancy between the starting abilities/boost that some nations get to gain. While it will translate to a huge advantage to a particular mechanics of the game, each other nation will also generate a different advantage to other aspects of the game. Rather than balancing out all these advantages across, the developer of civilization decided to offer different victory conditions to cater to the differences of nation’s abilities. In doing so, there is some fairness within each individual nations as to how they can complete the game victoriously, but if the game is considered as a whole, there is still a large discrepancy between nation’s ability/boost.

Conclusion

Civilization V is an extremely long and comprehensive games that opens up lots of flexibility for the players. From the observation of the game through the same lens, both players took on different approach and strategies with respect to the same aspect of the game (Ie. economy). This can be largely explained through the lens of meaningful choices and fairness, in which the game offers different options for different nations due to their innate abilities and units/buildings that each civilization needs to best made a plan around it to optimize it for victory. The developers have done a well job in creating a unique realistic experience of ruling a nation for each individual player.

Diablo III

Diablo III is an action role-playing game by Blizzard Entertainment. The player will choose one of the few classes of characters, and proceed with the limited skillset to ultimately slay the final boss, which is Diablo himself. This game is only available to play online, however single player or party play option makes the game all the more fun and rewarding to play.

Website: http://us.battle.net/d3/en/?-
Preview: https://www.youtube.com/watch?v=geuAc8F7Gt0

Self Realization

Watching myself play the game is very interesting. I become self-conscious, but nonetheless, I never thought I would actually see myself having those attributes. Below are a few lenses that I felt relevant to my playing experience.

  1. Lens of Elemental Tetrad

The game covers all elements of the types aesthetics, technology, mechanics and story. The beautiful artwork that took the game developers over 10 years to design is simply amazing and surreal. It is also available on multiple platforms such as Windows, OS X, PlayStation, and Xbox. I played on my Desktop running Windows. The mechanics of the game makes it very challenging, with the limited skillset, the player has to pick and choose the fewer number of spells to breeze through the levels. The story of the game is a very familiar background since it’s progression from Diablo, the first installment.

  1. Lens of Fun

The game is immensely fun! I see myself playing the game, not knowing the time and just going with the flow of the story. Before I know it, few hours passed. As the game is all about killing monsters, I constantly seek out monsters on the map to slay, and look out for better gears such as legendries that drops from the monsters after I kill them. I am constantly on the edge of my seat as I face more difficult monsters, and as my level goes up, carefully selecting my skills that will assist further in my combat.

  1. Lens of Flow

Playing the game constantly has objectives. There is a direction, which I need to go. Certain quests must be completed before I can proceed further. To make our lives simpler, the game lists the quest and objectives by the side, and arrows and markers on the map to let us know when we are near our next objective. The flow of the game is very smooth, so is the storyline.

  1. Lens of Chance

The game has many powerful artifacts and items that will help me complete my game in a shorter time, kill the bosses in a quicker way. When a legendary item drops by chance, I know the type of the item, but I don’t know the roll and stats of the item. The process of identifying the item makes it more intriguing, because there can be many different rolls and stats of the same type of item. The game often teases us, sometimes giving me what I want, sometimes just to tempt me and give me something else that is of lesser use. Ultimately, the game may start of seemingly easy. But to conquer the higher levels, I will need luck by my side to get the better if not the best weapons in the game.

  1. Lens of Endogenous Value

The game includes many items, with random stats. Getting the best ideal stats is based entirely on luck. There is an option to raise the value of your item by permanently changing 1 attribute. Even that change is random, it may change into another attribute that I don’t like. There are also artifacts that allow me to add a socket for instance, into an item that has a very good stat. Coupled with achievements and leaderboards, I always strive to get a better item. Hunt more by killing more monsters, even when I have to replay the level over and over again, and with rising difficulty, it’s never too easy.

Friendly Observation

Watching my friend play is another totally different experience. My friend is on a much higher level than me, and he has better items and gear than me. He also uses a totally different class to play the game. Below are the lenses that I observed from him playing.

  1. Lens of Fun

Looking at him play doesn’t seem like he is having fun with the game. His facial expression seems like he is studying actually. He has a gaming mouse that has a few more buttons than the normal mouse, and he hot keyed those buttons to shortcuts in the game. Hence he plays with just 1 hand, without even touching the keyboard much. He slouches and rests his head on his other free hand.

  1. Lens of Flow

An observer actually doesn’t know if the game has any flow. At least, when I watch him play, I was more intrigued by the way he kills the monsters. I didn’t notice the objectives listed beside the screen. It feels as though he is just hacking and slashing the monsters. It does not appear to have any flow as he teleported out of the dungeons and back in just to put down some items and kill more monsters. A quick question yields the reply “I’m just rifting”, which means he is actually doing a quest, which involves going into the ‘rift’ and killing monsters to lure the boss out and kill it.

  1. Lens of Chance

There are times where he would sit up, and stop click his mouse. That’s the time when he is identifying the legendries he picked up during his battles. As he is identifying the items, there is a loading bar that lasts for about 4 seconds. During which, he seems to be eager and hoping for a better item than his current gear.

  1. Lens of Endogenous Value

There is a part where he begins to craft an item’s attribute. Depending on the attribute that surfaced, he would either continue to craft, or he will stop crafting. I guess for this lens, he held the item he is crafting in comparison to his current gear. He would very often spend millions (which is quite a lot in the game) until he is not able to continue crafting.

Simply Analysis

A quick analysis through the lens that I have used, the game could be really fun, but the expression of the players can really be deceiving. For me, I felt that the game is really fun, but my friend might feel it and still look quite bored.

The flow of the game actually stops for my friend at very high levels. It becomes a stop of flow, as he can simply breeze through the levels. He simply keeps playing the same highest level.

Because he is at a higher level, he can fight higher-level monsters; he gets a better chance to get better items with better roll. Lens of Chance is adjusted according to your level, and how tough are you based on your gear.

The game may present itself to be fair, but the chance of getting an item that is more valued is more favorable to players with higher levels. Hence, it can be frustrating when he is playing because I see that clearly he gets more legendries than me in an hour.

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Dota 2

Game: Dota 2

About Game:

Dota-2-2

A strategy multiplayer online battle arena involving two teams of each 5 players with each team occupying a corner of the map. The goal of the game is to destroy the Ancient of opponent team, a building inside the base of the team. Each player controls a “Hero” character and focuses on levelling up, collecting gold and buying items to be stronger when meeting enemy’s Hero.

Game Website: http://blog.dota2.com/

Game Demo: https://www.youtube.com/watch?v=UF_xkp_VCMU

My Analysis:

When I play Dota 2, it feels a lot like playing a sport. There is constantly a lurking fear of losing. I also question my randomly assigned teammates for their ability to play, because the success of destroying enemy’s Ancient depends on team work.

  • Lens of Elemental Tetrad

Dota 2 has low computer specification requirement. The game put less importance on technology. It also generally ignores story, as Heroes have their background story which is irrelevant in the game and was carried over from the original Dota game. Both mechanics and aesthetics are important in Dota 2. The gameplay mechanics of Dota and Dota 2 are the same, but their visuals make the difference. That is what attracts me to play Dota 2. Dota 2 also offers much visual customisability which offers personalisation of the game display. Mechanic has the utmost importance in Dota 2 because the game needs to have all Heroes to be on the same playing level; one may have advantage over another, but there could not be one that can always win the game. As such, the game is always updated with refinement of skills, items and “Heroes” property (like strength, defence, etc.) scale.

  • Lens of Cooperation

To win a game, teamwork is crucial. If teammates don’t cooperate accordingly, an easily winnable game could turn around. I think this is an important element of the game as it makes the game more exciting with different Heroes’ skill combo. My experience with cooperation on public game is not so good. This is because on player pooling for a game, I will get people of my level, i.e. noobs. Most of the time, there will be one or two noobs trying to lead the team when they don’t know what they are doing. Since I play support Hero most of the time – i.e. the sidekick, I can only follow those killing Hero. That’s why I prefer playing with some friends on my team as it is easier to communicate who should do what.

  • Lens of Economy

While it does not look so, Dota 2 incorporates economy deeply in the game. This is because gold in the game can be spent on items which make a Hero stronger. Different items may affect the game differently; some improves solo fight while others team fight. A different situation would call for a different action to take and different items to buy. This makes the game very interesting to me because you can see people thinking differently on which items to buy or which action to take even if their situation is similar. I usually buys same items since I am less adaptive to different gameplays, so I play it safe.

  • Lens of Friendship

I have friends who play Dota 2 as well. The game often becomes a topic in our conversation, e.g. the professional competitive scene, as well as in our jokes.

  • Lens of Skill

Skill plays an important role in Dota 2. You need to be able to calculate and judge quickly whether you can score a kill if you meet an enemy – even if you leave the battle with 1 HP – or you will be killed. However, this is also affected by luck since sometimes a Hero’s skill may trigger multiple times. As such, your judgement skill will be refined if you keep playing the game. This adds dynamicity in the game as you may pull out some moves that makes the enemy taken aback. I would support the idea of skill, because this means you need constant effort in playing the game so that you have more experience to play better for the next games. Although, I hate this lens a little since this means when I stop playing for some time, I can’t play as good when I start playing again.

 

Analysis on a friend playing the game:

As a background, my friend is a veteran player as compared to me who is new to the whole scene.

  • Lens of Elemental Tetrad

My friend cares less on aesthetics since he is used to playing the original Dota which has same mechanics but less attractive visuals. He focuses on the mechanics, especially in knowing whether his hero can outperform enemy’s hero without breaking a sweat.

  • Lens of Cooperation

He supports cooperation in the game, but much less than how I advise good cooperation. He practices so much such that he can win battles alone with no support from his teammates.

  • Lens of Economy

My friend, being a veteran, enjoys the economy side of Dota 2. He rarely buys same items in sequence throughout a game, even with same character. He judges how much he can earn for the next few minutes and decide what items to buy.

  • Lens of Friendship

He is one of my friends who play Dota 2 and follows the professional scene deeply. He has the same view as me in regarding Dota 2 as a bonding game.

  • Lens of Skill

My friend is very skilful in Dota 2. Compared to me, it would like level 1 compared to level 50, at least. He enjoys this very much, as he plays the game every day. This is along with Dota 2’s main idea: easy to learn, hard to master. This creates a difference when we play. For example, I would always hesitate whether I should engage the enemy or not when he is on sight. My friend would judge straightaway whether he will engage or not, or worse, if he should run away since the enemy team might just be around the corner.

Comparison

  • Lens of Elemental Tetrad

I am more attracted to the graphics while my friend is more attracted to the mechanics. This also means that the game maker would make more money out of me because Dota 2’s business is on sale of cosmetics in the game, e.g. a new mask for your Hero, a different courier model, etc.

  • Lens of Cooperation

While both of us are in support of cooperation in the game, the extent differs. I am a new player so I rely very much on cooperation with more skilled players to win. On the other hand, my friend is that skilled player who win the game, requiring assistance to ensure there is a backup in battles.

  • Lens of Economy

Both my friend and I likes the economic side of Dota 2. The difference is that I follow normal, recommended items build, i.e. buy A then B. My friend has more experience on what to buy, so he would determine what to buy depending on the situation, e.g. he will not buy both A and B, but he buys C instead since he is rich and the enemy team is losing.

  • Lens of Friendship

We are buddies. Dota 2 is one glue out of many.

  • Lens of Skill

Our skills differ greatly, like heaven and earth. But both of us like the idea that the game requires skill. This is because improving your skill becomes one objective of a game, even if we lose the game. The difference is that my friend is a hard-core Dota 2 player which play to win, while for me, I play for entertainment and to be social. It’s like there are those who play soccer every day and there are those who follow soccer matches and play sometimes. As such, lens of skill comes differently. I look at matches to see how people play well and try to imitate them if I decide to play. My friend knows how to play, so when he watches a game, he can comment whether the player made a good decision or not.

 

Overall, comparing me and my friend, I can say these things about Dota 2:

  • Not everyone are attracted to play Dota 2 because of the visuals. A reason could be Dota 2 is developed by a company while the original Dota was a user mod, thus people prefers Dota 2 as it is more likely to get updates than a user mod.
  • Economy and cooperation add dynamic to Dota 2, making each game unique to its own.
  • Dota 2 equals to good bonding session.
  • Dota 2 is a lot like a sport; you need to spend time on it to be good at it. While this is not exactly addiction, it makes players to continue playing as they don’t want their skills to rust. This is an interesting aspect of the game, that is, to make people coming back to the game without making it outwardly addictive.

Hearth Stone: An Exciting Card Game

Today I would love to share and comment on a well-known game, developed by The Billzard—-Hearth Stone. First of all there is a youtube video that gives a rough idea of how this game is played. The link is as followed:

https://www.youtube.com/watch?v=AcAjg4pnxlM

Basically, the game is played with cards. Two players carry a deck of 30 cards respectively and use various combinations to beat the opponent.

 

Part 1. My own feeling and experience when playing

When I am playing this game, I acted quite experienced, especially when I draw a card. I could always analyze the situation on the board now and make seemingly good decisions. I do have the feeling that the game is under my control because I have been playing this game for 2 years and I am familiar with almost every card. Although it has nine characters and each of them owns quite different specially-designed cards, I am still handling them well. No matter it is winning or losing, my expectation is correct most of the time. This is the experience I gained from the past two years. To add on, there is also sometime that I would shout out loud and excitedly. It mainly happened when I draw an extremely crucial card out of my deck which can help me revert the hard situation on the board and play a comeback. I would be so excited that it takes me 3 or 4 times to drag the card onto the board. Another example is when enemy put a significant card onto the board, I will point to that card and say something like why you appear or why are you, showing my frustration of being beaten by that card. It is full of surprise and fun and it contains problem solving as well. All of these elements contribute to my experience.

 

Part 2. Others’ feeling and experience when playing

I have spent plenty of time online watching other famous players playing hearth stone. Twitch and douyu (Chinese website, similar to twitch) are the most welcomed channels. Worldwide champions all play live there with their web camera on. I really admire their skills. When they are playing, they act more mature and confident. Of course, some of the players are more emotional. Their reaction would be a lot stronger because they have played too many games. Their experience will decrease the fun when they achieved some hard wins. However, if it is something they did not see before or they did not expected, it is imaginable that how excited they would be. Besides that, professional players wear a smiling expression all the time. They play with the fun extra elements that the Blizzard designs in the user interface. What impresses me most is their playing speed. I always see they conduct 4 or even more operations within 1 or 2 seconds. While the animation of first operation is still going on, they actually finish their round already. Meanwhile they have planned what they will do in next round verbally.

 

Part 3. Analysis

The lens of experience:

One important reason that professional players are more experienced is that they are exposed to almost full deck. There are quite a number of legendary cards that not every one of us could have chance to obtain. It costs quite a lot of money, as well as lucky. The endogenous value of these cards allows those players to come up with better decks than others. They know what would happen in next round or even the round after next round because they are much more familiar with the trend.

 

The lens of surprising and fun:

Professional players train themselves with various new strategies. They try different combinations and it gives a lot of surprise back to all of us. This is the value of this game and this is why hearth stone attracts so many people. Even The Blizzard had admitted that they did not expect hearth stone to be such a success. They underestimated its power of bringing players surprise, fun and happiness. I am also enjoying problem solving in hearth stone. I would have a feeling of satisfactory if I could use my deck to beat the opponent, especially when I predict his action precisely. It would give me a hint that I am a good player and thus I could be more confident.

 

To conclude, hearth stone is a fantastic game that brings tremendous happiness to its players. It is a precious experience to have played this game this long time.

Diablo III : ROS

Game : Diablo III:ROS

Diablo III is a hack and slash action role-playing game (ARPG) It retains the isometric perspective from its predecessors and has added even more elements to the game to keep building on their vision for the world of Sanctuary since their first release in 1996 by Blizzard Entertainment. It has since been ported to the Xbox360 and PlayStation 3 home consoles, and will have a PlayStation 4 release at a later date.

Website link: http://us.battle.net/d3/en/

Game play demo: https://www.youtube.com/watch?v=HEvThjiE038

pic2 pic1

 

Analysis about the Game (Myself)

Len #7: The Lens of Elemental Tetrad

  • Diablo III’s mechanics were complex, yet easy to comprehend despite having dynamic difficulty levels ranging from normal till torment six that can be changed during any time of the game. The whole gameplay and interactions make me feel immersed in the game throughout with its complex environments and execution of the skills’ physics.
  • Diablo III does not end the story with a series of ACTs levels, it has even more endgames additions like rifts to engage me to pursue personal goals and achieve greater glory in the game.
  • Diablo III’s dark and moody atmosphere graphics are definitely realistic to engage my curiosity and suspension, giving me the ‘wow’ factor to keep on exploring/killing and wanting for more unique experiences.
  • The technology used in Diablo III was ever evolving, from desktop PCs to being able to port to others like Xbox360 and PlayStation 3. Who knows if gestures would be incorporated into the game as well in the future?

Lens #71: The Lens of Freedom

  • Diablo III enables me to roam around the world map, allowing me to bounty quests as and when I like. I don’t feel constrained having to follow the rules and procedures.
  • However, this can be achieved if all the ACTs levels have been completed at least once.

Lens #29: The Lens of Chance

  • Random goblins might appear during the gameplay which gives better equipment upon being killed. As I play the game, I always hope for this random chance of goblins appearing so that I can upgrade my equipment. But the chance is slim, yet always looking forward to encounter one.

Lens #57: The Lens of Feedback

  • Every quest (e.g killing 100 monsters..) will have first-hand updates on the number of monsters I have killed. Upon finishing a quest, the next quest follows up, allowing me to make my next step.

Lens #40: The Lens of Reward

  • Different difficulties give out different levels of equipment. The stronger you are, the higher level you will attempt to get the best equipment out of it. I will always aim to complete quests as fast as possible and many cycles to maximise my chances of getting legendary items.

Lens #36: The Lens of Competition

  • Diablo III’s PVP mode allows me to test out my build against other players. This will give me a rough gauge on my character ability to survive among the strongest.

Analysis about the Game (Player X)

Len #7: The Lens of Elemental Tetrad

  • Player X was busy testing out the available skills to his disposal, killing every enemy with different skills. As the number of skills is abundant for him to choose from, he is spoilt for choices, randomly executing skills for the right combinations.
  • Player X doesn’t even bother to read the storyline and proceed on to do quests. His top-most priority was to complete the quest fast and ruthless, using every possible skill to eliminate the enemy.
  • Player X finds the environment of the game realistic, to the extent of fine rain dropping from the sky to animations of enemies dying in many different ways.
  • Playing an ARPG game on desktop takes time for Player X to adapt to the different controls as he is more comfortable with playing on other platforms like PlayStation and Xbox.

Lens #71: The Lens of Freedom

  • Despite completing the quest, Player X wants to finish exploring the whole map before proceeding on the next quest. He felt total control over his character without any constraints. At times, he will restart the round just to kill the boss again with other builds he came up with.

Lens #29: The Lens of Chance

  • Player X was surprised by the appearance of the goblin and started to chase after it. But he realised he is always obstructed by mobs of monsters around him while the goblin run away. He felt frustrated when he could not kill it the first time, while the second time, he managed to kill it and realised the advantageous of killing these goblins.

Lens #57: The Lens of Feedback

  • Player X was encouraged by the feedback while doing his quest, knowing how much more enemies to kill before he can complete his quest. Even when his life was low, the sudden red blinking of the whole interface tells him that he need to avoid getting killed by the monsters.

Lens #40: The Lens of Reward

  • Player X tried different difficulties levels and realised the difference in the items he gotten from the rewards. He then always chose to attempt the highest difficulty to challenge himself as well as looking forward to the greatness of rewards he can get.

Lens #36: The Lens of Competition

  • Player X challenges other public players and lost some, win some. Knowing his equipment isn’t good enough to take on stronger players, he kept farming and farming, hoping he can get the best possible equipment for his build and challenge once again.

Comparisons and Analysis

Experienced vs Novice Players

  • Comparing both the processes, I realised how both the knowledge of the game will affect each of the lenses. As Diablo III is rather a steep learning curve, for those who are new to this ARPG, will definitely take some time to immerse oneself into the game. As I am a seasoned player, I know how to make full use of the skills available to me regardless of which character I use, how to handle each different situations when encountering enemies. For novice like Player X, he will need to take a longer time to adapt to the game design; skill sets as well as manoeuvring the available resources. Able to see how these two types of players react to different challenges imposed on them also makes things clear why the developer of the game has six different difficulties level to cater to, so that player will get familiar as they move up the difficulty level.

Interface & controls

  • One motivation about Diablo III is its improved control option to the classic Diablo II hotbar, including full customization of all shortcut and mouse buttons, to make using the skills during combat quicker than ever. Even for novice, they can have the luxury of customizing their own combinations of skills they prefer. Hence, designing a game must be flexible and not as rigid to restrict player’s freedom. Game feedback is essentially as important for both experienced and novice players as this will reduce doubts that they might have.

Gameplay

  • Despite Player X starting to learn the game with minimal help or knowledge, the progression of the game makes it easy and flexible to comprehend. Although there isn’t a tutorial to guide him through, player X still can slowly pick up the different mechanics with ease without my coaching. I felt that Diablo III can be better designed with the different types of skills combinations available to players who have no ideas about customizing their own instead. This will give more flexibility to less-seasoned player.

Calm vs anxiety

  • Another thing that I identify is the mood while playing the game. As for me, I was rather calm and always in control of what I have to do next. Whereas for player X, there is also a sense of nervousness felt throughout the game as he is also anticipating what’s going to happen next, when mobs of enemies appear, he tends to anyhow spam skills by randomly pressing buttons on the keyboards without having a proper strategy. However, as it progresses, it get better each time with much control. Thus Diablo III was well-designed for its surprising elements incorporated into the game.

Assassin’s Creed Black Flag

Assignment 1

Game Played: Assassin’s Creed Black Flag

YouTube demo Link: https://www.youtube.com/watch?v=yKkc4IoMb70

Game Website: http://assassinscreed.ubi.com/en-GB/games/assassins-creed-black-flag.aspx

Description of Game:

This game is set during the golden age of piracy.  During the early 18th century Caribbean, Edward Kenway finds himself tangled between the affairs of the Assassins and Templars as he sets off in his adventure to find riches.  Player goes through the adventure in 3rd person perspective, doing missions through stealth or mindless sword fighting.  The game offers an open world concept where players can explore the vast map with notable destinations such as Havana, Kingston and many more.  There are plenty of pirate activities to keep player busy such as treasure hunting, conquering forts and bounty hunters, to become the richest and most fearsome pirate of the Caribbean.

 

Observations of MePplaying

The Lens of Essential Experience

In essence, this game is about the player being a pirate captain, having his own ship to sail the vast seas.  As a player I want to become the most dangerous and powerful pirate I can be. The game allows me own my own ship, upgrade it and use to torment my enemies in the game. This made me feel awesome.  I also realized that I am someone who wants to experience everything the game has to offer.  The game captures what it means to be a pirate during that era by having mini games such as harpooning sharks and whales, treasure hunting, assassinating merchants for my clients and many more. All of these activities make the experience complete and enjoyable like me.

Harpooning Whale

 

The Lens of Surprise

At times when I am being chased after, I would find myself so fixated to screen and my controller would be swaying with my body to navigate away from the enemies. Then suddenly a storm might appear out of nowhere.  During these freak storms, huge waterspouts can appear and damage the ship hull when in contact. This surprise adds to strategy as well as I am able to trap unsuspecting enemies this way.

The Lens of Curiosity

With such a big map, I cannot help but wonder what would be at the edge of the map. Would you appear at the other side of the map should you try to go beyond it? I tried answering that myself but before I could reach the edge of the map, I find myself facing with a huge battle ship!  After defeating it, my ship was given an extra upgrade.  Now I cannot wait to find other such ships and see what they may drop!

The Lens of the World

The game does provide some side missions which complements the main story. However, these stories do not tell more about the world, which is the down side of the game.  You cannot help random people in the world and understand their problems and issues which makes the world a little shallow after some time.

The Lens of the Elemental Tetrad

Mechanics – Physics is very closely related to the real world.  Players can use a variety of methods to complete a mission (stealth or brute force).  Player’s actions have no impact on the story.

Story – Many betrayals and revenge. Story is mostly linear and storytelling.  I can complete more missions in their specified way to complete the character’s memory.

Aesthetics – I enjoy the elaborate environment with interactive animals, landscape and atmospheric sounds. Very close to the real world counterpart and historical theme.  Hard impact causes vibrations on the controllers.

Technology – No interesting technology used in the game. Only the Xbox360 controller.

 

Friend Analysis

The Lens of Simplicity/Complexity

Game feels too complex as there are many buttons to remember and ways to complete the mission. Sometimes, has to repeat the same mission multiple times due to slow reaction time and franticness. I have to complete some fighting scenes for her.

The Lens of Story

She just wants to know the story.  She would do the minimum (upgrades, side missions) to help her reach the next level as she has no patience to do other side quests.

The Lens of the Puzzle

She enjoys the time to think and crack the puzzles in the game. Such as figuring how to go through the mazes and solving complex questions. She would be so engrossed with the game and does not like to be distracted.

Statue Puzzle

Statue Puzzle

The Lens of the World

What she likes about the world is that they include many elements which make sea sailing fun.  As a music lover, she would sail and listen to the sea shanties that the AI crew sings.  To build up her repertoire of sea shanties, she would always try to find new songs when she reaches a new location.

The Lens of the Elemental Tetrad

Mechanics – lack the function to review past story and cut scenes.  Not helpful for users that play sparingly.

Comparison of Analysis

Technically Well Executed

Given the complex environmental elements in the game, there are hardly any bugs found in the game.  This contributes t great game experience.

Game Playability

A lot of thought is place to give players a fun time.  No need for long journeys to the same location by using viewpoints.  We find us enjoying the story faster and with less annoyance.  Upgrading of the ship (jackdaw) can be done easily and quickly without the need to travel to specific locations like many other games.

Mission Types

Lack of variety.  Every story scene has similar mission types which get boring after a while.

Lack the ability to do good, add side stories

Often times we would just execute assassinations. Developers can add side stories that are not related to the story but about the world.  It would make the game feel richer.

Enemy AI

Both of us feel that the enemy AI is too dumb in some ways.  They would not attack as a group but only on one-on-one situations.

Fun Stuff

Developers added surprises like challenging huge battle ships and harpooning huge sperm whale which are quite fresh.

Complexity

Complexity is relative. I think having multiple ways of completing the game adds to the depth of the game but not for players that are slow in learning the buttons.  It could lead to more frustration then fun for them.

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

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