SWAT 4 (2005)

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Game Website: http://www.mobygames.com/game/swat-4

Gameplay Video: https://www.youtube.com/watch?v=-Zg4OMScy7g

Description: SWAT 4 is a first-person shooter that requires the use of realistic squad-based police procedures to resolve hostage stand-off situations.  Players may outfit their squad and plan their approaches as they deem fit.  Scoring is based on how strictly players follow proper police procedures.

My Experience

The Elemental Tetrad

  • SWAT 4’s graphics are realistic enough for my immersion and suspension of disbelief, with detailed items, locations & NPCs.
  • As I pieced the story together, touches like a mass grave of babies in a cultist’s house got me emotionally engaged.

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  • SWAT 4’s mechanics were precise, and I felt in control due to the many commands I could easily give for any situation. However, AI SWAT members often got in my way and complained, making it rather irritating and causing quite a few accidental deaths.
  • The technology in SWAT 4 was put to good use, as NPC enemies all had their own personalities. AI team members also knew different procedures and executed them independently in context.

The Lens of Projection

  • SWAT 4 made me feel like a SWAT leader, following police procedures, and aiming to minimize hostile casualties.
  • I could relate to real-life police as I arrested the baby-killer, furious as I saw their graves. I gave the suspect an unnecessary taser shot to express my disgust, and had to actively restrain myself from further brutality.

The Lens of Skill vs Chance

  • Each SWAT 4 scenario is randomly generated, such as enemy placement and personalities. I took a very cautious approach, skilfully checking each room to minimize casualties.  However, there were still times when I was surprised by hostiles rushing in.  Thus with skill, I mitigated the problem of chance disadvantages.

The Lens of Control

  • I opted to outfit my each member with non-lethal weapons, and commanded them as a team and individually with a few clicks. This made me feel masterfully in control as I directed each element and executed my grand plan for storming a toilet.  The interface was not deficient in options and mastered quickly.

The Lens of Rules

  • I followed the ‘rules’ of SWAT 4 closely. These rules are not strictly enforced, and your score will be reviewed at the end of the game with no consequences.  Hence, the rules are rather up to the player, who enforces them on himself to get the highest score.

The Lens of Challenge

  • I was constantly challenged as enemies started wearing armour and getting more plentiful. I had to devise new strategies to deal with more professional hostiles, but also had more tools like snipers.  The scoring also left the challenge up to me, where I aimed for 100% perfection in each scenario.

My Brother’s Experience

The Elemental Tetrad

  • SWAT 4’s graphics are realistic enough for my brother, who enjoyed the blood spatter effects immensely. He had a great deal of fun trying to paint on the wall by shooting a corpse in a certain manner.
  • My brother entirely disregarded the story, and just wanted to kill everybody. His fun came from the pure emotional detachment from the seriousness of the game’s story.
  • My brother explored every mechanic SWAT 4 presented, but ultimately stuck to a true-and-tested formula of gassing the room and then shooting everybody who resisted.
  • The technology in SWAT 4 was great, and the NPC hostiles adapted quickly to my brother’s careless playing style through mock-surrendering and suicidal attacks.

The Lens of Projection

  • As my brother skipped briefings and also disregarded the subtle story artifacts that the player discovers through the level, he did not feel as much immersion as I did. However, he did still feel empathetic towards injured hostages, opting to rescue them quickly – perhaps due to his background as a first aider.  He would however, still get angry when he or his teammates were shot by hostiles, and would project himself into the game scenario rather than into the character.

The Lens of Skill vs Chance

  • My brother did not approach SWAT 4 with much caution, and the random placement of enemies frustrated him as he was constantly surprised. However, he soon learnt to play at the minimal skill level to survive while maintaining as much reckless excitement as he could.

The Lens of Control

  • My brother did not bother to take full advantage of the equipment outfitting options, and often lamented the lack of specific tactical equipment he needed as he progressed. He also felt frustrated that he could not control the situation as hostiles hid in tactically advantageous spots, and would sometimes restart the level to get a more favourable scenario.

The Lens of Rules

  • My brother did not follow proper police procedures closely, and often did the bare minimum in order not to fail a level. However, he had a lot of fun bullying suspects or shooting his own teammates – his rule being that you could do anything to have fun as long as you did not die or get less than 50%.

The Lens of Challenge

  • My brother was constantly challenged by enemies adapting to his recklessness. As he formed his own rules, he also formed his own challenges – such as killing all his teammates and completing a level solo.  Upon being stuck due to good enemy positions, he would get frustrated and rush into the room, then quit or restart once he inevitably died.  He preferred playing custom games where he could set the number and skill of enemy hostiles himself.

Analysis

Background of Players (Projection & Skill)

I realised that the existing knowledge and background of the player is important in game design.  As I was formerly trained in urban combat operations, I understood the best way to minimise casualties.  I made full use of the options available to me for each situation, and felt very immersed in a familiar role.  However, my brother did not as he had yet to enter the military, but had experience as a first-aider.  This affected what roles the players projected themselves into (police vs himself), the skills available to them (urban ops vs Call of Duty-style rushing), and the challenge they faced (perfect scores vs frustration, game-rigging and restarts).

Subtle vs Direct Elements (Story, Skill, Rules)

I learnt that not all players could identify subtle gameplay/story elements, and needed to have them directly highlighted to them.  I enjoyed SWAT 4’s story immensely, taking the time I used to scope out a room to also take in any evidence/artifacts.  I also paid attention to the text-based briefings so that I could plan my approach with the intelligence.  However, these were all missed by my brother, who wanted to get into the action.  I believe that he would also be able to enjoy the story had they been presented in a more direct manner, such as through cutscenes or objectives, or even through AI teammates making story-specific remarks.

My brother’s lack of military background also resulted in poorer skills.  While the game did have a tutorial level on the mechanics available, it did not explicitly go through other rules such as police and military procedures/tactics.  This was slowly picked up by my brother the hard way, or with my coaching.  Hence, the game is deficient in its assumption of its players.  If a player’s initial frustration due to a lack of skill and success leads him to quit the game, then it would not have been successful.  However, SWAT 4 prevents this with its flexibility and customisability.

Designing for Various Play Styles (Challenge)

I realised that SWAT 4’s flexibility allowed my brother to continue playing despite his initial frustration.  He could customise enemies to fit what he wanted to play (A Call of Duty-style shooter), and there were no hard and fast objectives to meet.  He could indeed, find success by using an entirely different approach from myself (lethal vs non-lethal).  The vast array of lethal weapons and explosives available were also put to good use by him, while I did not even try out any of them.  Thus, SWAT 4 was well-designed for different types of players in mind.

I felt that SWAT 4 could be even better designed with different built-in game modes, a sort of pre-set for their custom games.  This would allow players to immediately choose what they wanted.  However, even if players opted for vanilla SWAT 4, the AI does an incredible job of adapting to the play-style on the fly.  This keeps the challenge up and the gameplay fresh.

Error Recovery

I found that SWAT 4 might have a steeper learning curve for those without police/military backgrounds due to the tactics they have to devise.  Furthermore, health was not recoverable, and teammates stayed dead. Ammo could also not be picked up. Hence, a wrong step early in the game could lead to quick failure, and players are not able to recover from their mistakes.  Hence, rather than basing game difficulty on the minimum score required in each play, SWAT 4 could have allowed beginners to recover and learn from early mistakes by featuring things such as regenerating health, calling for more backup or ammo.  This would reduce beginners’ frustrations while they learn.

Controls, Controls, Controls

Lastly, what impressed me most about SWAT 4 are its controls.  With an easily navigable control interface, even unskilled players could quickly and easily do what they wanted.  The menus were contextual, logically grouped and colour-coded for superior control and feedback.  Hence, this is something I would spend a considerable amount of time planning and aiming towards when designing a game.

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-Daryl Lim

Dota2 Game anay

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Part I     Introduction

Please allow me to list all the lens first so that we can find the link between

Lens 1 – Essential Experience

Lens 2 & Lens 3: Surprise & Fun

Lens 4: Curiosity

Lens 5: Endogenous Value

Lens 6: Problem Solving

Lens 7: Elemental Tetrad

Aesthetics Story Mechanics Technology

Lens 8: Holographic Design

Lens 9: Unification Theme

The game which I would talk about is Defense of the Ancient 2.

It is one of the most famous Moba(Multiplayer Online Battle Arena Games)s game right now. The designer of this game is IceFrog and this game is originally just a map of Warcraft3. Ice Frog coporates with Valve, which is a famous Game Company to reproduce this game with independent Game Engine. And it is one of the most popular MOBA game right now.

The aim of this game is to destroy the buildings of the opponents and defend your own building. Each player in this game would play a hero. Each team has 5 heroes totally. These two team would fight with each other.

Video Address for this game:

https://www.youtube.com/results?search_query=dota2

Part 2: My own Experience:

In order to play this game, I need to log in into the game platform provided by Valve first and find another 9 players who would like to play together with me.

Firstly, I would pick one hero. There are more than 100 heroes for player to pick and each hero has its  own shape and skills. After picking heroes, game really begins. As a hero, you can choose to farm, push, gank. And you need try to kill your opponent so that you would become stronger and they would become weaker. As you get more and more advantages, you may choose to push and destroy their buildings. Once you destroy the last building, game over and you would win.

I would describe my experience based on different lens.

  1. Lens 7: Elemental Tetrad

Aesthetics:

The game is using Source2 game Engine. When I play the game, I would be able to appreciate the attractive scene. It makes me feel good. Besides the scene, the heroes have different kinds of equipments. With these equipments, the hero would look totally different and it makes user always feel interested and I seldom become bored because of the shape of the heroes.  Skills are also very magnificent. Such features are all because of the aesthetics.

Story

In fact, during the game experience, I seldom think about the backgroud story of this game. Though this game also has its own story, even each hero has a description which talk about who they are and where they come from. However, story is not very important in this game. And during the game progress, only the dialogues of the heroes sometimes would illustrate some story. At other time, I just need to keep farming, pushing, killing enemies.  Story is really not important here.

Mechanics

As a MOBA game, story is not important. In contrast, the Mechanics is quite important.

Dota2 has great Mechanics and it is the key for its success.

When I am playing, I can get extra money and experience by do the last hit to enemies. i can but different items which would help me to fight easily, I can copearate with my teammates and kill all our five opponents without scarifying even one of us if we make good combo. Such experience really make me excited and they all belong to the good mechanics of Dota2.

The designer, IceFrog also keeps improving Mechanics to make it a better game.

Technology

Same as Aesthetics, Dota2 take use of Technology to make sure the stableness  of web connection. This is a online game. If the connection is not well enough, it would be quite annoying. When i am playing dots, the ping is smaller than 50ms and it provide me with a good feeling.

  1. Lens 6: Problem Solving

The secret of the success of dota2 is there are always new problems for you to solve because I am fighting with different real people!

Some game provides problem for player to solve but once all problems have been solved, the player may get bored. Dota2 is different. As a player versus player game, I have totally different problem to solve in every round of game. As there are also many heroes for me to pick. i also get different experience when playing different heroes.

3.Lens 4: Curiosity

Dota2 is keeping updating. Designers keep making new heroes. After some time, i would be able to play  a new hero and it make the game always attractive.

Besides the new heroes, Dota2 also make people curious because there are infinitely many combinations of heroes. Each combination would create totally different game experience and I enjoy the process to try a new combinations.

4.Lens 5: Endogenous Value

Game can produce endogenous value. So does dota2. Equipments are the mainly endogenous value created by dota2. I can get new equipment after each round of game. I can also buy them in the store. These equipments would not change the power of heroes, but only the shape of them. I really like to collect new equipments for my favourite heroes and it make me feel proud when others see my hero.

5.Lens 9: Unification Theme

Whatever hero I choose to pick, I always get one same goal: Kill enemies and destroy their buildings. This is the unification theme of this game and therefore, I would never lose myself and do not know what to do.

Part III              Others’ experience

Second part is the experience that I watch one famous Chinese player 2009 play this game. in order to avoid being bored, my second part would have another structure:  I would describe what I saw and I would try to link the phenomenon to the lens

  1. He picks one hero whose name is Pudge and he explains to the audiences the skills of this hero.

Lens 6: Problem Solving

How to correctly use a hero is in face a problem need to be solved. As an experienced player, he “shares” his “solution” to the audience.

  1. He use good skills to kill the opponent and therefore h becomes quite excited.

Lens 7: Elemental Tetrad

Player versus player always make people more excited than versus computer. The  Mechanics of this game allow you to kill others.

  1. He buys an item which can enhance the hero’s skill and try to prove to the audience how powerful his skill become.

Lens 4: Curiosity

There are 100 more heroes, there are 100 more items. It is always curious that how things would be if one hero get one specific item. Sometimes a good choice for the item can really excite the player.

  1. He appreciate the specially good effect of his skill.

Lens 7: Elemental Tetrad

Good design of Aesthetics make game much more fun

  1. When he farms, he is ganked by his enemies. He died.

Lens 2 & Lens 3: Surprise & Fun

Playing with other player can always give you much more “surprise” then computer. Human currently can give you more surprise~

  1. He feel very excited when his team destroyed their opponent’s building and win.

Lens 9: Unification Theme

He finish his goal for this game and it really excites him.

Part IV        My final conclusion:

What I have learned from this experience:

  1. The experience gained from playing game myself sometimes is really similar to the experience gained from watching others’ playing experience. For example, I would get the same feelings when I kill an opponent as watch him kill an opponent.
  2. There can also be some differences, for example, I would be more excited when I finish some hard operations myself then watching others finishing them.
  3. From 1 and 2, I think the different is that the degrees of emotions can be different but the game determine what kind of emotions or experiences would you have.
  4. Different game focus on different lens, as a MOBA game , Dota2 focuses on mechanics much more than story. instead, some RPG (role playing game) may focus on story much more than mechanics.
  5. It is good experience to analyse game experience instead of just playing without thinking. I really learned a lot this time.