Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • Write your weekly summary here, last, at the end of the week…
    • Only one to two sentences of WHAT YOU DID
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • I solved it by being even more annoying then they were

Game Analysis: Nioh 2

This image has an empty alt attribute; its file name is 48605846292_ae40ac12eb_b.jpg

“Nioh-2-230819-001” by instacodez is marked with CC PDM 1.0

Summary

  • IN ONE TO TWO SENTENCES, DESCRIBE WHAT GAME YOU ANALYZED FOR THIS PROJECT AND WHY YOU CHOSE IT
  • DELETE ALL OF MR. LE DUC’s ALL UPPERCASE INSTRUCTIONS ABOVE

Game Play Analysis

Formal Elements
The Basics
Name of the gameNioh 2
The platformPS4,PS5,Xbox,PC
Time played (should be at least 30 minutes)5 Hours
If you could work on this game (change it), what would you change and why?I would add more visual appearances for the characters and make it more diverse then it already is because this would draw more people to play the game and doing this would make the game fun
PlayersNote
How many players are supported?1-3 Online/ 1 offline
Does it need to be an exact number?No you can have friends help you beat the game or you can beat it by your self and you can also have random people help you beat the game
How does this affect play?It makes the game a lot more fun because you know that their are probably people out their who can help you beat the mission and you can also have your friends help you and you can play together as well
Some types of player frameworks:
Single Player – like Solitaire.
Head-to-head – 1 vs. 1, Chess.
PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.
One against Many – Single-player vs. multiple (obvy).
Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.
Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.
Team Competition – Multiple vs. multiple, i.e. sports.
Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.
Five-pointed Star – Eliminate both players who are not on either side of you.
This game is a PvE but at the same time you can also PvP
Objectives/GoalsNote
What are the players trying to do?beat all of the missions and get the strongest build for your character and find armors pieces and level your character and then go onto new game+ and try the harder version till you get to where you want to be and threw out the missions theirs loot you can collect to help you on your journey
Some common objectives include:
Capture/Destroy – Eliminate all your opponents pieces (Chess).
Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).
Collection – Collect a certain number of objects throughout the game (Pokemon).
Solve – Solve a puzzle or crime (Clue).
Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).
Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).
Build – Advance your characters or build your resources to a certain point (The Sims).
Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanics
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?Buttons, analog sticks and triggers
Was there a clear introductory tutorial?If the person desired they give you the option to learn how to use all of the things in the game and before unlocking an ability they show you and tell you what it does to try and give you visual representation
Were they easy to understand or did you find yourself spamming the controller?they were easy to control and the game make you finish the move your doing before another button can be used so spamming doesn’t help too much
Resources & Resource ManagementNOTES
What kinds of resources do players control?Amarita is the currency
How are they maintained during play?you get money but it increases as you go to new game+
What is their role?as you level up it becomes more expensive and higher level gear becomes more expensive which makes it so you have to grind to level up
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?you have your quick items health Ki(Stamina) The weapons you have on and the money you have and also a little mini map and something called you r spirit beast
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?the play takes actions first and the game adapts but once its set in motion the game keeps going till you reset or beat everyone in your area
How does play flow from one action to another?if you it someone or walk into view they will start to attack you
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?yes the character goes on missions but their are also side quest but as you play threw the story you unlock more missions and new side quest
Is it based on a historical event (or similar)?the first game was based on around a true story and the second is made up but still has some true stuff
Does the theme or narrative help you know how to play?no they just tell you to beat the mission and don’t give you any help
Does it have emotional impacts?for some people it might if they get attached to the characters or if you are emotional you might feel bad for some of the spirits
Also, look for an media res (does it start in the middle of the game)?No it starts you in the beginning and shows you why you are in a different place then were your from.
The Elements in MotionNOTES
How do the different elements interact?they go together to make a game that really focuses on pushing the player to the best of their ability to focus and also to the pay attention to the things in their surroundings
What is the gameplay like?you have different types of weapons that you uses to slay the enemies and you get better weapons as you go on threw the game and gear and this makes it so the game stays at a steady hard
Is it effective?yes this makes the game one of the hardest games to beat and was one of the few games to get the game of the year 2017
Are there any points where the design choices break down?the game is very high in timing and the gaming systems are a little harder for the systems to run them which messes up your timing
Design CritiqueNOTES
Why did the designer make these particular choices?they made the game with a set difficulty so that the game would be hard and the person has to earthier fight and win against the boss or repeat the missions till you get high enough level to make the mission easier
Why this set of resources?they did this to make the game hard on anyone who try’s to play the game
What if they made different decisions?if they would have made the difficulty changeable the game in my opinion wouldn’t feel as fun because then it wouldn’t be a challenge or feel like you achieved anything.
Does the design break down at any point?some times the enemies can kill you in one hit but this is do to the character being to low level
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes because in some places it make the terrain really hard to move which adds that extra difficulty and it pairs with the Japaneses style architecture
Did you find any bugs or glitches?some times the enemies can hit you threw really thin wall but rarely happens
What about sound?they make the sounds pair with everything that you do like the clashing of metal between the swords or perfect Ki pulses
Can you spot any technical shortcuts?From what I have seen personally no
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Make sure to use all of things that the game offers you and do all of the side quest to make sure you are ready for the boss if you don’t want a fight that will require perfect doges the whole time.
What challenges do you face, and how do you overcome them?the difference in level was to great for me to fight the boss and to over come them i had to do the side quest or summon some one
Is the game fair?yes and no for the main story its fair but for some of the DLC’s they are just too hard for for some people
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?yes you can play the game multiple times and it gets harder and their are other missions then just the main story
What is the intended audience?17 and older is the intended audience for this game and for people who have a big tendency to rage
What is the core, the one thing you do over and over, and is it fun?using your spirit beast in the game is never boring and is always fun to use

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • I got this assignment done and I am working on getting the rest of my assignments done and get all caught up.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

  • “Variables” is the latest completed

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
  • Dynamics
  • Aesthetics

LAB (THEORY PRACTICED)

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.
  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • (God Of War) Kratos fighting baldur to save atreus which makes the player fight in the moment of good music and a set up battle field
  2. Fantasy (Game as make-believe): Imaginary world.
    • (Nioh) William fights kelly in order to stop him from getting the magical powers powers which will doom the earth
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • (2 destiny) Your character fights others in order to maintain status and get better loot to make it easier.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • (Fall Guys ) your character trys to do the obstacles but it is hard to do that sometimes without practice or mastering the obstacles
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • (Call Of Duty) people play online with each other and try to compete to see who is the best and you need multiple people in order to do this
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • (Tomb Raider) you as the main character are searching to find the lost piece which will grant eternal life and you go on many adventures where you’ve never gone befor to get their
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • (Nioh 2) you make your character where armour to protect you but certain armour give different stats and theses states can be changed to best suit your play style
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • (GTA) People can relate with the characters even though the characters do bad things their relatable to us in some sense
Worksheet from bananatreelog.com
  • Then review these ‘6 steps will help in reframing negative thoughts and over time your thoughts will be replaced with more rational thinking.’
    1. Recognize and Isolate the Thought
    2. Write Down the Thought
    3. Identify the Distress Level
    4. Identify the Cognitive Distortion
    5. Challenge & Reframe Your Thoughts
    6. Reevaluate the Distress Level

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • There are many manuals that can help you no matter where your stuck or need help.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • the tools that they offer makes it easier to do projects weither your on a team or not it makes it easier to log and makes changes

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that in order to solve your problems you need to take responsibility than take action on them.
  • I couldn’t figure out how to get past the task I was on in unity C#. Then I went back and read it and made sure to pay attention to the details and I was able to advance.

WEEKLY ACTIVITY EVALUATION

  • Give feedback on this week’s class Content and Process
  • DELETE THIS WHOLE SECTION, AFTER YOU ARE DONE

Game Design – Week 8 – Logic, Flowcharts, and Coding

“Binary code” by Christiaan Colen is licensed under CC BY-SA 2.0

When asked the most important thing I should teach my students, the MIT student I was interviewing simply stated , ‘ teach them logic.’ – Mr. Le Duc

SUMMARY

  • I have been trying to get used to setting timers on my work.

PRACTICE ROOM (TUTORIALS)

PlayCanvas

Screenshot from Sololearn.com
  • I did the What Is C# unit

Unity

Screenshot from Sololearn.com

CLASSROOM (THEORY & ANALYSIS)

Image from https://monkeyblogmonkeydo.com/2010/07/19/so-duh-pop-quiz-classic-video-game-flowchart-edition/
  • you will need a game plan
  • you will need a clear starting and endpoint
  • always consider the flow of the document
  • make sure to try and only go right and down for the diamond
  • make sure your connections are up and down or left and right
  • color code the symbols based on their type

Mr. Le Duc’s Flowchart Shape Guide

LAB (THEORY PRACTICED)

  • I learned that when writing plans you can possibly come up with better plans than your originals.

OUTSIDE (CREATIVITY & THE BRAIN)

STUDIO (GAME DESIGN)

PlayCanvas

Screenshot from Daniel Wood’s YouTube Channel Playlist

Unity

Screenshot from Unity.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • I’ve been trying to find my flow when trying to get work done and I came up with the best strategy and it allows me to be able to get the most out of my day.

WEEKLY ACTIVITY EVALUATION

  • Spend 3 minutes on this activity
  • Give feedback on this week’s class Content and Process
  • The data you submit helps you demonstrate 21st Century Employability Skills
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • I focused hard on coming up with a GTD that worked for me, now that I have found one that suits me I feel like I can get a lot more in a day than I could without it.

Construct 3 / PlayCanvas – Javascript

  • What Is C# is the latest course I have taken

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • It is a good and simple system for beginners while still allowing advanced students to learn more. It also is accessible from most devices and it doesn’t have to update all of the time.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned how to use construct and how to make tings and add things to the game.

WEEKLY ACTIVITY EVALUATION

  • Give feedback on this week’s class Content and Process
  • DELETE THIS WHOLE SECTION, AFTER YOU ARE DONE