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.

Baba Is You

Baba Is You is a puzzle game that gives player the ability to manipulate the rules of the puzzle itself to solve the puzzle. Baba Is You also won the Excellence in Design and Best Student Game awards in the Independent Games Festival 2018, and was nominated a finalist in two other categories, including the Seumas McNally Grand Prize.

Website: https://hempuli.com/baba/

Gameplay: https://www.youtube.com/watch?v=E24WWi9X8u0

Elemental Tetrad (Lens 9)

Mechanics

  • Rules: puzzle games usually come with a set of rules to dictate what the players can do. In Baba Is You, rules of the level is presented as movable blocks, which the player can modify and manipulate to win the level. To explain the mechanics better, we have to look at one of the levels. In the first level, as seen in the photo above, you can see four distinct rules on the screen. By conventional puzzle game logic, you might be inclined to move right to push the rock to get to the flag. However, if you take a closer look at the borders of the level, you can see that there is actually more space for you to move about. The rules themselves are movable blocks which you can manipulate to form rules like ‘ROCK IS WIN’ or dismantle existing rules, thus changing the win condition itself.
  • Controls: The game has a very simplified control scheme, with four buttons for movement, one for undo and another for wait. The wait button might seem to be quite useless but it acts as a mechanic to solve future levels. It is very satisfying to undo movements when the player almost got the solution but took a slightly wrong path.
  • World design: The overworld is split up into different worlds, some of which are gated to ensure the player understands the more basic rules before trying levels with a higher difficulty. Each world has a theme and introduces new words like ‘NOT’ and ‘HAS’. Within each world, the first few levels act as a mini tutorial to help the player understand the new words.

Aesthetics

  • I like the simple and cartoony graphics of the game, but I dislike the ‘wobble’ effect. Fortunately, the options allow me to toggle the effect. The music is calm and subtle, which goes great with the puzzling gameplay.

Story

  • There is no story in this game, and that is fine because the unique selling point of the game is its mechanics.

Technology

  • The game has simple controls and is not graphically intensive. Available on PC and Nintendo Switch.

Lens of Curiosity (Lens 6)

  • When playing the game, I always ask myself if an action is possible or a rule make sense. The game makes it easy to try out the different possibilities due to the compact size of every level and the ease of undoing undesirable actions.
  • The mixture of rules often lead to funny and unexpected outcomes. For example, if ‘KEKE HAS BABA’, ‘BABA HAS KEKE’ and ‘BABA AND KEKE IS YOU’, I become invincible because if Baba kills itself, Keke will appear as it ‘broke free’ from Baba and vice versa.

Lens of Problem Solving (Lens 8)

  • Most levels contain fixed rules that cannot be changed, and they are strategically positioned at the corners of the level which the player cannot manipulate. This forces the player to work with a small set of rules sometimes to get the desired outcome.
  • There are some unspoken rules to the game, like if ‘ROCK IS NOT MOVE’ is already present, forming the rule ‘ROCK IS MOVE’ does not negate the effect of the first rule. This is shown visually by the crossing out of the two rules and the prompt to undo the move.
  • The game contains over 200 handcrafted levels, and the developer has stated on his blog that he is working on a future expansion for a level creator, which the players themselves can create new levels to challenge one another.

Lens of Challenge (Lens 38)

  • Despite some mind-blowingly hard levels, the game is scaled well. The game always provide mini tutorials when it introduces new words to help the player understand the mechanics and slowly build up from there.
  • It is easy for new players to play the game. I often ask my friends for help when I get stuck on levels. Even though they might not have heard of the game before, after explaining the core mechanics of the game, most of them understood and were able to help me.

The Sims 4

The Sims 4 (taken from https://www.ea.com/games/the-sims/the-sims-4 )

The Sims 4 is a single-player life simulation game. Players can customize their characters and houses. Players can also control the life of the characters and explore the worlds in the game. Game-play includes household development, careers, emotions, traits, aspirations and more.

Story

Lens of Story Machine: The Sims was especially mentioned in the Lens of Story Machine, and for good reason. There was no fixed architect of story line which could be a negative for the game as it can get mundane playing the game. However, the sims being a long time game has a huge community of players who will come up with stories or challenges for other players to try. An example will be the rags to riches challenge where the player will have no money and residence for the character, wherein the player will have to figure a way to get their character rich. These player induced stories add more potential and fun for the players in the community.

However, The Sims 4 itself does not have a story arc. The game does not impose conflict and character development is minimal. There is little repercussions for actions in the game. For example, characters that have a bad relationship can still chat amicably. The lack of a story makes the game boring and “too easy”. This results in a heavy dependency on player induced stories when playing.

Mechanics

The Sims 4 has a rich pool of mechanics incorporated into the game as it was big scale life simulation game. For example, there are friendship and romance level for relationships between characters, there are career paths and aspiration with defined tasks to complete to get a pay rise or a promotion. Other than these, there are many more interesting mechanics.

Lens of Essential Experience: The Sims 4 also brought mechanics for University into the game through the Discover University expansion pack. The game focused on the dormitory and roommates, where players are most excited about. They made attending classes a rabbit hole as these are the repetitive and mundane aspect of university that do not add much value to the experience. Focusing on the roommate aspect can also be extended to other areas of the game as the game can now have roommates not just in the University pack but also in other residences of the game world.

Lens of the Toy: Other than mechanic for story making, there are also different ways the sims can be played with: Character creation and house building. As The Sims 4 provide a well-defined mechanism for character creation, many players spend their game-play on making their characters. Challenges like creating characters to suit a color series or to create a character similar to a celebrity spun from these mechanisms. Similarly, for building lots, the players can not only build residential lots but also public lots. With the addition of the latest Tiny Living stuff pack, many players tried to challenge building a small lot.

Aesthetics

The visuals of The Sims 4 is hugely made up of the characters and builds in game. In every released expansion packs, the developer team spent a great effort in creating new styles of clothes, hair, accessories for characters; and furniture, wallpapers for builds. They also tried to express diversity by adding different skin tones and religious clothing like hijabs. As with story and mechanics, the Sims community also created custom character and build content for the aesthetics of the game, some with a different art style. The art style of The Sims 4 is a huge improvement from its 3 predecessors. However, some players find the art style too cartoonish and prefer custom contents with more textures for more realism.

Lens of Imagination: The Sims 4 has its own made up language that players call “Simlish”. Whenever the characters communicate, they speak gibberish and have dramatic expressions and movement. This leaves the players space to imagine the conversation the characters are having. In a lot of Let’s play videos, the players make up the conversation themselves from the characters’ body language. However, some Simlish phrases appear often that players can guess the meaning, making the game more immersive.

Technology

Having so much content, The Sims 4 will have to consider how to allow the game to run on different hardware. The Sims 4 releases expansion packs with different content, users buy the content they are interested in. This keeps the game-play and content of each player simple and efficient enough to meet their needs; also keeping the game profitable. The pre-built characters and builds are also kept as simple as possible to ensure smooth run of the game for more hardware.

Breath of the Wild

https://www.zelda.com/breath-of-the-wild/
   https://www.zelda.com/breath-of-the-wild/

The Legend of Zelda: Breath of the Wild is the latest videogame of the Zelda series. Released in 2017 for the Wii U and Nintendo Switch, this game introduces an open world action-adventure game which lets the player decide their own paths to achieve different goals, reach different places or just explore the game’s world. 

Game trailer: https://www.youtube.com/watch?v=zw47_q9wbBE

Elemental Tetrad

Mechanics: Breath of the Wild is an open world game which lets you go wherever you want in the map. The mechanics are taught at the beginning of the game and they are:

  1. Exploration and reaching different locations.
  2. Solving puzzles.
  3. Finishing missions.
  4. Obtaining equipment such as weapons, food, clothing, special abilities.

These are done by the player’s abilities: climbing, running, swimming and paragliding all limited by stamina. Also, attacking, which is enhanced by the weapons you carry and cooking, which increases your health.

Story: This game is a post-apocalyptic game that happens 100 years after a calamity occured. This story is told at the beginning but elements that help you uncover more about this story are the ruins present in the landscape, finding places where you obtain some memories back and talking to NPCs who tell you more about the past and life in the present. The game has a lot of places, so you always find yourself searching for clues about the past.

Aesthetics: Ruins and abandoned places add to the post-apocalyptic story of the game and overall drive to explore of the game. Also nature and landmarks make the player explore and find places. Sound design includes for example only some piano notes that add to the feeling of not many people being present around you and add up to the drive of discovering unknown places or just admiring the landscape.

Technology: The portability of the Nintendo Switch lets you play the game wherever you want, therefore if you have not that much free time you can just continue exploring or walking without any compromise. Also some puzzles require tilt control offered by the Switch. Other features include vibration and sounds which increase the feedback to the user when he is attacked.

Lens of Time 

First of all, Breath of the Wild features a clock and a weather indicator on its main game play screen or Graphical User Interface. In my case, sometimes I check the time and weather to know what type of things to equip for a certain weather, decide parting times for a mission, wait until the sun sets to accomplish a sun light related mission or just see a nice view. 

The game itself and almost all of its missions are not restricted by time, even the main storyline can be accomplished in less than 24 hours. In addition, if you get bored from a mission you can just change it and head towards a different direction in the map. This lets the player feel that they always have something to do in this open world game and it having no time restrictions creates a feeling of freedom in the player.

Furthermore, the passing of time and changing in weather in game changes its dynamics. For example, on cold weather you lose more life if you are not wearing warm clothes, or different enemies appear at night time. This lets the player experience the game differently at exactly the same locations depending on the time.

Lens of Goals

Since the beginning of the game, you are given the main mission to “Destroy Ganon” and this mission always appears at the top of your goals list. It’s easy for the player to understand that this is the ultimate goal of the game. But, there are also a lot of extra missions and quests that add more goals to the list, even the player gets to decide which goal to do next and focus on it. 

Goals range from long term to short term goals. Sometimes when I get bored of a long term goal or don’t know what to do next, I just find myself changing it for another one, or just exploring the world and having more things to do and accomplish. This lets the player feel they always have something to accomplish even if they failed or get tired of their last mission, which lets them never get bored.

The game also features sightseeing towers that let the player see the different geography and locations in the game. Moreover, the player is able to put map markers so that if they decide to visit or revisit one place they can just follow their markers. In other words, the game lets the player decide their own goals, that can be as simple as climbing a mountain or reaching and unknown location.

Lens of Atmosphere

Breath of the Wild is a post-apocalyptic game. It is set 100 years after a great Calamity happened and destroyed the major villages,  landmarks and killed hundreds. Even if the game has beautiful cartoonish graphics, the landscape lets you know the places are not as they once used to be. The main example is the Hyrule Castle Town ruins that is completely destroyed. Therefore, the game has a post-apocalyptic atmosphere, in my case this made me feel sad as the player gets to know the main characters failed to protect the Kingdom and you can no longer see or experience the places as they once were. 

A calming atmosphere is also created in the places were mostly nature is present. The world in Breath of the Wild feels alive, in the sense that many things resemble the real world. For example the movement of the grass, the wind, weather, water, the trees moving, there are animals and insects roaming around, even the sunsets are beautiful in game. In addition, sound design is important as most of the music is just separate piano notes and chords that just add up to the relaxing atmosphere. This made me feel as if I could just stop for a second and hear the sounds in the place I am exploring or watch the sunset from the top of a mountain and relax.

Lens of curiosity

In Breath of the Wild the player is always filled with curiosity, as that is what keeps the player on exploring. This is achieved through the placement of objects in the world. There are many distinct landmarks that are easily seen and that drag the player’s attention towards them, resulting in them wanting to explore and get to know what’s there. Also the maps don’t have a lot of information, but just seeing the drawings lets you wonder what could be found in those places.

In my case, the ruins placed throughout the game awaken my curiosity as I begin to question what they were. There are also ruins with different designs, which lets the player even sort them into different time periods. Another feature is that some of those ruins resemble places in past games; therefore, this lets the player imagine and wonder how this places came to be what they are now. This adds up to the feeling of wonder and exploration the game creates in its players.

References:

[1] https://www.youtube.com/watch?v=zw47_q9wbBE

[2] https://www.zelda.com/breath-of-the-wild/

[3] http://www.sg4adults.eu/files/art-game-design.pdf

[4] http://deck.artofgamedesign.com/#/menu/0/?lang=en

Stardew Valley

Opening screen
(Picture taken from https://arstechnica.com/gaming/2019/12/stardew-valley-my-familys-2019-game-of-the-year/)

Stardew Valley is an open-ended country-life Role Playing Game. Player starts with a few basic tools and has to farm, mine and fish to obtain more resources while helping to restore the old town. The player is also able to talk to NPCs and maintain a friendship with them by giving them gifts and in turn, receives items and other benefits.

Website: https://www.stardewvalley.net/ 

Game trailer: https://www.youtube.com/watch?v=ot7uXNQskhs 

What I do in one game day:

  • usual morning routine (watering crops, harvesting and/or planting, attending to animals, selling crops)
  • talk to NPCs, give gifts
  • mine/fish 

What I am focused on in the game:

  • the time, day of the week, date and season in top right-hand corner: different things occur at different times of the day and season
  • hotbar 
  • energy bar (and sometimes health bar) at the bottom right-hand corner: to monitor energy (and health) levels to decide what to do next

Elemental Tetrad 1 – Story:

  • Player may feel a sense of nostalgia or some kind of emotional attachment to the setting of the game as the plot of land is passed down from the player’s father where he used to live before moving to the city. The game maintains this “relationship” by the father continuing to send money to the player in the farm, and one of the NPCs sometimes mention the player’s father in his dialogue.
  • Different NPCs also have their own storylines, personalities and circumstances which adds to the depth of the game, makes the game more interesting as the player learns more about the stories of the different characters

Elemental Tetrad 2 – Mechanics:

  • Inventory management: player starts with only 12 slots in inventory, so the number of items the player can carry at any one time is very limited, forces the player to walk home to drop off stuff when player’s inventory is full
  • Goals: goals are set by the player himself and there are various ways the player can play the game thus allowing for many many hours of re-playable content
    • speed runs
    • complete “optional” main quests in the game
    • set own arbitrary goals
  • Time and energy management: each day has a limited period of time from 6am to 2am and player only has a limited amount of energy so time and energy is precious and player can only do so much in one day. Also, the player has to go to bed by 12am, otherwise there could be consequences (lose gold, wake up with less energy the next day thus hindering the player’s progress).
  • Other examples include health, weather, seasons

Elemental Tetrad 3 – Aesthetics:

(Picture taken from https://www.gamespedition.com/pc-games/indie-games/indie-role-playing-games/stardew-valley/stardew-valley-gameplay/gameplay-stardew-valley)
  • Game is very aesthetically pleasing. Made with pixel art and graphics look simple but detailed, with wide range of colours. When seasons pass, the scene/settings also change such as different coloured leaves.
  • Also very simple UI
  • Music is also quite well-done. Usually calming, relaxing and cheerful but can change when player is at different areas (at the town vs at the mines). There is also different soundtracks for different events that happen in the game. 

Elemental Tetrad 4 – Technology:

  • Not computationally or graphically intensive, able to play on various devices (PC/mac, console, mobile)

Lens 1: Essential Experience

  • Player can choose to do anything from a wide range of activities, endless gameplay
  • Limited time and energy forces players to think about what to do to conserve energy and make full use of the time and energy
  • “Social” (even in singleplayer) – NPCs are almost like real players as they move around the map, can be interacted with and have various different personalities, makes you feel connected to the characters and sympathise with them
  • Complete collections to rebuild the town to its former glory, instills a sense of achievement

Lens 2: The Lens of Surprise

  • Though some may find the lack of a tutorial to be a disadvantage of the game, I find that it adds on to the fun of it because sometimes the player can discover new areas, items as well as new ways of doing things, all on their own.
  • This encourages players to be curious and explore the game by themselves
  • Also encourages players to share tips and tricks with one another (via forums or YouTube videos), builds the community
One of the many in-game events that take place annually
(Picture taken from https://cheerfulghost.com/jdodson/posts/2055/stardew-valley-shaping-up-to-be-a-beautifully-unique-game)

Lens 39: The Lens of Time

  • Time is often of the essence in the game, having only a set and limited amount of time in each game day that feels short yet it is still long enough to complete a substantial number of activities and allows the user to feel accomplished. It still leaves the player wanting for more.
  • The current day and date that the player is in also affects certain aspects of the game such as farming and giving gifts.
    • If player plants the crops a day too late, it may result in one less harvest for those crops and player loses out on the opportunity to make more money
    • Players can take advantage of NPCs’ birthdays to give them gifts to gain many more friendship points than if gifted on a regular day, allowing player to more quickly max out the friendship points with NPCs

Lens 46: The Lens of Economy

  • In singleplayer, the player can buy and sell items to NPCs. Main source of income for players is from selling harvest and animal products.
  • As money is limited, players have to make mindful and meaningful decisions about buying items with the money that they have earned, such as:
    • buying seeds for the most profitable crops
    • buying seeds for less profitable crops but for other benefits
    • upgrading tools
    • equipment and armour
    • farm buildings, more animals
  • Items that players buy can go towards making more money and making more progress in the game or for aesthetic purposes
  • Crops or most of the items that the player can sell also have secondary uses and thus sometimes it may not be wise to sell all of them away and have to think through what they should sell and how much of it
  • As the player progresses, he/she will earn money more easily but items such as equipment and farm buildings will also progressively become more expensive to purchase, maintaining the difficulty of the game

Slay the Spire

Image result for Slay the spire
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.

Analysis of The Gardens Between

Short description of The Gardens Between:

The Gardens Between is an adventure-puzzle game that takes players through a story about a pair of friends, Arina and Frendt, and their precious moments spent together. At each level, we get to see a significant memory from their past.

The gameplay is minimalistic, with simple controls. Players can only choose to move forwards and backwards in time and interact with certain items in the environment using the spacebar. Nonetheless, the puzzles have a certain level of difficulty in them and only get more difficult with each passing level.

Website link: http://thegardensbetween.com/

Analysis of game:

Mechanics: As the game has very little controls, the mechanics behind it are simple and the developers have executed it well. Players only have one clearly defined goal, which is to clear each level by lighting up the gate. The only thing I got frustrated about was one level where we had to track which of the many cubes bouncing all over the map carried our lantern. As the camera cannot be moved by the player themselves, there are many times where the cubes are blocked by the environment and when they re-emerge, they have switched places. I later found out that if we pause at the right moment, we can just see which ones have switched just before they are out of view and predict their movement when they re-emerge. In hindsight, that might have been intentionally done by the developers to make the game more challenging and to encourage us to think of different ways to solve the level.

Story: The story in the game is like a puzzle in its own right. It is pre-scripted but there is neither narration nor dialogue between the two characters so players have to figure it out on their own. I, personally, found it rather enjoyable to guess the plot with each passing memory that the game presents us with.

Aesthetics: The game is visually stunning and won the 2018 IGF awards for Excellence in Visual Art because of that. I think the art style of the game inspires a feeling of wonder and delight to anyone that first lay their eyes on it. That adds to the effect of feeling like we are transported into a dream-like world every time we play it.

Technology: As the controls are simple and the game is not too graphically demanding, it is highly accessible, available on all major platforms and even on phones.

Lens #2: The Lens of Surprise: The game definitely has interesting surprises. As the player is given very little control over the characters themselves, a large part of the gameplay relies on pausing at the right time and changing the environment to proceed. The way one can change the environment varies every level and there is an element of surprise at every level. For example, in one of the levels, we had to power some lightbulbs. That particular level truly stumped me, I kept going back in time, and then forwards again just trying to see if I’ve missed something. In the end, I solved it accidentally by rewinding time, back to where the characters were trying to cross a bridge and wait there for a droplet of water to land between two open electricity pipes. I had not even thought that that droplet of water had any significance and all these puzzles really make me pay a lot more attention to the environment.

Lens #31: The Lens of Challenge: Like most puzzle games, the game gets increasingly more challenging as one progresses. Keeping in mind that the difficulty of a game is subjective, I think that the game is quite balanced (it is not too difficult that it makes me want to give up and search for the answer online and also not too easy that it makes me bored) and I like the linearity of the difficulty progression. There are no dramatic difficulty spikes, the levels build up in difficulty in a very gradual manner.

Lens #64: The Lens of Projection: The portrayal of the characters is realistic; they emerge into the dream-like world full of wonder and bewilderment which echoes the player’s feelings. They are fuelled by curiosity and constantly fiddle with random objects that are on their path, which is something that I feel players can relate to when they are thrust into a world like that. However, as the story is pre-scripted and there is only one way to solve every level, there is little players can actually do to manipulate and change the outcomes so it feels like one is watching the story from an outsider’s point of view. To add on, as the story is not immediately clear, it keeps the player guessing what each level represents. Because of that, I find it difficult to project my imaginations into the game.

Lens #77: The Lens of Character Traits: The characters in the game have personalities that are very distinct from each other. As there is no dialogue in the game, these personality traits are only shown through actions alone. When the characters move they do not always keep the same pace, the two characters get distracted by various things in the environment, they run when they are excited, they move much slower when they are walking over a precarious bridge, etc. all these make the characters feel more human. I particularly like how easy it is to tell their character traits like how Arina almost always leads the way but will often wait for Frendt when he gets distracted or too scared to move forward.  It makes it easy to associate Ariana as the brave one, while Frendt as the curious one which making them more impressionable to me.