Dota 2

Game: Dota 2

About Game:

Dota-2-2

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

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

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

My Analysis:

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

  • Lens of Elemental Tetrad

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

  • Lens of Cooperation

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

  • Lens of Economy

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

  • Lens of Friendship

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

  • Lens of Skill

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

 

Analysis on a friend playing the game:

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

  • Lens of Elemental Tetrad

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

  • Lens of Cooperation

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

  • Lens of Economy

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

  • Lens of Friendship

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

  • Lens of Skill

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

Comparison

  • Lens of Elemental Tetrad

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

  • Lens of Cooperation

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

  • Lens of Economy

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

  • Lens of Friendship

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

  • Lens of Skill

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

 

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

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

Hearth Stone: An Exciting Card Game

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

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

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

 

Part 1. My own feeling and experience when playing

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

 

Part 2. Others’ feeling and experience when playing

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

 

Part 3. Analysis

The lens of experience:

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

 

The lens of surprising and fun:

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

 

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

Diablo III : ROS

Game : Diablo III:ROS

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

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

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

pic2 pic1

 

Analysis about the Game (Myself)

Len #7: The Lens of Elemental Tetrad

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

Lens #71: The Lens of Freedom

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

Lens #29: The Lens of Chance

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

Lens #57: The Lens of Feedback

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

Lens #40: The Lens of Reward

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

Lens #36: The Lens of Competition

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

Analysis about the Game (Player X)

Len #7: The Lens of Elemental Tetrad

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

Lens #71: The Lens of Freedom

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

Lens #29: The Lens of Chance

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

Lens #57: The Lens of Feedback

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

Lens #40: The Lens of Reward

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

Lens #36: The Lens of Competition

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

Comparisons and Analysis

Experienced vs Novice Players

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

Interface & controls

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

Gameplay

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

Calm vs anxiety

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

Assassin’s Creed Black Flag

Assignment 1

Game Played: Assassin’s Creed Black Flag

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

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

Description of Game:

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

 

Observations of MePplaying

The Lens of Essential Experience

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

Harpooning Whale

 

The Lens of Surprise

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

The Lens of Curiosity

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

The Lens of the World

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

The Lens of the Elemental Tetrad

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

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

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

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

 

Friend Analysis

The Lens of Simplicity/Complexity

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

The Lens of Story

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

The Lens of the Puzzle

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

Statue Puzzle

Statue Puzzle

The Lens of the World

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

The Lens of the Elemental Tetrad

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

Comparison of Analysis

Technically Well Executed

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

Game Playability

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

Mission Types

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

Lack the ability to do good, add side stories

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

Enemy AI

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

Fun Stuff

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

Complexity

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

Don’t Starve

1

Description

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

Website

http://www.dontstarvegame.com/

Video

Personal Analysis

2

The Lens of Curiosity

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

The Lens of the Weirdest Thing

3

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

The Lens of Punishment

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

 The Lens of Visible Progress

3

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

Elemental Tetrad Analysis

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

Friend’s Analysis

The Lens of Curiosity

4

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

The Lens of Punishment

5

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

The Lens of Fun

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

The Lens of Visible Progress

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

Comparison Analysis

The Lens of Curiosity

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

The Lens of Punishment

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

The Lens of the Weirdest Thing

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

The Lens of Visible Progress

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

Portal 2 (2011)

Website: http://www.thinkwithportals.com/
Gameplay Demo: https://www.youtube.com/watch?v=aUiD2IyUpDI

sp_damagepy_02_3Portal 2 is a first-person puzzle-platform game developed by Valve and released in 2011. As the sequel to the much smaller but critically acclaimed Portal, Portal 2 expanded the world and the scope of puzzles that the player had to tackle, but still maintaining the core gameplay mechanic of the original game. The player has a “gun” that shoots two different portals that are connected to one another. Whatever goes in the first one will come out of the second one. The game is structured through a series of “test chambers”, each of which has an entrance and an exit, and the player has to figure out how to use his portal gun to get himself out of each chamber. As the game progresses, the complexity of the puzzles gradually increases as more mechanics are introduced.

Portal-2-021Self-Observation

Elemental Tetrad

  • Aesthetics – Portal 2 has a very clean aesthetic with relatively little variation in colour schemes and very few superfluous effects (e.g. particle or lighting effects). This helps to 1) reinforce the industrial setting of the game, and 2) significantly improves clarity of the puzzles. The puzzles faced by the player can become very complex in the later levels, and the clarity of the aesthetics provides the player with all the information he needs to solve the puzzle, allowing him to focus on tacking the puzzle.
  • Story – The main aim of the player is to escape the facility, and while the protagonist remains silent throughout the game, she is accompanied by various announcers and non-playable characters that humorously convey the story. Various objects are also placed around the levels in specific ways to tell the story in more subtle manners.
  • Technology – The physics system in the Source engine is very robust and allows for interesting puzzle design, as objects maintain their momentum when going through portals.
  • Mechanics – The core mechanic of portals is unique and interesting by itself, but more mechanics are introduced throughout the game (e.g. new objects that can pass through the portal or new environments). While the mechanics seem simple, they are combined together in many different ways, resulting in brilliant level and puzzle design.

Lens of Essential Experience

While teleporting through portals is the game’s core mechanic, its “essential experience” is allowing the player to feel like they are outsmarting the various antagonists of the game, who tend to be various AIs that are intent on trapping the player in the facility or killing the protagonist. The antagonists consistently taunt the player (albeit in humorous ways), suggesting that the player is too incapable to escape the facility. Furthermore, the puzzles players are presented with often seem impossibly complex at first glance, causing the player to feel extremely smart and satisfied with himself once he has completed each level. On closer inspection, the levels are actually designed in such a way that the player is subtly guided towards the solution (e.g. through particular placement of certain objects or emphasising certain parts of the level through aesthetics), while simultaneously making the player feel like he is discovering the solution by himself. All these factors result in a puzzle game that is especially satisfying to complete and hence extremely fun for the player.

Lens of Character

The game has great characterisation even though there are so few characters in it. GLaDOS and Wheatley are AIs that both act as companion and antagonist to the player throughout the game, switching roles mid-game. They are extremely talkative characters, with humorous dialogue filling practically the entire game, even while the player is solving a puzzle. This is unique in that character development and storytellingis fused with the gameplay, instead of being separate aspects like in other games where gameplay is interrupted by cutscenes for narrative purposes. Perhaps the weakest part of Portal 2’s characters is the protagonist herself, Chell. She remains silent throughout the entire game, and very little can be gleaned about Chell from whatever dialogue there is in the game. She feels like a boring, blank slate in some ways. However, this does seem to be Valve’s style, as they also make use of a silent protagonist in their other major game, Half-Life.

Lens of Simplicity/Complexity

In my opinion, Portal 2 nails the fine balance between simplicity and complexity. It starts off with a deceptively simple mechanic and slowly introduces the player to new ways to use the portal gun (e.g. falling through a portal from high up to gain speed). As the game progresses, other mechanics are introduced that interact with the portal gun (e.g. cubes that can be thrown through portals), leading to more complex and interesting puzzles. Hence, there is an “emergent complexity” to the puzzles as the player is introduced to new mechanics incrementally and methodically. Furthermore, while the mechanics are extremely simple to understand, the levels are designed in very unique ways that forces the player to use these simple mechanics in many complex and interesting ways, leading to more complicated and thus satisfying puzzles for the player to complete. portal2-screenshots-7Observations while watching a friend

Lens of Essential Experience

My friend’s essential experience with the game was near identical to mine, in that she found it much more fun than the average puzzle game and was also highly satisfied with herself every time she completed a level. She also felt that the game does a very good job of “making you feel very smart”.

Lens of Simplicity/Complexity
My friend was extremely excited and intrigued by the portal mechanic in the game, proving that the simplicity of the portal gun was a very interesting mechanic even for less experienced gamers. Furthermore, usage of the portal gun was intuitive for my friend, and she was able to easily complete the early stages without being too confused over how the portal mechanic worked. This once again shows how Valve managed to nail the “simplicity” element of game design, whereby the game is intuitive to play but still challenges the player to complete difficult puzzles.

Lens of Control

My friend does not have much experience with first-person games, leading to some difficulty in using the standard WASD controls to move the character efficiently. While this did not hinder her from completing the puzzles, it certainly did cause frustration at some points where tight control of the character was necessary. However, it is difficult to see how Valve could have made the controls friendlier for inexperienced gamers, as the WASD controls have been the standard control scheme for first-person games for more than a decade now.

Lens of Character

While I personally found the characters in the game extremely interesting and entertaining, my friend did not care much for their dialogue. Many of the jokes that I found funny did not hit home for my friend, as she either didn’t understand what they were saying or simply didn’t find it very funny. Humour in games is a relatively rare occurrence. Most games tend to tell “serious” stories, and those that do not often find humour in ridiculous premises or simply have slapstick humour. Trying to include more “highbrow” humour is a challenge in games due to everyone’s differing sense of humour. There is also a lack of control over the specific timing of joke delivery (due to the interactive nature of games), which can often make or break a joke. The dialogue from Western games often leans towards Western sensibilities as well, making it harder for the international audience to fully grasp the nuances at times. When done right, humour in games can vastly improve the player’s experience, partly due to how rare it appears in games. However, it is challenging to write great dialogue that appeals to all gamers.

Analysis

Both my friend and I thoroughly enjoyed playing Portal 2, and for similar reasons. We both experienced the “essential experience” that I believe Valve had intended, as completing puzzles in Portal 2 is just so much more satisfying than completing other puzzle games.

The main differences in our experiences were in ease of controlling the character and the degree to which we enjoyed the dialogue and story.

As I am very experienced with first-person games, it never occurred to me that the controls could be a stumbling block for some players. My friend is more accustomed to games where the character being controlled can be seen, or games which have a cursor on-screen (e.g. real time strategy games). However, using a different perspective would change the overall “feel” of the game, and even though using a first-person perspective might alienate some players, I feel that it is too closely linked to the essential experience for it to be changed.

As for the humour and dialogue in general, such things can be very subjective, making it relatively difficult to determine what should be the “best” way to write dialogue and stories for games. Even though my friend did not find the dialogue to be very funny, we both agreed that the way the story is presented is very interesting, as the game has a lot of character even though the player sees very few characters throughout the game. Using various announcers as the primary characters in the game is an interesting technique of storytelling in games, and one that is seldom seen. Portal 2 proves that when done well, this technique can be very effective.

On the whole, both my friend and I agreed that Valve succeeded in creating an extremely fun and unique puzzle game that manages to mesh gameplay and storytelling in an elegant fashion. Of course, the game seems to be lacking in certain departments (e.g. bland graphics and the protagonist’s non-existent personality). However, these seem to be calculated design decisions instead of oversights. While these are usually signs of bad game design, they contribute to the player’s experience in positive ways in Portal 2, adding to the experience rather than detracting from it. In my opinion, Portal 2 is the pinnacle of great game design as every aspect of it was thoroughly thought out, and it is simply great fun to play.

Wong Kang-An
A0097091Y

GOAT SIMULATOR

http://store.steampowered.com/app/265930/

Description

Goat Simulator is a third-person perspective simulation video game in which you are a goat. The goal of the game is to cause as much destruction as you possibly can. Controls allow the goat to jump, run, head-butt things and lick objects with its tongue, which can stick to objects (including cars) and drag them around.

It contains tons of in-game physics bugs that were deliberately left unfixed. Quoting its developers, “Goat Simulator is a small, broken and stupid game. To be completely honest, it would be best if you’d spend your $10 on a hula hoop, a pile of bricks, or maybe a real-life goat.

 

Analysis Introduction

I chose to analyze Goat Simulator because it exemplified everything a game should not be. Yet, it garnered mainly positive reviews, which inspired more simulation parodies to ride on its success. Personally, I would have given it a negative review. In my analysis I aim to understand why some might experience it positively, and some the opposite.

Elemental Tetrad

Buggy animation

  • Aesthetics: Semi-realistic 3D graphics are used to create the suburban setting. Judging from the buggy animation, it is obvious that this game was released as a joke.


Everything you interact with is destroyed

  • Mechanics: As an open world game, there are hardly any rules. The goat may roam anywhere and interact with any object or person (mainly destroying them). Even the laws of physics are not adhered to. I guess there is one main rule: Everything you touch explodes or dies.

Simple controls

  • Technology: No outstanding technology; this PC game has standard WASD and mouse controls that help the goat navigate through 3D space. This made the controls easy to learn.
  • Story: There is no story, however, that does not prevent the player from creating his own.

When the substandard aesthetics, loose mechanics, simple technology and nonexistent story are combined, they reinforce the irony of the game and the humour that people find in its brokenness.

My Experience through the lenses

  • The Lens of Fun

    • Fun: To me, one of the fun parts was exploring the broken physics in the game. For example, I attached my tongue to a dead man, broke into a house and dragged him through the rooms. My tongue simply went through the walls.
    • Fun: Uncovering easter eggs was also fun. For example, collecting small goat statues lets you turn your goat into a demon goat, giraffe or ostrich.
    • Fun: I also appreciated the crude humour crafted by game developers. I wish there was more.

  • Not fun: I did not find destroying everything fun. It might have been, for the first few minutes, but that wears off too fast. It became boring and predictable that everything I touched would either explode, scream or die. The game did not feel “alive”.

 

  • The Lens of Freedom

    • Too much freedom: We had the freedom to decide where to go and what to do and I felt aimless because I did not know which direction to head to.
    • Too constrained: The world was smaller than it let on, and cut off without warning. For example, there was a tunnel that was actually a dead end. Because cars would leave and enter the tunnel, I thought I was free to enter. But when I went inside, the screen just turned black.

 

  • The Lens of the Avatar

    • Playing as a goat, I could not relate to it or project any part of myself onto it.

 

  • The Lens of Visible Progress/Goal

    • No goal: The game had no ultimate goal, hence I felt that everything I destroyed was a waste of time. But, there were mini goals, encouraging you to do ridiculous things like performing a backflip. I mainly ignored those.
    • Points: Points were given whenever you wrecked something. But if you closed the game, you had to restart. Again, I felt that I wasted my time when I could not save my progress.
    • Visible progress: There were, however, achievements you could work towards. For example, the “Michael Bay” achievement requires you to explode a petrol station. These achievements were broadcast on screen with a “COMPLETED” sign.


Completing the achievement “Car Accident”

 

 

Others’ Experience through the lenses

I then observed two drunk players playing the game together.

  • The Lens of Fun

The two players seemed to be having much more fun than I did. They roared with laughter every time the goat destroyed things, screamed when the goat fell from a crane… And sometimes they would pause the game just to laugh at how ridiculous the goat looked.

They also took much more pleasure than I did in destroying objects and torturing the humans in the game. They conspired together to cause as much destruction as possible. One time, they dragged a fainted man through the road to have him run over by a car. But no, they weren’t done with him – they took him all the way up to a crane (the highest point in the city) to push him off of it.

  • The Lens of Freedom

The two players constantly had ideas on what to do next with the goat. They liked to experiment with the objects around them. They tried to do backflips on a trampoline which I simply jumped over. They spent over 3 minutes trying to see if they could backflip the goat’s anus into a protruding stick on the ground –an object I also would have simply looked over. They were coming up with their own goals, their own story.

Unlike me, those two did not seem lost or bored in the game and were making the best use of the freedom they were given.

  • The Lens of the Avatar

And, unlike me, some could relate to the goat. Especially the goat who wrote the review above.

  • The Lens of Visible Progress/Goal

Aside from experimenting with the objects in the game, the two players also tried to complete the goals set by the game, showing signs of actually playing the game the “proper” way. They spent five minutes jumping on a trampoline to try to complete the “360 degree front flip” achievement. Despite their jokes and antics, these two drunk guys took the game more seriously than I did.

 

Comparison Analysis

  • Playing with a friend

Due to this game being a joke, it definitely is much more fun to play with someone beside you so that you can have someone to laugh with, and someone to exchange suggestions on how to make the in-game humans miserable. It’s even better if both of you are drunk – the ideas get crazier. I believe it could have been more fun if I played with a friend.

  • No important goal

I am the kind of player who likes a fixed storyline and a primary ultimate goal to work towards. I did not feel like completing the mini achievements because I felt there was no point. However, the two players I observed did not mind working towards them, and even had fun in the process.

  • Freedom is best appreciated with curiosity

When I played alone, I felt bored quickly. Interacting with different objects to see their reaction was not interesting to me. Exploring with no goal in mind made me feel unaccomplished. The novelty of a bug-ridden game wore off fast.

However, the players I observed did not get bored of exploring the game’s terrain and seeing what the goat could do with it. Outside of the in game achievements, they actually set their own goals and worked to attain them. And something good game out of their curiosity – they did uncover more easter eggs and secret goat moves than I did.

The game definitely gave us much freedom to explore and I feel it is something only a few people with curious minds can appreciate. I am definitely not one of those people as I prefer to have goals clearly set for me.

Conclusion

Goat simulator, a goal-less, story-less, pointless, broken game mostly appreciated for its novelty, made me bored fairly quickly because I had no goal to accomplish and no progress to save. Though I did not appreciate it, several others did. Their admirable curiosity led them to devise their own goals and explore the game further and as a result, they had a lot more fun than I did.

In a sense, goat simulator is like life itself. Just like how it is up to the player to create a goal for the goat, it is up to us to create a goal in our lives. Even if the goal is to backflip yourself into a protruding stick on the ground.

Valkyria Chronicles

Valkyria Chronicles

Take up arms and defend your homeland.

Valkyria Chronicles is a game set in a fictional continent loosely based around Europe during the early stages of the Second World War. The Principality of Gallia, where our protagonists hail from, hold massive reserves of a highly flexible natural resource called Ragnite. Due to this, Gallia finds herself embroiled in the conflict between two larger superpowers, the East Europan Imperial Alliance and the Atlantic Federation.

In the game, the player assumes the role of Welkin Gunther, a lieutenant serving in the Gallian militia. Together with his trusty squad mates, you must direct them such that they win the battles they find themselves caught in, and lead them to victory for Gallia.
Game play sample: https://www.youtube.com/watch?v=Ub8c-6aFfQE
Steam store page: http://store.steampowered.com/app/294860

Continue reading

Need For Speed: Most Wanted (2005) [A0088617R]

Need for Speed: Most Wanted (2005) is a street racing video game developed by the Electronic Arts Black Box Studio and published by EA Games. The game features several elements of street racing, with customizable cars, high speed police pursuits, and different kinds of racing events, such as speed traps, checkpoint races, drag races, elimination and finally the normal races. There is also a bounty system, wherein you are supposed to earn a certain amount of street cred before you can advance in the game. There are various modes in the game: Story Mode, Challenge Mode, Quick Race Mode and LAN Play.

Gameplay Video:   https://www.youtube.com/watch?v=fJ2tYcIvzXk

 

Analysis

Lens 1: Elemental Tetrad

Story: The game has a good story, which is relatable and gives the players a clear motivation to finish the game – a motive of revenge – which is one of the strongest. One place where it lacks is that the game kind of loses touch with the story in between and it becomes somewhat dreary and repetitive.
Mechanics: The racing experience, although enjoyable, is not very realistic in terms of the consequences of a wrong move – which I must say is one of the key selling factors – as it does not make the game too difficult for the average gamer.
Technology: The game is now old and can run on any of the current generation laptops/computers – all it needs is a decent processor, about 1 GB of RAM, any graphics cards and a keyboard/joystick/steering wheel accessory.
Aesthetics: The game was designed beautifully at the time of release, and even though the standards have reached higher and higher, it is still not considered jarring and old age, which is quite commendable. The world is beautifully designed and the cars are even better to look at.
Overall, I would say that it is a well-balanced game, which performs decently on all fronts, without compromising on any of the aspects.

Lens 2: Essential Experience

The essential experience of the game is racing – going as fast as you can without banging into stuff – except when you want to (during police chases). The game delivers well on the racing experience of speed. The experience is fun, sometimes challenging, but always rewarding. It might not be a very good adaptation of the real world driving experience, but as a fun video game, it delivers.

Lens 3: Goals

Untitled

As mentioned above, the game sets clear goals for the player to accomplish to progress in the game. For each level, you must finish a specified number of races, get a specified amount of bounty and cause enough trouble to the city through various “milestone” events. After accomplishing this, each level has a boss that you must defeat in order to proceed to the next level.

Lens 4: Beauty

As mentioned in the aesthetics section, the world of the game has been beautifully created. It has highways, industrial areas, residential areas, and even some mountains – a typical city. Even more beautiful are the cars, with every attention being paid to the details of the various parts. One of the most beautiful things in the game is the nitrous flame, coming out of the exhaust. Also, the various customization of the cars make every car personalized and beautiful. And that is very important – since it gives you something to show off to everyone else, especially when playing with friends.

Lens 5: Skill

The game requires a lot of skill, in terms of reflexes and hand eye coordination. The learning curve is very lenient and you get used to the controls as you progress and get faster cars. There is also the “speed-breaker” mode, which slows down time and allows you to turn more accurately, which requires a lot of practice.

DISCLAIMER:  I do not own any of the images presented above. They are screenshots of the game and belong to the game publishers.

A0092196X – FIFA 14 review

FIFA 4

The game I want to analyze is FIFA 14. It was launched in 2013 by EA sports. It is a football simulation video game.  I have been following the FIFA series since 2007. It has evolved a great deal since then. It has many different modes, the most popular one being the story mode which is called the Career mode. Here you have two options, either you can start as a player or you can manage a team. FIFA 14 also has the provision of multiplayer, where one can either play locally with friends or one can play online with other people.

 

Analysis

Lens 1: Elemental Tetrad

Overall, the 4 aspects are balanced. Though the story is less detailed, but it goes well in accordance with the game.

  1. Mechanics: FIFA 14 mechanics differ from its previous versions in two key aspects. First is when the player shoots the ball towards the goal. In FIFA 14 the shots look much more real and the ball behaves similar to what it would behave when an actual player would shoot it. The other aspect is the player movements. It appears that they have gone a little overboard trying to make the player movements appear real. Though the fall through reaction immediately after shooting or passing seems real, but the way they receive the ball is sometimes a little unreal.
  2. Story: There are two main types of story modes, one being the ultimate team and the other career mode. In ultimate team mode one gets to build his dream team by earning money and buying, selling and loaning players. In the career mode there are 2 options, the manager mode where you can manage a football team and the player mode where you start off as a single player, advance your skills, try to become a star and eventually retire after which you can choose to be a manager.
  3. Aesthetics: The aesthetics of the game are really detailed. It has stunning graphics. The players’ avatars seem very real. So does the stadium layout. The post goal celebration is also spectacular enhances the experience further. The crowd has been really improved from the past few version. Now there are 3D home and away supporters, living sidelines and the pre-match ceremonies are very well done. Even the post goal celebrations look beautiful.
  4. Technology: The technology required to play the game is a good computer with a keyboard. A good graphic card is required to gain maximum pleasure from playing the game.

 FIFA 2 

Lens 2: Fun

The game is immensely fun. It offers a vast variety of choices to the players. They can choose from a wide range of teams, can modify/create player formations and can play in many tournaments. It is very exciting to try and score goals and defend your goal from the opponent. Additionally, there are short practice challenges available as well to practice skills which are fun in themselves.

Lens 3: Essential experience

Playing the game gives you the experience of watching a football match in terms of graphics. The career mode effectively captures the experience of managing a football team or being a real football player. FIFA 14 commendably gives you the experience of playing as a team and of playing as an individual player.

Lens 4: Skill

FIFA 14 requires a lot of skill. It is fast paced and requires a lot of hand eye coordination. The learning curve is very steep initially. The controls also can be very overwhelming in the beginning. Also, after mastering the basic controls, one can try to perform the special tricks and challenges.  The career mode further requires management skills like who to buy/sell, managing the team, budget etc.

FIFA 3.jpg

Lens 5: Modes

There are two basic modes in the game – Offense and defense. Both of them go hand in hand, but at one particular time you are either attacking or defending; not both. Since they don’t overlap, same controls can be used for the modes. It is very logical for the players to know in which mode they are i.e. if they have the possession of the ball, they are in offense mode and if they don’t then they are in defense mode.

 

Disclaimer: I do not own any of the pictures posted above. They are the property of the game publishers