Game Design Analysis: VALORANT

Description:

Valorant is a free-to-play multiplayer tactical first-person hero shooter developed and published by Riot Games and was officially released on 2nd June 2020. In the main game mode, players are assigned to either the attacking or defending team, with each team having five players on it. In each round, the attacking team will have to plant the ‘spike’ at designated areas on the map, while the defending team will need to stop them from planting, or to defuse the spike before the time runs out.

Link to website: https://playvalorant.com/en-sg/

Gameplay demo: https://www.youtube.com/watch?v=D0wpgyoj7uM&ab_channel=VALORANT

Elemental tetrad:

Mechanics

  • Maps – Currently, there are 5 different maps in Valorant and every map has a different layout and mechanics. There might be ropes/structures for players climb on or teleporters for them to travel from one side of the map to another.
  • Gunplay mechanics – There are many different guns for players to choose from and each gun has their own stats(fire rate, range, spray patterns, recoil, etc) which will affect their effectiveness against opponents in different types of combat situations. The damage of the bullets will also vary according to the part of the body hit(head/torso/legs).
  • Agent abilities – The agents in Valorant are categorised under 4 classes – Duelists, Initiators, Sentinels, and Controllers. Each class has a different playstyle and each agent has their own unique abilities which can be used to support their teammates, scout their enemies or just to deal more damage etc.

Story

  • Valorant is set on Earth in the near future with futuristic tech, but not much is known about the storyline as nothing was told explicitly in-game. However, the developers at Riot Games revealed that there is actually a backstory for Valorant and they are trying to show – rather than tell – their story via player-character interaction.
  • There are currently 14 agents in the game. Each agent is designed based on a different country and players are able to read with a short summary of their origins in the game. They also have their own special voice lines that showcases their own personalities during every round.

Aesthetics

  • Valorant does not have the most impressive graphics or colourful designs when compared to other similar games, but it has everything needed to make the game work.
  • All the agents are distinctive enough and there are plenty of sound cues during the game which enhances the overall experience greatly.

Technology

  • Built using Unreal Engine 4.
  • To allow more people to play Valorant on their own PCs, Riot Games’ engineering team had to make several modifications to the engine so they could lower the hardware requirements for the game.

The Lens of Action (#31)

The basic actions in Valorant include running, walking, jumping, and aiming (accurately) at their opponents to shoot them. Using the agents’ abilities are slightly more complex as each agent has 4 unique abilities and players will need to learn how to use each ability to their own advantage. For example, agents with flashes can blind not only their opponents but also their own teammates and themselves when used incorrectly. Some can build physical barriers to block out enemies, while others can just use their abilities to jump over them. Players need to strategize and plan where and when to use their abilities, and the team will need both strategy and basic controls to win the game.

The Lens of Skill (#34)

Given that Valorant is a first-person shooting game, aiming skills play a dominant role in determining the outcome of each round, since every round the players either ‘kill or get killed’. There are already many other FPS games which were released before Valorant, so players who have played those games before are likely to be more skilled than those who are playing an FPS game for the first time. Coupled with the complicated agent abilities which takes some time to get used to, this discrepancy in skills could make the game feel unfair to the new players and this game is not the most beginner-friendly game to play. However, everyone can improve their skills over time, and the ranked system will also help to match players with others of similar skill levels.

The Lens of Competition (#43)

Valorant was built with two main focuses in mind: making tactical shooters and e-sports more accessible to new players and creating a game that would foster an intense competitive scene. Novices can download Valorant on their own PCs and start training their skills to have a shot at playing it competitively, while professional tactical shooter players, largely players who jumped from Counter-Strike: Global Offensive, could finally put their skills into test by competing in large scale tournaments. Casual players will also be able to feel some form of satisfaction whenever they win ranked games and get promoted to a higher rank.

The Lens of Character Function (#86)

Although the agents in Valorant are divided into 4 classes with different types of roles, how the player decides to use them is actually entirely up to them. The role of each player in the team is quite flexible as most of the agents’ abilities can be used both offensively and defensively. None of the agents are significantly stronger than the rest, so players will get the chance to play with (and against) a different team of agents every time, which makes the game more fun and exciting.

Game Design Analysis – Arknights

Introduction

Arknights is a free-to-play mobile tower defence Gacha game developed by Hypergryph and Studio Montagne using Unity. It was released on May 2019 for iOS and Android.

The game is set in a post-apocalyptic fantasy world, where the player takes the role as the commander of an armed pharmaceutical company. In the game, the player commands “Operators” as towers to defend against enemies from entering the player’s base.

Website: https://www.arknights.global/

Lens #9: The Lens of the Elemental Tetrad

  1. Mechanics
  • A combination of Tower Defense Game and Gacha Game: The player has to unlock new “Operators” (the towers in the game) by Gacha.
  • Some differences between Arknights and vanilla Tower Defense Games:
  • “Operators” are unique: the player cannot put two same towers in a game.
  • “Operators” can only attack against ONE direction, that direction cannot be changed.
  • The player can spend resources to level up his/her “Operators” outside a game.
  • “Operators” have two types: melee and range.

2. Story

  • The game is set in a post-apocalyptic fantasy world, where the player takes the role as the commander of an armed pharmaceutical company called Rhodes Island.
  • The world, Terra, is one with an extremely frequent natural disaster. The Disasters spread a valuable mineral, Originium, which enables the use of “Arts” (magic), and often infects people with a progressive disease, Oripathy, which is 100% mortal, and cannot be cured. Rhodes offers treatment to Oripathy by slowing the spread of the disease.
  • Arknights’ storyboard focuses on the discussion about humanity in its post-apocalyptic and dystopian setting, sometimes with tragic endings. Hence, it receives quite controversial and bipolar feedback from players.

3. Aesthetics

  • Just like most ACGN Gacha games, Arknights attracts players through illustrations, dialogues and storyboards.
  • For example, Operator “Phantom” is voiced by the famous Japanese voice actor Akira Ishida.
  • One interesting thing is that Hai Mao, the chief game graphic designer of Arknights, is the co-founder and vice president of Hypergraph.

4. Technology

  • Engine: Unity
  • Platforms: Android, iOS

Lense #23: The Lens of Motivation

Being a Gacha game in nature, the players of Arknights would not lack motivation – you never know which Operator you will get on your next draw. In addition, players would be motivated to farm the checkpoints to harvest the resources to strengthen up their Operators, which will unlock new illustrations and new dialogues and new stories.

The checkpoint-based setting also gives motivation, as the players take on challenges as the checkpoints become harder and harder.

Arknights is also exploring new mechanics to catch players. For example, recently Arknights added rouge-like mechanics to its gameplay in a limited-time event, which resulted in very positive feedback from players.

Lens #55: The Lens of Visible Progress

Being a checkpoint-based game, Arknights is very visible on its progress, especially that it takes advantage of the checkpoints by progressively unveiling the storyline to the player in the form of visual novels (similar with Fate/Grand Order) on completion of each checkpoint. Gameplay complement storyline, creating very dramatic effects.

Lens #75: Lens of Simplicity and Transcendence

Being a tower-defence game, the world of Arknights is as simple as it can get: No FPS, no RTS, no requirement on how fast you hit the screen. If your towers are at max levels, you only need to plant the towers on the map, and everything is automatic.

Being a tower-defence game also means that transcendent power can be generously applied to Operators: It’s a PVE game, after all, if the players want more challenging checkpoints, just buff up the enemies or debuff the towers. Actually, the Arknights team already have done that. In an experimental game mode, the players can select the buffs and de-buffs to increase the challenge and obtain award points.

Game Design Analysis: Hollow Knight

Description

Hollow Knight is a single-player 2D action-adventure game developed and published by Team Cherry. The player plays as the Knight, a small insect-like character that ventures into the ruins of a mysterious kingdom, Hallownest to uncover the secrets that lie within. As the game progresses, the player unlocks new abilities and upgrades in the classic metroidvania style.

Website Link: https://hollowknight.com/

Lens 9: Elemental Tetrad

The charms menu which allows you to customize power ups.
The Knight bouncing off the enemy to cross the lake of acid.

Elemental Tetrad 1: Mechanics

The game may seem deceptively simple at first as the Knight moves around the map to kill enemies by swinging his sword, but it quickly becomes clear to the player that it is possible to interact with the environment. For example, the player can bounce off the enemy using his sword to reach a greater height to unlock areas, or even exploit enemy weak points. There are also obstacles that can only be destroyed with certain spells and equippable power ups(charms) that interact with each other differently to give different effects. These complex mechanics ensure that the player is engaged in constantly trying to master the new mechanics.

Elemental Tetrad 2: Story

The story of Hollow Knight begins with the Knight descending into the ruins of Hallownest, and as the player progresses along the game, they learn more about the story of Hallownest.

Stylized map of Hallownest, with areas color themed differently.

Elemental Tetrad 3: Aesthetics

The aesthetics revolve heavily around the story, from the muted blue of the walls of the Forgotten Crossroads reflecting the ruins of the Kingdom, to the snowy peaks of the Kingdom’s Edge, and even the pitch black of the Deepnest, each area in the game holds a theme which is tied in closely to the lore. Enemies are also designed based on the theme of the area, thus allowing the player to be even more immersed in the story.

Elemental Tetrad 4: Technology

The game is not very graphically intensive thus making it widely accessible for PCs, allowing many players to play it even with low settings. It was originally designed for PC before being released for consoles.

Lens 6: The Lens Of Curiosity

The Temple of the Black Egg, a location the player will definitely stumble across in the first few minutes of wandering in Hallownest, making the player curious to the significance of it which is only shown to the player nearing the end of the game.
  • Apart from the first cutscene of the game, which shows the Knight entering the first area, the story of the kingdom is mostly told indirectly through subtle hints and pieces of lore as the player progresses in the game, with no clear objective markers and only a map to guide the player.
  • The player is left in the dark about the motive of the Knight in entering Hallownest and his goal/purpose in the game, as well as the reason to the Kingdom’s decline.
  • This along with the mysterious atmosphere of the ruins encourages the player to further explore the ruins and learn more, piecing together the story of the game themselves instead of being told directly from the start, giving the player a sense of accomplishment as they deduce the story by themselves and drawing them into the story.

Lens 74: The Lens Of Obstacle

An example of a lock: The Knight is unable to pass through the barrier until he obtains the Shade Cloak later in the game
  • Just like other metroidvania games, progression through the game is by lock and key.
    • Throughout the game there will be areas which are visibly inaccessible with the player’s current state.
    • This signals to the player that there is a need to explore other areas in the game to obtain the necessary power up to unlock the area, and even within the area itself there may be more obstacles that require further exploring of other areas.
  • Similarly, some bosses in the game may seem very difficult to the player, signalling that there is a need to upgrade the player’s weapons before they challenge the boss again, or even learn more about the boss so they can exploit it’s attack patterns.
  • These obstacles provide a goal for the player to work towards so that they are able to progress in the game and unlock the next part of the map.

Lens 40: The Lens of Triangularity

  • High risk, high reward play exemplified through saving mechanic.
    • With no autosave, the only saving mechanic in the game is when players find a save point(a bench) which they can return to save their games progress. Save points are located throughout the map. However, before the player explores an area, the map is completely dark until you explore the area, leaving the player uncertain whether the next save point is close or far away.
    • If the player dies once, he loses all his in game currency(Geo) and needs to recollect it by returning to where he died, meaning that the player will have to fight through the same wave of enemies to reach where he is currently. If he dies a second time without recollecting the money, it is lost forever, impacting game progress significantly as currency is needed to upgrade items.
    • This allows the player to choose either to continue the explore at the risk of losing all currency but with greater rewards, or to return back to the previous save point, keeping his currency and returning when the player is stronger, thus keeping the player engaged as such decisions need to be made often.
The Knight must kill the shade(shadow to the right) to recollect the lost Geo.

Lens 79: The Lens of Freedom

  • Although the game progression is linear for the first section of the game, once the player reaches a certain point in the game, the game dramatically opens up, allowing the player to forge their own path and explore the map on their own.
  • There are even optional areas which are not needed for the progression of the storyline, but allow the players to gain more powerful weapons and abilities.
  • Players choices along the way may also affect the ending of the game, with it having 6 different endings. Thus, the player is free to choose what actions to take in order to achieve their endings.
  • This freedom of choice makes each player’s experience a unique one as they would explore the world differently from other players, or even from different playthroughs, encouraging them to play multiple times.

Game Design Analysis: Okami

Description:

Okami is an action-adventure video game developed by Clover Studio and published by Capcom. It was originally released on the PlayStation 2 but has been ported to many systems since. The player controls the goddess Amaterasu – the titular ‘Okami’, which is meant to be a play on words, meaning great goddess or wolf. The gameplay style is a mix of action, platform, and puzzle gaming genres.

Link to game’s website: http://www.okami-game.com/

Lens 9: The elemental tetrad

Story

The story is based on various parts of Japanese folklore, where the sun goddess Amaterasu is called upon to save the world from the snake demon Orochi who has been unsealed due to the folly of man. Taking the form of the legendary white wolf, it is now up to Amaterasu to stop Orochi and put an end to the source of the demons who have since plagued Japan.

Aesthetics

The game itself is very stylised, featuring an inkbrush-inspired cel shaded visual style. This ties in heavily with the other aspects of the tetrad, with its Japanese-inspired story roots, painting mechanics and the utilisation of technology to carry them out.

Mechanics

The game uses a unique paintbrush mechanic, where a player can pause the game at any time to paint over the world and affect it as desired. For example, painting a sun causes the sun to come up, illuminating dark areas. Delivering a straight paint stroke across trees and walls cuts them in half. You can even paint bombs during combat to damage enemies.

Technology

The game was hampered by technology in a sense that it was originally meant to have a more photo-realistic style but was scrapped due to it putting to much strain on the then aging PS2. It turned out to be a blessing in disguise as it would not have aged as well, compared to the cel-shaded style it currently uses.

On the plus side, it benefited greatly from the motion controls of the Wii, PlayStation, and Xbox, furthering the mechanics and aesthetics of the painting process.

Lens 24: Novelty

The game is novel in two separate ways: the art style and the mechanics. While cel shaded art styles are nothing new, the inkbrush visual style differs slightly where instead of using different shades to represent depth in a 2D model, the lines are drawn to be thicker while retaining the same shade of black, similar an inkbrush. This makes the contrast between the vivid colours of the world and the thick black outlines very evident and thus characters have a very distinct form.

Pair this with the concept of being able to directly influence the world in any way you wish; slowing down time, creating flowers, burning NPCs for no apparent reason and you get one of the most unique games to have ever been released.

Lens 58: The puzzle

Okami contains a mix of action, platforming, and puzzle segments, with the latter being more prominent. As the player you have a lot of power and skills at your disposal – being able to manipulate earth, wind, fire, water, and time, just to name a few. The game does not shy away from giving the players puzzles which require certain skills or combinations of skills to solve. Progressing through the main story, you would encounter a comfortable amount of said puzzles that are not too challenging. However, if you simply do not wish to rack your brain over them, you could simply ask for advice from your travelling companion Issun. When it comes to optional content however, apparently anything is fair game, where some of the puzzles become really challenging, thus giving players the option of differing difficulties when it comes to puzzles. Easy – story with hints; Normal – story without hints; Hard – optional content

Lens 76: The Hero’s Journey

Clichés are called clichés because they get used so often, and the reason why that is so is that they are a solid foundation for creating a story that has been tried and tested in the past. Okami follows in its predecessors’ footsteps, where our hero is tasked with saving the world against the evil demons, exploring villages, fighting enemies, and gaining new skills along the way together with her trusty sidekick. What sets it apart from the typical tale is that the main character is a wolf goddess instead of a normal human being. Considering you could get the NPCs in the world to come play with you and pet Amaterasu, that makes it a plus in my book.

Lens 81: Indirect Control

Optional content such as side quests and collectibles, although optional in name, have always been added by developers who want their worlds to feel fleshed out and for the players to experience something more. Okami is no exception, with various indirect cues being given by the game designer to encourage players to explore beyond the main questline. Although obvious signposting such as giant exclamation marks above NPCs for side quests still exist, they are rare as compared to the more subtle efforts. Certain chests or items are placed in very conspicuous places just out of reach to encourage players to solve optional puzzles for the rewards; visual designs such as withered trees and barren land encourage players to start blossoming flowers and rejuvenating trees in order to beautify the environment, which in turn gets them collectibles.

Conclusion

My overall opinion on Okami is that it is a masterclass when it comes to game design. Its style and mechanics were novel during its time and still is today; it is backed with a solid story foundation, a beautiful world that encourages exploration and puzzles of varying difficulty to appeal to casuals and veterans alike. Not many games can ever come close to achieving what it has.

Game Design Analysis – Slay the Spire

Introduction

Slay the Spire is a roguelike, turn-based deck-building game developed by MegaCrit. Players choose one of four characters to progress through the eponymous spire and battle increasingly difficult monsters. As players ascend the spire, they have the opportunity to upgrade their deck and gain powerful relics that affect battle.

Though it is a roguelike, where the game resets after each completed or failed run, players are granted points that help unlock new characters, relics and cards for future runs.

Website: https://www.megacrit.com/

Gameplay demo: https://www.youtube.com/watch?v=bqBan9PjgUg

Lens #9: The Elemental Tetrad

Aesthetics

  • Simple 2D sprites for characters and enemies
    • Sometimes criticised for being ‘ugly’, but the sprites do their job and do not distract from the core gameplay
  • Well-crafted background music, changes with different levels of the spire
    • Calmer themes for when the character has a non-battle encounter or is resting
    • Intense battle themes during boss battles
  • Recognisable and distinct card art, themed for each character
    • Allows for experienced players to easily play without reading the card names

Technology

  • Able to run on low specs, highly accessible
  • Released on many platforms: Windows, MacOS, Linux, Switch, PS4, Xbox One, iOS

Mechanics

  • Turn-based combat: players play cards from their hand to perform offensive or defensive actions against enemies
  • Deck-building: players improve their odds of winning battles by upgrading their deck. They can upgrade their deck by adding better cards, pruning bad cards or upgrading existing cards. Players have to adapt their deck-building strategy as they progress depending on the cards and relics they have received, and depending on the upcoming enemies that they have to battle
  • Movement: players ascend the spire through branching paths. Players can choose which paths to follow which result in different chance-based encounters such as battles, shops, rest spots and random events
  • Resource management: players have two main resources to manage – their health, and gold. Certain events allow players to trade health for gold or powerful rewards. Gold is a resource that can be used in shops or in certain events.

Story

  • There is no clear story, but there are hints about the lore as well as each of the characters’ motivations for ascending the spire (e.g. the Defect character was an automaton serving the spire that malfunctioned and turned rogue)

The four elements are not balanced – for instance, aesthetics and story are weaker than the  game mechanics. However, this is not necessarily a flaw, as it serves to highlight the unique and acclaimed mechanics that are Slay the Spire’s selling points.

Lens #39: Meaningful Choices

Slay the Spire forces the player to make meaningful choices at every turn, including but not limited to:

  • Choosing which paths (and by extension, which encounters) to explore
  • Choosing which cards to include and remove from their deck
  • Choosing when to sacrifice resources such as health and gold for possible upgrades
  • And of course, choices during the battles

As the game is considerably well-balanced, there are no dominant strategies that work all the time. The RNG element (not knowing what card, relics and encounters are available) also prevents players from blindly following guides and making easy choices.

Lens #55: Visible Progress

Being a roguelike game, Slay the Spire is somewhat limited in the progression aspect.

One metric of progression for players is the Ascension level, which caps out at 20 and serves as a difficulty modifier for each run. Players have to beat their current Ascension level to unlock the next one, and each of the four characters has their own Ascension level as they have very different playstyles and mastery of one character does not imply mastery of the others.

Perhaps progress could be tied to unlocking lore, which would keep players invested in making progress and also help to amplify the story element of the elemental tetrad.

Lens #41: Skill vs Chance

The chance elements of Slay the Spire are well-balanced. They are significant enough such that each run feels very different and forces the player to adapt, but also not so oppressive as to make the player win or lose on the flip of a coin.

Chance helps to test players’ skill in this game, forcing them to do risk calculations before making decisions. It also serves for some very rewarding moments when RNG blesses the player with the right card or relic at the right time.

Slay the Spire does an excellent job of balancing these two aspects.

Lens #95: Spectation

Slay the Spire has served as an excellent spectator sport, despite its simplistic graphics and lack of competitive elements. It has accrued 1.7m hours worth of watch time on Twitch over the past 30 days.

While traditionally multiplayer games dominate in terms of spectation value, Slay the Spire manages to find a loyal following who want to watch how others make decisions, fight the battles and perhaps learn from others to improve their own gameplay.

Conclusion

Overall, Slay the Spire is an excellent game and its mastery of the lenses has no doubt led to its commercial success. It rarely frustrates, as every failed run leads to some learning value for the player, and its unique, accessible gameplay leads to great fun and enjoyment.

Game Design Analysis: Slay the Spire

The bulk of the game is figuring out how to defeat your enemies

Description

At its core, Slay the Spire is a deck-building roguelite, and it features the player character trying to escape the spire by defeating enemies throughout three acts. Each acts culminates to a final boss, and beating it gives you a special boss relic, which can change your play style for that run. Winning each fight allows you to customise your deck by adding additional cards, and defeating special “elite” enemies gives you a relic which changes the way you build your deck. The game is $22 with no in-game purchases required. Thus far, there have been no paid DLCs, in fact new content has been available for free and these range from bug fixes, to a brand new character.

Lens 7: Elemental Tetrad

Mechanics:

  • During each combat, the player has a limited amount of energy each round, and playing cards cost a varying amount of energy.
  • Cards can do damage, provide defense against enemy attacks, or various other utility effects.
  • Some cards are one-time use per combat, as they will exhaust themselves during the combat, which means the player has to decide the opportune moment to use them.
  • Enemies have an intent which signals to the player what they plan to do that round.
  • Since health only replenishes between acts, the player’s health is a resource which they
  • After a battle, the player gets the choice to upgrade his deck by adding another card to his deck, which can make him more powerful in future fights.

Story:

  • The player is trying to climb the Spire, and ascend its floors though the span of three acts.
  • Each act is culminated in the final boss.
  • Even if you defeat the final boss, the player will lose consciousness and will have to start from the first floor in future runs.
  • Thus, the story in Slay the Spire is not particularly strong.

Aesthetics:

  • The game is entirely in 2D, and its art style is consistent throughout the game, choosing to utilise a more hand-drawn cartoon art style.
  • Each card is made to seem like a traditional card game (TCG) card, and they have their own art work.
  • Overall the aesthetics are clean yet bring about the fantasy theme, which allows for a crisp gameplay.

Technology:

  • Slay the Spire is not very resource intensive, as its graphics are not as intricate as other AAA titles.
  • This is perfectly fine since it can be run on lower-end PCs and consoles. The game can even be run on mobile, making it very accessible.
  • The game runs well, even though each run is procedurally-generated, making the gameplay smooth and enjoyable.
Deciding which card to add into your deck

Lens 39: Meaningful Choices

The game is filled with a multitude of meaningful choices, such as:

  • Choosing which card/relic to pick after each battle, and there’s an option to not pickup a new card if it dilutes and weakens your deck
  • Choosing which path to take on the map, since the player could opt for more combat rooms, which gives them the option to accrue more cards at the expense of health, or to visit other utility rooms such as event rooms or the store
  • Choosing what to spend your gold on in the store. The player can buy new cards, one-time use potions (which are cheaper), or to remove a card permanently from the deck, thinning it and making each draw more consistent.
  • During battle, the player has to juggle between choosing to deal more damage to kill the enemies quicker, or to raise your own defense to mitigate health loss in the long run

The fact that the game is filled with meaningful choices, means that if the player ends up losing a run, they are often able to pinpoint exactly where they messed up, and they can learn and adapt in the future.

Lens 34: Skill

Over several runs, the player will slowly start to learn how each enemy type behaves. For example, in a battle against a cultist and a knight, the cultist will keep buffing and healing the knight, so the player will learn to focus down the cultist first, so the battle will end quicker.

Additionally, the player will start to pick up what kind of playstyle he enjoys, whether they prefer doing big damage, or going for a combo-centric build where they aim for a small synergistic deck.

The game highly tests the player skill and ability to adapt to whatever he is given. Since the map is procedurally-generated, each run will be different so the player cannot use the same strategy each time.

Different starting character options

Lens 46: Reward

At the end of run, the player is awarded XP based on how well they did. Even if the player’s run was short, they will still earn some XP, which is used to increase your player character level to unlock new more powerful cards and relics. These can unlock new strategies and play styles and often allows the player to progress even further in the run. Each time they beat the three acts with a character, it will unlock a different character to choose from, which plays completely differently and provides new mechanics and nuances in the player’s abilities. This rewards the player for just playing, and motivates them to try out all the characters.

Community made character, the Bug Knight from Hollow Knight

Lens 98: Community

The game has plenty of mods, developed by the community, ranging from new custom developed characters to various gameplay tweaks such as providing a bonus if you kill the enemies with the exact number of damage. These shows how much the community is invested into this game, and the fact that the community is constantly churning out new content for the game means this game can last well into the future, even if the developer stops producing new content for it.

Game Design Analysis – Genshin Impact

Description

Genshin Impact is a free-to-play action role-playing game developed and published by miHoYo. The game features a fantasy open-world environment and action-based battle system using elemental magic and character-switching, and uses Gacha game monetisation for players to obtain new characters, weapons and other resources.

Four Basic Elements

  1. Story
    A pair of twins who travel across the stars and visit different worlds arrive in Teyvat but are separated by an unknown god, who takes one and seals away the other. Some undisclosed amount of time later the sealed twin, referred to as the “Traveler”, awakens and meets Paimon. The pair travel to nearby Mondstadt to start their search for their missing twin. On the conquest of finding the other twin, the Traveler has been closely involved with the occurrences in Teyvat.
  2. Mechanics
    Genshin Impact is an open world game that lets you travel to unlocked in the map.  The mechanics taught at the beginning of the gameplay includes:
    a. Exploration and unlocking different locations
    b. Solving puzzles to get rewards
    c. Completing Domains and Quests
    d. Obtaining characters, weapons and artefacts and levelling them up.
    e. Collecting recipes to cook food with different ability buffs and materials to further improve characters and weapons.
  3. Aesthetics
    Mihoyo has definitely hit the sweet spot on designing the game’s environment. There is no doubt that the city of Monstadt and Liyue has captivated gamers from their rich environment sceneries.

    Monstadt:
    Monstadt’s architecture and characters  are inspired by Germany’s Medieval buildings, with character names native to Monstadt coming from German descent.



    Liyue:
    Liyue’s architecture, history and characters are inspired by China. In version 1.3, they are releasing an event that coincides with Chinese New Year, decorating Liyue in festive atmosphere.


  4. Technology
    Engine: Unity
    Platforms: Microsoft Windows, PlayStation 4 and 5, Android, iOS and Nintendo Switch

Lens of Freedom

The game has an open world concept where you scour every inch of the unlock-able areas in the map to search for items, solve puzzles and redeem rewards. Every area is unique and there is an in-game metric to show you what percentage of the map you have explored.

The game makes use of stamina which enables them to scale walls, glide through the wind and swim on water. Players have to strategically conserve their stamina in order to reach different locations.



Lens of Accessibility

  1. Cross Platform
    Genshin Impact enables real time gameplay between users from Windows, iOS, Android, Playstation, X-box and Switch. They have managed to reduce the latency to give the best gameplay out there.
  2. Free-To-Play
    You can download this game for free and complete the story line without paying a single cent. The game rewards you with in-game currencies that unlock new characters and weapons. However due to the ‘Gacha’ system, the characters and weapons are randomised, encouraging purchase of their in game currency to increase your chances of obtaining your favourite characters.

    Overall you will still be able to get good characters depending on your luck as they also have a pity system which guarantees you a high tier character / weapon after a few ‘Gacha’ rolls.
  3. Supported Languages
    Supported Text Languages:
    French, German, Indonesian, Japanese, Korean, Portuguese, Russian, Simplified Chinese, Spanish, Thai, Traditional Chinese and Vietnamese

    Supported Voice-Over Languages:
    English, Japanese, Chinese and Korean

    This enables people from different parts of the world to understand and play the game.

Lens of Time

You can spend hours playing the main story line and even exploring with your friends. They regularly release events which prevents redundancy in the gameplay.

Although Genshin impact is free-to-play game, it has one system that tries to limit how quickly players can progress. This system is called the Resin

The resin is used to unlock and obtain special materials from different domains and challenges. These materials can be easily obtained  without using resin on the first few part of the games, but as the materials you need scale with your level, you will find yourself relying on resin to grind for such materials.

On average, your game resin will fully regenerate every 16 hours, so you have time to explore different story lines and world while doing so!

Lens of Character Traits

Each characters were carefully designed to match their overall aesthetics abilities and story line. New characters and weapons are added to their arsenal every update, enabling players to ‘Gacha roll” the season characters during specific events.

They also have their own unique elements and weapons as follows:

Elements:  Pyro, Hydro, Dendro, Electro, Anemo, Cryo and Geo

Weapon Type:  Swords, Claymores, Polearms, Catalysts and Bows

Conclusion

There is so much more that meets the eye in Genshin Impact. With its beautiful environments and characters filled with their rich back-stories, it is hard to believe that this game and its future updates are free. It is an immersive game that makes you lose track of time especially during exploration. The ability to play it in any device, including your smartphone enables you to play it anywhere, with the option of a more dynamic and higher resolution version on other consoles. Perhaps the Gacha and resin system are implemented in order to compensate for its free-to-play nature.

Stellaris: Game Design Analysis

In-Game Galaxy View Scene

Description

Stellaris is a 4X grand strategy game set in space. Gameplay revolves around space exploration, empire building, resource management, diplomacy, and warfare. Players have massive freedom of customization for their empire, from high-level details such as government types, societal civics, and ethics, to the species type and evolutionary traits of their people.

* 4X: Explore, Expand, Exploit, Exterminate

Elemental Tetrad

Mechanics

  • The player customizes their empire’s key features (as described above) before starting a session.
  • The player must send science vessels to explore the galaxy in search of resources and colony ships to expand their territory.
  • The player must manage the various resources and upkeeps incurred by their expanding empire.
  • The player must contend with other spacefaring civilizations, either through cooperation (diplomacy) or competition (warfare).
  • The player must contend with internal politics and struggles in their Empire.

Story

  • All empire’s backstories are based on their traits which can be player chosen or randomly generated.
  • The story that the player experiences from then on is determined by the choices they make during special events and the policies they enact for their empire.
  • There are rich backstories and lore about the world to be discovered as the player explores the galaxy. They are randomly chosen from a pool, with certain events or choices being exclusive to certain empire archetypes.

Aesthetics

  • The game has 3D graphics with a free rotating camera which allows the player to view the galaxy from any angle.
  • The game has consistent science fiction themes and sub-themes, which are reflected in everything from celestial bodies and ship design archetypes to advisor AI voice lines and music.
  • The atmosphere and world-building of the game is very strong and immersive, with overall ‘mood’ and ‘feel’ of the game varying greatly depending on the empire archetypes the player chooses.
  • Through these aspects, the game strongly evokes a sense of wonder, excitement, and curiosity.

Technology

  • The game is very resource intensive and requires a strong setup to play smoothly, even on lower graphics settings.
  • In the late game, lag is not uncommon, causing in-game time to slow down. Multiplayer experiences more frequent desyncs as players’ systems struggle.

Lenses Referenced From: http://deck.artofgamedesign.com/#/menu/0/?lang=en

Lens #6: Curiosity

  • The game encourages and rewards curiosity through anomalies and special projects – points of interest found during exploration that may evolve into their own storyline if the player chooses to investigate them.
  • Even small/short events tell interesting stories in addition to impacting the player’s empire, creating a sense of satisfaction of having followed a curiosity to its (hopefully positive) end.

Lens #73: Story Machine

  • Stellaris is chock-full of events, most of which require the player to make choices. These choices are tailored to the player’s empire archetype, whether through flavour text or unique choices presented to specific empires.
  • Unique choices that are specific to the player’s empire create a sense of personality and identity for the player. The game essentially becomes a story machine, where the players write the stories for their empire.

Lens #74: Obstacle

  • The player is constantly presented with obstacles, chief among which are resource constraints and other competing civilizations.
  • The player may be forced to make choices that go against their goals for the sake of survival. E.g.: As a pacifist, I may be forced to divert resources away from my scientific research to maintain a standing navy to deter would-be aggressors.
  • As the game progresses, the player is challenged with even greater obstacles, from managing a burgeoning empire and its vast requirements to handling galaxy-wide threats that may overwhelm even the most powerful of empires.

Lens #83 Fantasy

  • Stellaris heavily appeals to the fantasy of empire building as players are given the freedom to customize and roleplay unique civilizations from their own imagination.
  • Players may roleplay as the ideal leader of their dreams, leading their ‘perfect’ society into the future and experiencing the joys and griefs their society brings.
  • Players may set their own fantasy goals and metrics for what they consider to be ‘success’ for their empire.

Game Analysis: MapleStory

Introduction

MapleStory is a free-to-play, 2D side-scrolling MMORPG that was developed by Wizet and released in 2003. In the game, players travel around the Maple World to hunt monsters for experience, gaining levels and improving their skills and abilities in the process. They also obtain need weapons and armour from a variety of sources such as quests, monsters and boss monsters in order to become stronger. Inside the game, they are also able to use cash, which is obtained using real life currency, to buy cosmetics and also items that will improve their gameplay.

Gameplay Demo

Official MapleStory (Southeast Asia) website: http://www.maplesea.com/

The Elemental Tetrad (Lens #9)

Mechanics

  • Movement — 2D side-scroller where characters have skills that aid in their movement as well
  • Class system — multiple characters with different classes (warrior, bowman, magician, thief, pirate)
  • Monsters — Players kill monsters to get experience and level up
  • Leveling system — each level provides the character with new skills and abilities to improve on
  • Gears — killing monsters and completing quests give the players new equipment to become stronger
  • Quests — In-game quests help introduce players into the world and give them rewards at the end
  • Cash Shop — real-life currency is used here to obtain cosmetics worn over in-game equipment, or various enhancements to improve gear
  • Trading — Players are able to trade with one another using the in-game currency (“mesos”)

Story

  • Main story — the main antagonist, the “Black Mage”, was sealed away years ago by six heroes, and the Empress Cygnus enlists the help of the heroes of the Maple World to join her Cygnus Knights in preventing his return
  • MapleStory is generally quite open world, with many areas having different themes and storylines tied to that area

Aesthetics

  • Characters are 2D sprites that can wear a variety of cosmetics
  • Monsters are cute 2D sprites as well that are drawn suited to the area that they are in
  • Background music for every map helps to immerse players in the environment
  • Skills are flashy and appealing to players when used on monsters, dealing massive amounts of damage

Technology

  • Primarily made for Windows PC
  • Broadband Internet connection needed
  • Coded in C++, with assets stored in their own “.wz” files

The Lens of Curiosity (Lens #6)

MapleStory provides players with a huge world filled with many differently themed for players to explore.

  • Each area consists of quests and monsters that are suited for different levels
  • This encourages players to go and explore these areas once they hit the minimum level requirements
  • Fosters the idea of a Maple “World” where players are able to go to incredibly different places and discover new things
  • Helps to keep players engaged, gives them the motivation to improve their character to access these new areas
  • Questlines and stories in these areas also immerses players in the world

I feel that the content provided by the game in terms of the game world is great, as it provides an area for players to explore and find out new things. It helps keep players engaged and also provides them motivation to unlock these areas to explore.

The Lens of Pleasure (Lens #20)

MapleStory involves players working together and training together to become stronger.

  • Working together with friends fosters a sense of community and makes the game fun for players
  • Becoming stronger together and taking down stronger monsters compared to before gives a sense of accomplishment and achievement
  • Dealing high damage to monsters and seeing high numbers of damage gives players pleasure as well

The way MapleStory has been designed in terms of providing pleasure is good, as players have a clear goal of improving themselves and getting stronger. However, some criticisms include the fact that in order to truly reach endgame content, there is a need to use real-life currency to buy items from the Cash Shop in order for players to improve their characters further (pay-to-win aspect).

The Lens of Motivation (Lens #23)

MapleStory involves improving your character’s gear and has a level progression system that encourages players to gain experience and get stronger.

  • Better equipment and higher levels is something that can be shown off to other players
  • Being stronger also allows your to have more damage on monsters, enabling you to fight stronger monsters
  • This sense of progression and “becoming stronger” encourages players to keep playing
  • However, at higher levels content starts to slow down and progression becomes slower, game becomes “grindy”

MapleStory has provided a clear and simple way for players to progress, which is the cycle of levelling up to wear better equipment to train faster to level up to get better equipment. This however can get stale after awhile, and as players reach higher levels the main issue is that levelling becomes a “grind” as it takes a very long period of time to progress to the next level.

The Lens of Freedom (Lens #79)

Players in the Maple World generally have the freedom to do what they like: they don’t necessarily have to train and improve themselves all the time.

  • Some players like to sit around and chat with other players
  • Other players may want to do merchanting in the “Free Market”
  • Players can go around the Maple World to complete quests
  • Players can gather to take down boss monsters

MapleStory has done well in this aspect as they have provided a world where players are free to do what they want. They do not necessarily have to keep training, and are able to take breaks to do as they please whenever they want. The openness of the game in this aspect has been a tremendous boon to the game’s success as players feel like they are in control of their story and their character.

In a nutshell, MapleStory is a game filled with many possibilities, where players have the freedom to create their own story. The Maple World is vast and filled with much content for players to explore together with friends, and there are

Game Design Analysis – Monster Hunter: World

Introduction

Figure 1. Hunter fighting a monster in game

Monster Hunter World is a Japanese Role-Playing Action Game by Capcom. The main mechanics involves hunting various types of monsters in the game using a decent variety of weapons. The player will progress through the story and complete hunts of increasing difficulty as they build their character up by making new equipment with materials obtained from hunts.

Game Website: https://www.monsterhunterworld.com/

A cool speed run on one of the monsters in the game: https://www.youtube.com/watch?v=WjRvh7NxX6Q

Feelings/Experiences

I will now talk about some of the feelings/experiences in the game through various lenses.

Lens 9 – Elemental Tetrad

Mechanics

  • Hunts
    • During a hunt, there is always an objective and sometimes a timer. Failing the objective or having the timer run out will lead to an unsuccessful hunt. Succeeding or failing the hunt brings the feeling of joy or frustrations respectively to me.
  • Combat
    • The player can pick between various weapons. Every one of the weapons allow the player to perform a set of smooth and flashy moves. This allows me to feel powerful.
    • There are also moves that require the player to have precise timing to execute to either dodge attacks or counter them. I feel a sense of achievement when mastering some of these mechanics.
  • Loot system
    • The player must acquire loots from monsters in a hunt to upgrade their equipment. The loots are often random. When I get a rare loot that I need from a hunt, I feel a lot of excitement and joy.
  • Event monsters
    • Some of the monsters or monster variants only appear in events. This is where players can take on some of the most powerful monsters in the game. It can be frustrating for me when I must keep retrying the tough monsters.

Story

The game’s story does not add much to my experience in my opinion. This is because the story only takes up a small portion of my playtime. Most of the playtime will be the farming in between the story quests and in the post story mode where the player fights monsters of various difficulty to upgrade their gear to the fullest and take on various tougher monsters that comes out during events.

Aesthetics

The aesthetics is amazing on consoles. It is even more so on the PC with the high-resolution texture packs. The area aesthetics often follows the theme of the monsters that the player will be fighting the first time. This level of detail makes all the player actions look and feel cooler and allows for nice screenshots.

Technology

With the advancement of technologies, we now have very fast processors. This allows for the combat mechanics to include precisely timed actions and responsive inputs. If the processor is slow, the combat can feel sluggish, making the player feel slow and weak. In addition, with the current graphic processors, the current high-resolution aesthetics can be achieved.

Lens 8 – Problem Solving

While the game looks like a simple hack and slash game, I experienced some form of problem solving like building a suitable set of equipment and figuring out a fighting strategy for a hunt. Being able to conquer a hunt with my build gives me a sense of achievement.

Lens 32 – Goals

Initially in the game, the obvious goal would be to complete the story. in between that, I will see that each hunt or equipment upgrade will be a smaller goal to achieve before the end of the story. After the story missions are completed, the player is free to set their own goals as the game will simply provide more hunts for the player to play and continue upgrading. For me, I started setting small goals on farming various equipment pieces with the bigger goals of clearing the tougher hunts. This kept the game fresh for me as I always feel a sense of achievement and pride whenever I manage to clear the goals and I always have something to look forward to.

Lens 34 – Skill

When fighting the toughest monster in the game, equipment is not the only thing that is needed. It requires some degree of mastery of the combat mechanics. With the progressive mastery of combat, I can feel the excitement of being able to defeat the tough monsters and can challenge myself to kill it faster.

Lens 38 – Challenge

The game provides challenges appropriate for any level. This allowed me to feel more encouraged to clear the challenge as I did not ever feel stuck or hopeless. At the start, the player can clear challenges by being very mechanically skilled or being hardworking and farming for better equipment to clear the challenging hunt. Only when going into the toughest of monsters where the player will have to start relying more on their skills.