Wargame: Red Dragon Analysis

Wargame: Red Dragon Analysis

Wargame: Red Dragon is a real-time strategy game by Eugen Systems, which focuses on potential military conflicts in the 1980s, featuring military units with details reproduced from actual sources.

The Game launch trailer: https://www.youtube.com/watch?v=lw3az0LsKc0

Analysis After Playing:

The Elemental Tetrad

The game prides itself on historical accuracy, realistic physics and its IRISZOOM engine, which allows players to zoom in from a satellite view of the entire battlefield, down to ground level to observe individual unit combat. The in-game camera is able to pan, zoom and rotate with very high flexibility, which theoretically enables players to reproduce the gameplay footage in the trailer. The aesthetics and mechanics were extremely well-tied together. All units were given symbols that signified their general role, such as MANPADS, armour and the like. In fact, the player can choose to use NATO’s universal unit type symbols, or the generic RTS ones if they are unfamiliar with military symbols. The story only exists in the campaign, and players usually play skirmish modes or online against one another. The technology behind the AI is less impressive however. Setting the enemy to a higher difficulty does not make them smarter; it only lets them cheat by earning more resources and calling more units.

Lens of Pleasure

As I play Red Dragon, I control the military units of the major powers of the world, pitting against other powers of my own choosing. I can choose to view the battlefield in the typical fashion:

2015-01-25_00043

Or more unconventionally, the exact same scene close-up (see the F/A 18C Hornet firing missiles in the background!):

2015-01-25_00042

The technology to zoom in seamlessly is not groundbreaking in any sense, but its implementation was coupled with very beautiful graphics, which made it a pleasure to view the combat up close.

Lens of Economy

Every player in the game begins with a set number of points, with which military units can be purchased. Throughout the game, players earn points by maintaining control of key sectors in the map, which provide continuous revenue for the purchase of additional reinforcements. In order to keep things less complicated, the currency is universal, meaning that these points can purchase any kind of unit, as long there is enough of it.

Lens of Problem Solving

The game has an extremely steep learning curve, with over a thousand units to use across the various featured nations, with a lot of detail. For example, the infamous AH-64A Apache helicopter:

2015-01-25_00045

I noticed my playstyle tends to lean towards the use of heavy armor and infantry to take control of the map. I dislike sending small sorties against the enemy because of the potential for losses; instead I prefer to scout with inexpensive units and then push forward with overwhelming force.

Lens of Skill

As a direct follow-up from the previous lens, the complexity of the game can make it difficult to decide what units are useful in battle. However, when I managed to learn the usage of these units in battle, it was very satisfying. Furthermore, the game allows you to watch replays of your prior battles (as well as those of other people), so that mistakes can be spotted and corrected in future games.

Analysis After Watching a Friend Playing:

Lens of Pleasure

I noted he was pleasantly surprised that the units all were voiced according to their language and nationality, instead of using heavily-accented English for all units. However, he did comment that this made playing non-English nationalities harder as he was unable to decipher what his units were saying.

Lens of Economy

Being new to the game, but not to the genre, he played frugally, keeping an eye on the points he had. I noticed that he tended to purchase more expensive but powerful units. When asked, he said he was not fond of managing large numbers of weak units.

Lens of Problem Solving

He complained about the large number of choices for units, but after playing a while with the basic choices, he became more able. He chose to use aerial-based tactics such as using napalm bombers to overwhelm infantry entrenched in urban areas, and sending assault helicopters to harass enemy ground forces.

Lens of Skill

He commented that the game does not overly encourage what is known as micro-management; overall strategy is emphasized.

Combined Analysis:

It turns out that people derive different kinds of trivial pleasure from the same game. For example, my friend was impressed and liked the voice acting. In hindsight, I think that it was fairly well-done too. Furthermore, in real-time strategy games, every player has different ways of designing their strategies. I dislike scattering my forces piecemeal, but admit that is primarily due to my incompetence in managing many things at once. As an experienced player in other real-time strategy games, my friend was skilled in manipulating the aircraft and helicopters, and rarely lost any, despite them being unarmoured. In this sense, we solved the same problem in different ways.

Dota 2 Analysis [A0101324A] ʕ•ᴥ•ʔ

Description:

Dota 2 is a 2013 multiplayer online battle arena video game. It is played in discrete matches involving two teams of five players, each of which occupies the opposite corner of the map. Each of the bases called the “Ancient”, which the opposite team must destroy to win the match. Each player controls a “Hero” character and focuses on leveling up, collecting gold, acquiring items and fighting against the other team to achieve victory.

Game website: http://blog.dota2.com/?l=english

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Analysis of my gameplay:

1

 

Observing my friend playing:

2

What I have learnt from the process:

Lens of emotions and Elemental tetrad – story

My friend and I were going with the flow of the game i.e. following the team around. Perhaps we are not so aggressive in nature; hence there are similarities in the way we play.

I realised that the elemental tetrad – story can be created by the players themselves. The game designers create the elements of potential conflicts while the players will able to create the experience through those conflicts. It is a refreshing idea. Emotions are created based on how the players play the game. For instance, if it is a friendly match, the teammates would be forgiving and will purely enjoy the process, not the result. By allowing players to have the freedom to decide what they want to do with their heroes, it gives lots of variety of attack technique such as sneak attack or gang attack. This allows different game experiences every time they play.

Elemental tetrad – mechanics and Lens of skills

My friend is more skilful than me, however he is more defensive. One thing I notice is that the personality of the players plays a part in how the game wins. Somehow, the personality of my friend connects with the hero in the game, which might be the reason why he loves this hero so much. Also, the game finds and matches the team’s skill level so that it will not be unbalance. Once you know how to play a hero well, you will enjoy the game better and better. Sometimes you will find interesting techniques to kill using your items and skills. That makes you want to play more to try out.

Unification theme and Elemental tetrad – aesthetics

This game is more of heroes in 2 different teams fighting to defeat each other’s base which is the Ancient. The overall aesthetics match the strange creatures (heroes) and it emphasise on how surreal the game environment is. This gives off a sense of uniqueness or fantasy-like environment. I am more into the aesthetics so for instance every time I see a cute courier, I will be very tempted to buy. I love the music especially when into gang fights. The music that is played makes me more engrossed and makes the fights more epics. My friend on the other hand, is not really into the aesthetics. However, if he is wandering around the jungle, he will sometimes imitate after what the hero said.

Technology

My friend and I have experienced this latency of the network connection. Especially in team fights, the game screen will sometimes hang and the next time you know, your hero died. You do not even know what kills you. I hope that the game server will improve.

Lens of Endogenous Value

The game makes the struggle easy to understand, which is determined by your health, gold and your levels. Recently, it makes changes to the runes such that opponents will go to the runes to get gold. Even before the game “starts”, players will start to kill each other just to get it. I find that this is a good design as compared to the previous version as it allows the fun to begin even earlier. No more waiting till the creeps appeared.

 

Castle Crashers

Game description (taken from steam market): “Hack, slash, and smash your way to victory in this award winning 2D arcade adventure from The Behemoth! Featuring hand-drawn characters, Castle Crashers Steam Edition delivers hi-res visuals like nothing you’ve seen before. Four friends can play locally or online to save your princess, defend your kingdom, and crash some castles!”

Own elaboration on game mechanics: Castle Crashers was originally a console-based game but is now available on PC. My friend and I played using the keyboard (mouse can be used too, depending on own settings), moving around the 2D plane with up/down/left/right arrows, and attacking and using skills with left hand keys. Game is broken down into stages (think Candy Crush), new ones unlocking upon completion of previous ones and progress is shown on a pathed map. Each stage consists of hacking at enemies (similar gameplay) and travelling right until a boss fight, which has varied gameplay (normal battle, a race/chase, battle with tanker which deals damage by running over players and creating explosion spots instead of melee attacks). Screenshot of a normal melee-oriented boss battle shown below:

Castle Crashers SS1

Analysis of Self

Player and game profile: Female, enjoys MMORPGs, RPGs, FPSs, arcade games, story is very important in RPGs, takes gaming maybe a bit too seriously. First game of Castle Crashers, playing with the friend to be observed later in a “co-op” local game. Plays games primarily on the PC.

  1. Upon launching the game, I felt excited. The graphics (aesthetics) were to my liking –old school, cute cartoon characters, very colourful and medieval themed –and the music was also fast-beat and exciting, to make the player crave for action. The theme (lens 9: theme) was reinforced by the type of monsters, their costumes, the weapon choices (sword, axe, bow and arrow etc.), and the story (saving the princesses). Having a unification theme makes the game feel more complete, well-made and also prepares the player for the game.
  1. As the game started off easy, I was having fun and was eager for more. I kept wanting to travel rightwards because that was the way to progress (lens 2: fun & lens 5: endogenous value). Cut scenes at the start of the game and before boss fights add to the excitement and eagerness. Here are some other examples of lens 2, 3, 4 that add to the fun and plays on curiosity:
    1. Monsters that look dead and part of the background would spring up to attack us!
    2. Boss would hit us normally for most of the fight then suddenly pause to drink a potion which we were curious to find out its mysterious effects.
    3. At the end of the boss fight, players had to battle it out for the only princess available… Was totally caught by surprise that I had to turn against a fellow player!
    4. Variable game play of boss fights, as mentioned in the game mechanics section, resulting in many mini-games and not just all about hack-and-slash.
    5. Random objects that may or may not be interactable (crates, ladder, animals etc.).
    6. The game is social and playing with friends is always fun!
  1. I felt cooperative at first because we had to work together to kill off enemies which highly outnumbered us (lens 6: problem solving via cooperation) or kill the boss. However, I felt greedy and more and more competitive as the game progressed. This was because we realized that the gold dropped was not shared and whoever got to the gold first will gain it. The same went for opening of treasure boxes, food drops that refills health points etc. I found myself abandoning my friend who was being flanked by monsters to open treasure boxes… Because of how players battle amongst themselves at the end (story, mechanics), this game has a very unique game play that is both cooperative and competitive!
  1. Negative emotions due to game mechanics: I felt angry and confused when I was unable to escape attacks or hit the boss as I was not used to the controls. When I was on the verge of dying, I felt even more flustered and played badly, spamming the keyboard keys without much thought. I felt sad when I didn’t have enough gold to upgrade my character and when I died, especially to my friend at the end, because I did not like killing off fellow players!!! I felt bored when my friend kept taking all the items from me.
  1. I felt successful/satisfaction when we completed a stage, when I got to kill enemies, and when I got to items before my friend and when I obtained new skills and ability points. Being and RPG, players would want to keep upgrading so obtaining items, skills and ability points is fun and satisfying. It is also exciting and satisfying when we get stuck at some parts of the map but finally break through (lens 6: problem solving).

Analysis of friend

Player and game profile: Male, enjoys all kinds of games, places priority on immediate fun rather than story. Played Castle Crashers on solo-mode. Used to own an X-Box, plays primarily on PC now.

  1. Since he was now playing solo, he started off apprehensive. With two players, it was already difficult to survive and he was not sure how a single-player game will go. At the same time, he felt excited (lens 4: curiosity: having different modes adds to the excitement of the game) and confident (since this is a repeat play).
  1. He was satisfied and happy when he cleared each stage. When he did not, he felt disappointed yet in some sense accomplished and eager for more. This is because the game grants players some ability points when s/he fails to clear the stage and players can become stronger and attempt to clear the stage again (lens 5: endogenous value in playing over and over even if the player isn’t strong enough to clear the stage yet).
  1. My friend was obviously more focused playing alone. Now his intention was just to clear the stage whereas previously, we were just trying out a new game, having fun and also fighting for resources.
  1. He also felt panic or curious when he didn’t know what was happening. Playing solo also meant that the stage restarts upon death, so staying alive was more important than in multiplayer where we can revive each other. When death is less imminent, he would be curious and ask what he’s supposed to do now and try out new things (lens 4/6: curiosity/problem solving).

Comparison and Learning Points

The lenses I focused on are surprise, fun, curiosity, endogenous value, problem solving, the elemental tetrad and unification theme.

The similarities in our experiences are: fun, surprise, curiosity, being eager for more and satisfaction.

It is fun to kill monsters, maybe because it makes players feel powerful and in control, and also, there is endogenous value in doing so –gain money and items to improve self and to progress through the game. The ability to upgrade one’s character to progress further into the game is essential to keep players playing for longer hours. The awarding of ability points even if a player fails a stage is also important to prevent players from rage-quitting, and also makes a player want to test if s/he can defeat the stage on the next try. Another factor that keeps players is that the game is broken into short stages. Like in Candy Crush, the player keeps wanting more. Short stages are less tiring and gives the sneaky illusion that one has only been playing for a short time.

There are a lot of options, random objects and different gameplays which ups the surprise factor and player’s curiosity: a few stages unlock upon completion and lead to different paths in the game, player chooses how to pump ability points according to own play-style, map has interactable objects and boss fights are varied. The most difficult part of each stage is the boss fight and thus it is the part to “look forward to”. The game becomes more interesting when there are different ways to defeat the boss, keeping players excited to meet the next challenge and problem solve. Different boss fights also evoke different emotions and satisfaction upon victory (racing against the boss vs attacking it).

Castle Crashers is social and the ability to play with friends usually adds to the fun factor, although it also requires better technology. As mentioned, the game is both cooperative and competitive and this is quite unique. Perhaps I felt sad and bored because I was expecting a cooperative game (since it seemed as though we were a TEAM with the same goal); it was quite difficult to keep switching from being allies to enemies. In hindsight, it should have been much more fun if it was clear from the start that it was a largely competitive game. I was also expecting a lot more story since it’s an RPG but was highly disappointed in that aspect. Hence, my conclusion is that the marketing of a game is important to hit the right target group!

Another reason why my friend probably enjoyed the game more than I did is that he was familiar with console games while I was not. The game instructions were catered for console-use and although there was a disclaimer indicating so, I still feel that they should have catered for PC-use if they really wanted to bring it to the PC. (There’s almost no excuse since it has been available on PC for about 2 years…) If not, players like me would just feel very lost and confused, and our interest in the game will dwindle.

Overall, Castle Crashers has its fair share of fun and surprise, but is not exactly my cup of tea. Its plus points are that it pushes the boundaries by being/having mini games of a mash of genres (it is competitive, cooperative, race, puzzle, mindless hack and slash, a bit of skilled fighting and character placement etc.), and it does have nice graphics. It could greatly improve in terms of story and providing assistance to new players (it was super difficult gauging if I was in line with or in rage of the monsters or not, not the mention the instructions for consoles popping up all around).

Analysis of DotA 2

CS3247 Assignment 1

Defence of the Ancients 2

dota2 header

http://store.steampowered.com/app/570/

DotA 2 is a multiplayer online battle arena (MOBA) involving 2 teams consisting of 5 players each controlling a “hero” attempting to destroy each other’s respective “ancients” in order to win the game. Designed by Icefrog and his many predecessors including Guinsoo and Eul, the game first made waves in the gaming community as a Warcraft 3 custom game during the “Aeon of Strife era” before it was adopted as a stand-alone in 2013 by Valve.

dota 2 heroes

Latest list of heroes available for selection by players in Dota 2

DotA 2 is a powerhouse in both casual (all-time peak of almost 1 million players) and eSports (USD $10.9 million total prize pool for The International 4). Just like physical sports like soccer and basketball, DotA 2 incorporates both elements of cooperation and competition within an equal game environment.

valve stats

Steam stats for Dota 2

compendium prize

Prize pool compendium statistics for The International 4

Often criticized for its steep learning curve and unforgivingly harsh environment, players must utilize their knowledge of the game, their mechanical and technical prowess, their prediction of other players’ behaviours, and awareness of the metagame to the fullest in order to win.

doto screen

Screenshot during a game; this is the scene where the player has been killed by another player, and the camera is looking at a teamfight between two teams with some AI-controlled minions in the fray.

Elemental Tetrad

  • Mechanics
    • Mechanics is the key to the game. Understanding the rules and interactions of every aspect of the game is crucial to establishing dominance over opponents.
  • Story
    • Just like competitive physical sports, the focus is not on the story, but there is an overarching lore that encompasses the actors and objects in the game for flavour.
  • Aesthetics
    • Since split-second recognition and decision-making is highly important, graphical fidelity is kept simple, and high attention is paid to making sure heroes, items and spell effects are uniquely designed to tell them apart immediately in order to access the situation.
  • Technology
    • Valve’s Source engine is used to replace the Warcraft 3 engine, which allows for greater creative flexibility in terms of mechanics and aesthetics by removing the engine limitations of its predecessor.

Combined distilled observations resulting from watching myself and friends play

Lens 1: Goals

The ultimate goal in every game is the same; the sole victory condition is to destroy a building in the opponent’s stronghold known as the “Ancient”, hence the name DotA – Defence of the Ancients. While the game does not explicitly state this intention, players mostly learn from other players, from inference and observation of game materials, and from trial-and-error as a result of game design.

For the latter, it is observable that the Ancient can only be targeted after the requisite Tier 4 Towers are destroyed, which in turn can only be targeted if its previous tier towers are destroyed. This natural progression of inference, emphasized further by the successive positioning of the 4 tiers of towers, leads one to induce that the Ancient would naturally be the “Tier 5 tower” that should next be destroyed.

tower tier locations

Tower Tier position guide based on WC3 Dota mini-map

In order to reach the victory condition, there are many sub-methods, or strategies to utilize. However, the game does not disclose any of them, because the effectiveness of these strategies is highly dependent on the current game’s meta (the popular environment resultant from changes made in the latest game version) as well as the proficiency and drafts of both teams.

For example, during TI3, professional eSports team [A]lliance won by utilizing a split-push strategy that involved distraction and fragmentation of team members (more popularly derided as “rat doto”). During TI4, the meta resulted in Chinese teams – such as Newbee, Vici Gaming, and Team DK – changing their strategy from a late-game turtling strategy (known as “ricing”) to an early-game 5-man push strategy (known as “push doto”).

Lens 2: Rules

The rules of the games decide its mechanics which in turn decide the game’s meta, thus knowledge and proficiency of it is the key determining factor of victory. From micro-specific knowledge – such as “animation backswing” (time taken between the execution of a current action to the next queued action) and “cast point” (time taken to cast a spell) of each hero, to macro-specific knowledge – such as “fog of war” (areas of the map that players lack vision) and “creep aggro” (rules that AI-controlled minions follow that decide who they target).

aggro guide reddit

Reddit’s flowchart guide on Tower Aggro

The same rules are applied to every player, and they are unyielding and concrete in every single game, with changes explicitly outlined in the patch notes. While different game modes exist, most of them merely change the drafting stage (“All Pick” allows players to choose any hero that has not been chosen by other players, while “All Random” forces every player to select a random hero) while maintaining the rules of the core game.

There are so many rules that govern so many interactions that both the knowledge of all the relevant rules and the ability to exploit and execute them in the heat of the moment makes up the skill curve in the game.

Lens 3: Skill

The skills that differentiates high and low skill brackets can be broadly categorized as mechanical prowess (ability to execute actions well at the optimal timing and positioning), game awareness (knowledge of rules, constant awareness of the environment and spontaneous decision making), and communication (organizing and executing strategies and tactics, ability to pull off team synergies effectively).

While communication is highly dependent on the team dynamic and the level of cooperation within the players, the first two skill categories will largely vary between the skill brackets and are the major benchmarks of player skill. Naturally, mechanical prowess can improve upon repetitive practice, but game awareness can only improve if one makes a mindful effort to do so.

Lens 4: Chance

Luck is prevalent in many aspects of the game, from minor (damage ranges of normal attacks) to moderate (type of rune spawn) to major (effects of special attacks). While Icefrog has made attempts to normalize and reduce the effects of randomness, such as allowing 2 runes to spawn in both positions instead of 1 rune at a random position, and by introducing a “pseudo-RNG system” that partially introduces a level of determinism into probability-based events, there still exist game changing major events that are purely determined by chance.

list of rng doto

Non-exhaustive list of effects relying on random chance

However, these are sometimes balanced by a factor of risk-taking (“If the dice rolls correctly I win the fight, if it fails I lose the fight, so should I or should I not take the fight?”), and the skill level and experience of a player determines his ability to balance reward and risk optimally in the split-second when its required.

pure skill

From a comic by NerfNow.com, it illustrates the hero (Ogre Magi) that is the definition of “game-changing luck”, who has the innate ability to cast several spells multiple times simultaneously (Multicast) while retaining its effectiveness throughout the game without requiring any equipment.

Analysis from perspective of Lenses

Lens 1: Goals

While there have been methods to ease in new players ranging from game tutorials to loading screen tips, I believe that more can be done to outline the overarching decisions players need to make in every stage of the game. The victory condition should always be explicitly announced at the start of the game, and the sub-conditions should be outlined in a corner of the UI (allow experienced players to hide it). This allows new players to constantly keep track of their progress and to gain familiarity with the stage of the game they are currently at.

Lens 2: Rules

Due to the encyclopaedic volume of rules it is impossible to outline them all during play; it is similar to how the referee expects players to understand the rules and infractions of the soccer without outlining it to them. Therefore, knowledge of the rules is part of the learning curve that makes up a player’s skill level. However, more can be done by the developers providing the necessary information explicitly, though this in part has been mitigated by guides posted by players.

Lens 3: Skill

The balance of skill requirements in the game is excellent. While heroes vary in skill ceilings in order to utilize them to their fullest, they are almost balanced not by pure power (a high skill ceiling hero does not always win a low skill ceiling hero) but by utility.

Therefore, the core skills required in the game tends to be universal across heroes, and combined knowledge and proficiency of game-specific skill and hero-specific skill forms the entirety of a player’s ability to perform, with the former always holding dominance. Also, a large proportion of skill is determined not by mere regurgitation of facts, but by real-world attributes such as spontaneous decision making and team management.

Lens 4: Chance

I believe that more can be done to mitigate the pure randomness of some events. For example, an item called “Sange” has a % chance inflict an effect. Another MOBA called HoN implemented this by making it 100% chance to inflict a fraction of the effect, with each successive attack adding to the effect to a specified maximum. For another example, a hero called “Faceless Void” has an ability that inflicts an effect with a 25% chance. HoN implemented this as a 100% to inflict this effect every 4th attack.

icebrand vs sange

Comparison between implementations of the same item idea in HoN vs DotA

As mentioned earlier, Icefrog selectively implemented a pseudo-random distribution that made every probability-based interaction dependent on each other (instead of independent like a true random distribution) that mimics the expected long-term expected behaviour of a true random distribution even for low volume of samples. However, there are still areas that are open pure chance that may majorly affect gameplay, including the examples mentioned above.

psuedo RNG vs true RNG

Probability distribution of pseudo random vs true random

On a kinder note, many of these have been mitigated by the decision-making process of players and their risk appetites, and it introduces an element of speculation and risk-taking in gameplay. Admittedly, it would also be difficult to rework some of the random-based effects while keeping the intention of its existence similar, and creative implementation would be required to do so effectively.

Dota 2

dota 2

Short description of the game

Dota 2 is a multiplayer online battle arena video game released by Valve in 2013. It originated from a custom map made in Warcraft III: The Frozen Throne back in 2004. The main objective of the game is for the players in each team to destroy the opponent’s Ancient tower. Players will get to choose from a variety of heroes to compete in the arena. Through the process of gaining gold and leveling up, players will ultimately overcome the enemy base’s defenses to claim victory.

Link to game website: http://blog.dota2.com/?l=english

Link to game documentary: https://www.youtube.com/watch?v=UjZYMI1zB9s


 

Observation of myself

Lens #37 – The Lens of Cooperation

Teamfight focusFig 1.0 – Teams cooperate to take down their opponents

Right into the start of the game, we assigned ourselves to the different roles of the team. This is essential as having each player focusing on their specific roles improves the chances of winning. Therefore, players will need to work together regardless if they are friends or strangers. Cooperation is also enhanced by having proper communication channels such as the chat box and the chat wheel. Dota 2 also has special communication hotkeys where clicking on skill icons and health bar provides more information to your teammates regarding the current skill or health status. Furthermore, they are also able to communicate through the in-game microphone. Therefore, the game offers many opportunities for players to cooperate among their own team.

Lens #30 – The Lens of Fairness

Dota 2 does its best to ensure that the game is fair and balanced. Public games can only start when there are 5 players per team. Should any player suddenly quit the game out of anger, he will receive warnings or be put into a lower priority pool for future games. Furthermore, the game automatically tries to match similar party sizes into a game to ensure both teams are equally balanced in terms of team familiarity. On top of that, the game also has a matchmaking system that tries to put players of the same skills in the same game through internal skill calibrations after every round played. Therefore, the game is carefully designed to ensure that all players receive fairness in terms of gameplay.

Lens #25 – The Lens of Goal

350px-Ancients.jpgFig 1.1 – The ultimate objective, the Ancients

The ultimate goal of the game is clear. The minions of each team are programmed to walk towards the main objective, the Ancient. Therefore, it is clear to players that their ultimate goal is to destroy the Ancient. Completing the main objective will rewards players with cosmetic items and experience points to level their main accounts. There are also mandatory side goals such as destroying towers and also killing optional bosses where players are rewarded with items and extra gold which will give them an advantage in battles and bring them closer to the ultimate goal. The ultimate goal can only be achieved after destroying some key towers. Therefore, goals are interlinked and progressive.

Lens #7 – The Lens of Elemental Tetrad

  • Story

Dota 2 does not have any lore tied to the gameplay. Each hero also does not contain any personal history that spices up the rivalry between each of them.

  • Mechanics

The mechanics of Dota 2 are thorough and complex. They range from hero mechanics which involves attack types and how experience, stats and abilities are gained to gold economy which is affected by how much bounty players can gain from killing things. Some mechanics also involves chance such as the randomization of boss spawn timers and power up runes. Having played the game for many years, there are certain mechanics which are fully understood. Therefore, there were times when I found myself guiding players through important sections of the game where certain decisions can affect the outcome of the game.

  • Aesthetics

Realistic 3D graphics with high level of details and quality incorporated into the heroes, environment and cosmetic items.

  • Technology

Dota 2 is a PC game runs on a heavily modified version of Source Engine. It utilizes technology that enables players to customize any hotkey to any functions they want, including setting skill hotkeys and customizing their chat wheel.


 

Observation of friend

Lens #27 – The Lens of Skill

Having only played less than a week, there are many mechanics in the game which she has yet to be familiarized with. Furthermore, Dota 2 demands heavy hand eye coordination and cognitive reflexes. Therefore, veteran players have an advantage over newer players. However, upon playing more matches, she gets more experienced, skillful in performing certain roles and having faster reaction to enemy actions. Therefore, Dota 2 is a game which requires certain skills and it allows players to improve them with practice.

Lens #40 – The lens of Reward

cosmetic

Fig 1.2 – Cosmetic Rewards

Upon finishing a game, my friend experienced joy upon receiving a cosmetic reward. These cosmetic items can customize how each hero looks in the game. Furthermore, it is clear as to what these rewards do as the game provides good visual feedback on characters with their new cosmetic items after equipping them. However, these rewards are given out on a slow and random rate such that the possibility of completing a cosmetic item set is low. As such, the game has a reward system which needs to be further refined to ensure that players receive the rewards at the right amount and at the right time.


 

Learning Process

Even though two players may play the same game, they may have different experiences, decision making, interactions and feelings invoked while playing. This may result in different expectations than what the game designer wants from players. Therefore, as a game designer, it is good to test your prototype against players of different skills and background to ensure that the game is well designed.

Furthermore, the game might not necessarily need to do well in all aspect of the lens in order to be enjoyable. As shown by the analysis previously, there are certain lenses which Dota 2 did not successfully achieve even though it is a successful game with close to one million unique players per month.  It can be due to a combination of certain lenses that are well thought out and interlinked which may result in making Dota 2 an enjoyable game.

Boom Beach – game analysis

9862006_orig

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)

.boom-beach-5

 

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)

Asphalt 8

Gameplay:

This game consists of several stages (each stage contains a number of different type of races such as ‘classic’,  ‘drift’ and ‘infected’) in which the next stage can only be unlocked once sufficient points is accumulated by playing the races in current stage. I had chosen to do an observation and analysis, playing the classic race mode in which the goal is to compete with 5 other Artificial Intelligent (AI) cars to reach the finishing line first. The car runs on free acceleration as the player does not have to press any key to accelerate. The player however, has to press anywhere on the left side of the screen to apply the brake or to reverse, and on the right side to activate nitrous.

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My Experience

  • This game is very thrilling as my emotions throughout the game constantly changes according to the situation of the game. This experience is governed by the lens of surprise and fun. I am elated and satisfied when I win or overtake an AI. However my feelings are reversed and stress takes over when I am losing or when I am re-spawning after a crash. It is an anxious filled situation while guarding the other AIs from overtaking me.
  • Much focus and attention is needed during the process of overtaking and the resistance from being overtaken. This is contributed by the lens of flow. As I am playing this game, I realized that I become oblivious to my surrounding. I recognize noise and conversations occurring in my environment but my ability to process them is impeded. Upon completion of my game, I would try to recall if there were any significant conversations that I may have heard while playing the game.
  • The interest and captivation of the game is not limited to a simple concept of racing. The game poses a career mode in which the player has to continue playing each stages to unlock the next stage and eventually unlock all the super cars. This progressive mode allows me to pass through stages upon winning and collect money or credits which can be used to upgrade or buy a better car as the AIs will get tougher in following stages. This is contributed by the lens of endogenous value.
  • Being a lover of cars, the experience of virtually owning expensive cars and modifying them to my personal taste and preference gives me much satisfaction although the game does not contribute to a real driving experience; the lens of the player.

Friend’s experience

  • He commented that the inability to win the race contributes to his frustration. He also claims that boredom strikes when there is a lack of challenge, for example when he is leading and the AI are too far behind him. This particular incident which rarely happen has violated the lens of challenge.
  • He also said that the different kind of races such as classic and drift, prevents him from getting bored of the game as there are variations to the expectations and goals of each game. This factor is contributed by the lens of goal.
  • He also mentioned that the game is quite fair. This is because, for different stages, the AI car performance are limited to certain capability. As long as our car is in the same category to be competed in that stage, then there are equal chance of winning and losing the game. The game indicates a minimum required performance level for the car in order to stand a chance win a particular selected race in a particular stage of the game. This is not only fair to the player, but also equally fair to the AIs. This is governed by the lens of fairness and competition.
  • Unlike me, my friend exploited the game quite adventurously. Rather than just overtaking the AI and preventing them from overtaking him, he tend to overtake the AI by crashing them in a way that will make the AI to re-spawn. As this functionality is supported by the game, he takes full advantage of it. His curiosity in finding out what will happen to the AI when he bang on to them is contributed by the lens of curiosity.

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Analysis

  • Through the comparison based on the observation above, it is evident that different player undergoes different emotions while playing the game. While I feel nervous in the process of winning the game, my friend feels a sense of determination instead of nervousness. While I experience defeat and dissatisfaction upon losing a game my friend feels a rush of frustration and stronger emotions of failure. On the other hand, winning gives satisfaction and a sense of accomplishment to both of us.
  • The approach taken by myself and my friend varies as we attempt to achieve the same goal. I played the right way by overtaking the opponent and preventing them from overtaking me  However, my friend achieves the same goal by crashing the opponents down and using their defeat as an advantage to clinch the first position. This proves that players might explore the game play from outside of the structured and regulated or ‘correct’ way of playing. In some cases, that might be a more interesting approach for the player.
  • A player might select this game due to his interest in racing games or have significant interests in cars thus motivating them to continue playing this game. Both me and my friend possess significant interest in cars thus we continue playing this game in order complete all the stages and buy the most expensive car in the game.
  • On the other hand, the contributing factor that may interest a player who may not possess prior interests in cars or racing might find this game thrilling due to its progressive feature, as many people are motivated to succeed, win and collect rewards. Furthermore, the element of excitement and addictiveness which was truly engaging for me and my friend could be a key factor to attract more players.
  • In any game, the motivation to continue playing is contributed by rewards for effort. This means that the player is rewarded by winning for putting in the effort of strategic planning, time, focus and attention and various contributing factors. The reason for mine and my friend’s continuation to playing this game is because of the fairness and competition of this game. The thrill and challenge to succeed is reasonable and attainable. The challenge is reasonable enough for me and my friend not to give up on playing, and enough to keep us thrilled. The fairness is expressed when we are awarded for our efforts.

Middle-earth: Shadow of Mordor

Middle-earth: Shadow of Mordor

shadow-of-mordor-1940x1091Shadow of Mordor is an action role-playing game set in J.R.R. Tolkien’s world of The Lord of The Rings. You play as Talion, a ranger who has wraith-like abilities, whose main quest is to avenge his family and take down Sauron and his army of orcs.

The game’s website can be found at https://www.shadowofmordor.com/ and its gameplay trailer can be found here: https://www.youtube.com/watch?v=fpRXiyIvvX4.

 

My Experience

e29b413bdf7fd7c1816fc7a325e7f5e2683fe3c3.jpg__620x348_q85_crop_upscaleOne of the first things I do when I play Shadow of Mordor is to open the map and look for indications of Intel. To kill an orc warchief easily, I have to kill his bodyguards. To kill his bodyguards, I have to aim for specific orcs which when interrogated, will give me information on a specific orc’s strengths and weaknesses. As I set my targets in my mind, I find that this ties in with the Lens of Goals, where a good variety of short and long term goals keeps me always in reach of the next objective. Short term goals such as gathering Intel are achievable and rewarding as it makes the final objective of killing a warchief much easier.

The Lens of Meaningful Choices also applies heavily in my mission to kill orc captains and warchiefs. I am constantly caught having to make choices that will affect outcomes in the game. Should I kill the orc now or brand it so that it can follow my commands? Killed orcs give only a moment of peace as they are quickly replaced, while branding an orc allows me to control his actions but give me some kind of responsibility to make sure he does not get himself killed by other orcs. Similarly, when I’m trying to intercept a duel between two orcs, I have to choose if I should kill both orcs when they are weakened, kill the one left standing as well as determine the correct timing to step in. Each action I take affects the outcome and determines if I will have an advantage in the future, which makes each decision more meaningful.

mordornemesisI find that I am emotionally invested in the orcs that I fight throughout the game. Every time I encounter that orc that has killed me the previous five times, I feel frustrated in having to face him and his degrading insults again. On the other hand, when I have successfully killed orc after orc, I become feared amongst the orcs and gain a reputation as being the toughest being to beat. Orcs that I have killed even sport the scars I have given them, tying in Aesthetics and Story in the Elemental Tetrad. While these actions do not contribute directly to the main story, the unique interactions between each orc make the world of Shadow of Mordor that much more immersive. Following the Lens of the Story Machine, different interactions with different orcs will generate different reactions from them. This essentially allows players to craft their own experiences and mini-stories.

 

Friend’s Experience

Middle-Earth_Shadow_of_Mordor_Nemesis_System

 

My friend frequently enters the section on Sauron’s army, which shows the hierarchy and relations between the orc captains and warchiefs, as well as each identified orc’s strengths and weaknesses. The Lens of Problem Solving contributes to this reaction, as my friend has to constantly find a way to bring down the more powerful orcs by analyzing them in Sauron’s army. Each orc has his own unique set of strengths, such as invulnerability to stealth or the ability to poison the player, which acts as a problem my friend has to overcome. Furthermore, taking down the wrong orc at the wrong time may create problems in the future, which leads my friend to constantly check each orc’s relationship to his leader, if any.

 

Unlike Sauron’s Army, the Upgrades section was rarely accessed by my friend. Experience points were also disregarded throughout the game. He found that even with low upgrades to his character, timing and dodging attacks are still easy due to his own skills and prior experience to similar types of games. As long as my friend is able to counter an attack at the right timing, getting killed is very difficult. The Lens of Skill does not seem to be effectively used in this case due to the following:

  • Due to the familiarity with the combat system, some players will fare much better than others, which may make the game unfair.
  • The level of skill required may be too low for seasoned players, making the game not as fun as it could be.

In this case, the game Mechanics on the player’s end in the Elemental Tetrad may need to further refined to ensure a better utilization of the Lens of Skill.

 

One of the main mission’s objectives is to mind control all five orc warchiefs. While the act of brainwashing them is the same (lower their health then brand them), my friend went through a different path to approach each orc:

  • Directly confront the warchief and brand him.
  • Brand the warchief’s bodyguard then kill the warchief. The brainwashed bodyguard fills in the now vacant position as warchief.
  • Command one of his mind controlled warchiefs to pick a fight with another rogue warchief, wait for his health to dwindle, then brand him.

The application of the Lens of Freedom allows the freedom to choose how he executes his actions to achieve his objectives.

Comparison Analysis

Even though my friend and I have played the same game, we have each gained our own set of unique experiences. This may be because different lenses appeal to each of us, thus we gain a richer experience from one lens as compared to the other. My friend may find that the Lens of Skill has been under-utilized, but others may feel that the skills required to play Shadow of Mordor are just right.

 

Lenses are also commonly interrelated and a combination of them can apply to each aspect of the game. For the act of killing an orc, multiple lenses are considered:

  • Lens of Goals: to set the goal of killing the orc
  • Lens of Freedom: to explore different ways in luring and killing the orc
  • Lens of Problem Solving: to plan the best way to kill the orc
  • Lens of Meaningful Choices: to decide on the plan of action
  • Lens of Skill: to execute the plan and attempt to kill the orc
  • Lens of the Story Machine: the after effects of the attempt

The variety of ways that lenses come together adds to the experience of the game. Although some lenses may not be used effectively, the game can still be fun as long as there are sufficient lenses that are able to enhance each other. The same can be said for the elements in the Elemental Tetrad. The Technology used in making Shadow of Mordor is not revolutionary, nor is the main Story particularly creative. However, as each element comes together, they help to shape the game and turn it into something unique and fun.

 

 

 

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.

CivV-Brazilwood_buffs_590x369_opt

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.

allsocialpolicies

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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