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.

Don’t Starve

1

Description

A surreal survival and an adventure game with a randomly generated open-world map. The objective is to survive as long as possible while weathering obstacles that the game throws at you.

Website

http://www.dontstarvegame.com/

Video

Personal Analysis

2

The Lens of Curiosity

Don’t Starve throws me into a surreal world full of dangers and surprises to survive in. No tutorials, no guides, no hints, leaving myself to answer my own questions. As I mindlessly click around in this unknown world, it is satisfying to learn every bit of survival knowledge including danger zones, hostile enemies, crafting recipes and an item’s use. My clicks became more purposeful after that. However, this also leads to more questions as I explore further unknown territories and face obstacles such as seasonal changes. To me, this repeated satisfaction of discovery forms the core experience when playing the game.

The Lens of the Weirdest Thing

3

The art style of Don’t Starve is telling of its quirky and eccentric nature. Many weird things accompany weird mechanics in the world of Don’t Starve. Understanding and utilising these oddities provide immense gratification as I have never experienced them before. Hence, it is always exciting to encounter these weird things in the game, and despite dying multiple times because of them, I still approach them at first sight. As Don’t Starve gave me the impression of being a weird game, these weird moments seem normal and coherent within my expectations of the game.

The Lens of Punishment

The punishment system in Don’t Starve can be frustrating and brutal. I feel frustrated whenever I die as my progress is completely reset with a new world and new conditions to adapt to. At first, this punishment seems unfair given that there were no tutorials or any guidance offered by the game. However, I later realised that this punishment system highlights the importance of survival and heightens the fear of death, which truly adds to the survival experience in Don’t Starve.

 The Lens of Visible Progress

3

One of the most rewarding experiences in Don’t Starve is watching my base grow larger as I craft more equipment and buildings in my base. The base that I build is larger and more impressive each time I improve. This visual indicator of progress gives me a sense of accomplishment whenever I return back to base after a day’s hard work out in the world of Don’t Starve.

Elemental Tetrad Analysis

The mechanics of Don’t Starve aligns well with the game’s intention to stimulate my curiosity and encourage discovery. As you get better at surviving, the game will introduce new dangers to challenge your ability to adapt. Don’t Starve is hence well-balanced in the aspect of empowering and challenging the player. The game’s art direction, music and sound also complement the world of Don’t Starve. The quirky yet catchy background music changes to suit the theme and current state of the game. Every sound that the game produces, such as chewing sounds as I eat, contribute to the immersive yet unusual survival experience in Don’t Starve. The story of Don’t Starve also does a good job of telling me about my current plight while letting me discover the rest (as seen in game description), exactly like the game mechanics. The game’s use of a simple pseudo-3D world also promotes the game’s simplicity while maintaining the crucial art style for in-game assets.

Friend’s Analysis

The Lens of Curiosity

4

Like me, my friend also asked many questions when he played the game for the first time. Initially, he was amused by little interactions with the creatures such as being chased by an angry bee. He derived more satisfaction from these actions and interactions rather than his ability to survive. As time pass, his amusement from these interactions declined while he began to grow more frustrated with dying, since he had not invested in the survival aspect of the game. His curiosity is mainly targeted towards the combat system in Don’t Starve.

The Lens of Punishment

5

The punishment system in Don’t Starve was a total turn-off to my friend. He is irritated whenever he dies for unknown reasons, which is understandable given Don’t Starve’s harsh punishment system and lack of guidance. To make matters worse, he never bothered to find out the reasons for his deaths. As a result, he dies repeatedly for the same reasons, and it adds to his frustration.

The Lens of Fun

My friend clearly had minimal fun at the end of his Don’t Starve game session. His drop in excitement level shows through his increasingly dreary mouse movements and lack of expression. He only finds fun in the action aspect of Don’t Starve fight or flight combat system. During combat, my friend seem to be more focused and excited compared to exploration and base-building. Since he was not very interested in the aspect of survival, a huge part of Don’t Starve was not enjoyable to him.

The Lens of Visible Progress

This lens is lacking in my friend’s playthrough. His progress was minimal hence he had only a few buildings in his base. As a result, the satisfaction and feeling of accomplishment derived from this lens did not apply to him. Consequently, the lack of a progression indicator despite killing many creatures made him feel that his investment in the game was not rewarded. Eventually, he got bored of the game and refused to play it further.

Comparison Analysis

The Lens of Curiosity

This is perhaps one of the more crucial lens that Don’t Starve is based on. Both my friend and I had had many questions at the start which drive us to play the game. However, the type of questions we asked differed. I had wanted to find out how I could survive longer, whereas my friend had wanted more action from the game. As the main focus of Don’t Starve is survival, I am able to derive more satisfaction from the game compared to him since the game does not offer much in the action department. What we expect from the game and what the game provides in response to these expectations determine how much the game is “fun” to us. Therefore, it is important to know the type of game you are creating and the questions it answers towards your target audience.

The Lens of Punishment

It is tricky to balance between player punishment and reward. Don’t Starve’s punishment system motivates players such as myself that appreciate its difficulty and its unique rewards. However, for players such as my friend who want an easy and straightforward game, Don’t Starve can come across as an unforgiving and frustrating game. It is hence crucial to provide multiple levels of difficulty in order to cater to players who seek various levels of challenge.

The Lens of the Weirdest Thing

Making a game unique has a possible drawback of making it strange and off-putting. Being able to provide a different but relatable experience is the crux to creating a unique game. Although I find the game strange, I find the mechanics behind them interesting and not at all overwhelming. However, my friend did not appreciate Don’t Starve’s weirdness as much as I did, and I believe that this translates to lesser satisfaction on his part. Making a game special in its own way is important for it to stand out, but one has to ensure that the mechanics are still reasonable and not “out of this world” bizarre.

The Lens of Visible Progress

Being able to visually gauge one’s progression is tantamount for a player who invests long hours in a game. I felt rewarded when I saw my base develop in Don’t Starve, but my friend did not experience this satisfaction as he did not focus on his base’s improvement. Needless to say, he felt that his progression was stagnant and this made him lose interest in the game more quickly. Therefore it is important to give players some knowledge of progression in games to maintain and secure their interest. Such progress indicators also provide players with the feeling of accomplishment and satisfaction.