Friday, December 17, 2010

Final: Link to Team RAM blog

link!

Google Sketchup







A fun exercise with Google Sketchup. This scene could be something from Tarzan, or maybe one can play the life of an animal. Perhaps a PETA promotion against poaching? 

Hero Machine


Brunga is the heroine. She was born without any powers, but her strength and wit make up for it. She must overcome her sister, Freiga, even if it means she must kill her.


Freiga is the antagonist, the evil villain. She was born with powers to manipulate ice and water. Freiga wants to control all the nearby kingdoms and cleanse the population of those who do not possess power. With that mentality, she looks down on her younger sister Brunga.


Korbos is a mystery. When Brunga encounters him she does not know whether to trust him or not. Sometimes he aids her in her trials, but he has his own intentions in mind. He may be just trying to get what he wants, something Brunga wants to find out.

Garageband Exercise

An ambient track reminiscent of Half Life 2. (Again, I was unable to upload the file as a video.)

Audacity Exercise

A simple track for exploring while wind blows in the background. I picture a scene at night, maybe up on some cliffs. (I was not able to upload as a video.)

Sunday, October 31, 2010

The Tetris Effect

I have experienced the Tetris effect. Not only did I experience the effect with Tetris, but also with another game, Fallout 3. I have dedicated so much time to Fallout 3 and was totally immersed with the story that I thought about it several times outside of the magic circle. I have even dreamt about it. I believe the Tetris effect is capable in most, if not all, people. The repetitiveness gets to our brain and we obsess over it.

Tetris Online Evaluation

Student Name Maja Perez

Today’s Date 10/29/10

Game Title Examined Tetris

Year of Publication 1984

Game Publisher Various

Game Developer Alexey Pajitnov

Game Genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
Puzzle game

Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
Tetris is a flat, 2D environment, usually displaying a black background.

Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
The player sees the game screen on its side, with 2D blocks coming from above and hitting the floor, which is the bottom of the screen.

Gameplay – what does the player have to do?
The player must rotate each falling piece to fit the stacked pieces on the bottom. When the player fits the blocks in a whole row, the corresponding row disappears. This gives the player points and progresses through the game, increasing the speed at which the blocks descend.

Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
The gameplay is extrememly intuitive, which makes it one of the most successful games of all time. Due to the simplicity of the gameplay, Tetris has a broad demographic.

Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
The gameplay is patterned in which the player is always expecting a piece falling from the center. This is actually essential to the gameplay, since the player can think ahead to implement where the next piece will be placed. The sequence of the block types are, however, random. The gradual increase of speed is also patterned, but the player may not know exactly when the speed increases.

What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
The game was released during the mid-1980s, so the game technology was extremely limited. The audio was a simple electronic beat that looped. The graphics were 8-bit, which was not a complete limitation since all the pieces were simple shaded blocks. Tetris could not have released at a better time. The game is simple.

Describe your views about the game from the point of view of
a) ease of play
Tetris is a very easy game to play, and it caters to casual and core gamers, and young and old alike. The rules are simple and self-explanatory, so the player can just jump right in.

b) enjoyability
Tetris is a highly enjoyable game. There is no definite end to beat the game. The game ends when the player loses. The gameplay reflects our innate human psychology of wanting to organize and categorize chaos so we are able to identify and manage these blocks. I believe that is one of the reasons why Tetris is a memorable and effecive game, easily enjoyed by so many types of people.

c) level of engagement/immersion
It is difficult to pry oneself away from Tetris. The player is more willing to start over and achieve a higher score. A high level of concentration is required to play, especially when the rate at which the blocks fall increases.

Had you played this game prior to this time? If so, when?
I have played this game since the early 1990s, when I was an adolescent. I have played it on a couple of handheld devices, including the Nintendo Game Boy and a TI-83 Texas Instrument Calculator. I have played it on the personal computer.

Describe other games it reminds you of. How does it do this?
I cannot think of any other game that reminds me of Tetris. This may be that Tetris is a definitive and widely known game, and this is one of the first games I have been exposed to.

Wednesday, October 27, 2010

King Kong Classic Scores

Highest score. I didn't know how to accomplish this level.

King of Kong Questionnaire

1. Mitchell is unabashedly cocky and fond of self promotion, proclaiming himself the "Sauce King" of Florida for his successful line of homemade hot sauces. Next to his family, Mitchell considers his arcade scores his greatest achievements in life.

How typical are these types of values and attitudes among 'core' gamers and how important is it to understand these values if you are a game designer? What *are* these values, exactly?

Core gamers have a drive to win, pushing the limits of what the game has to offer. He is very competitive and arrogant. This may have to do with him possessing the winning title and his personality. Over the years his ego has been fed to the point where he comes off as pompous. He found ways to be able to stay at the top, even if it lacked good sportsmanship. In his mind, his goal is to be the best, and he will use almost any means and bend some rules to achieve it. Since Donkey Kong is very difficult to beat, a high score is very impressing and yields great reward to the highest scoring player. Game designers must make the game a challenge, and consider how big the rewards are depending on the difficulty of achieving them.

2. Steve Wiebe has been laid off as a Boeing engineer, and now spends his time as a science teacher. His friends and his wife, Nicole, describe him as a tragic figure who always comes up short, despite being proficient at music, sports, art, and mathematics.

Is Weibe's 'tragic' aspect typical of core gaming 'types'?

What role does self esteem (high or low) play in the culture of hard core gaming and such subcultures as competitive vintage or 'classic' game playing? How would you best describe the relationship between low self-esteem and videogame mastery?

Steve Wiebe is the silent opponent. He can achieve the high scores, but is timid and lacks the confidence and aggressiveness a lot of core gamers possess. He is persistent, however, and should be commended for his sportsmanship and tenacity, especially when he is in a foreign environment with people of the Twin Galaxies community who are loyal to Mitchell. Self esteem is an attribute a core gamer must have in order to not only be the best and win, but be recognized by the community.

3. Despite Wiebe's protests that his own first score was disqualified for being submitted via unsupervised videotape, Twin Galaxies accepts Mitchell's score over Wiebe's and proclaims that Mitchell is still the record holder.

How valid do you think videotaped gameplay should be in establishing videogame playing records? 

If valid, why? If not valid, why not?

I question the validity of Mitchell’s videotape. I also find it unfair for Twin Galaxies to disqualify Wiebe’s score due to the provider of game circuit board. It has to do with Weibe being an outsider, the underdog, who is challenging a renowned recordholder of the Twin Galaxies community. Mitchell is friends with Day and the rest of the men of Twin Galaxies, making it an unfair bias towards the “new guy”. Mitchell should have been honest and noble by playing against Wiebe in a public arcade. That way the players are using the same machine and witnesses are present.

4. Peter Travers of Rolling Stone gave the film 3 out of 4 stars, wondering "Who would have guessed that a documentary about gamers obsessed with scoring a world record at Donkey Kong would not only be roaringly funny but serve as a metaphor for the decline of Western civilization?"

What do you think of the film? 

Is it an accurate portrayal of what makes videogames so compelling for those who play them?

I enjoyed the film and showed me the subculture of the hardcore gaming community. Interviewing the people who are very passionate about arcade games lets the viewer understand about the psyche of serious, hardcore gamers.

5. On November 10, 1981, Walter Day opened an arcade in Ottumwa, Iowa called Twin Galaxies. Though it was a modest arcade of merely 22 arcade games, it soon became known as the International Scorekeeper for the burgeoning video game industry. Under Day's direction, Twin Galaxies set rules for gameplay on hundreds of games, while maintaining a records database of competitive high scores. Twin Galaxies is considered by gaming historians as being the first organizer of professional gaming, putting competitive electronic gaming on the world map.

How important do you think organizations like Twin Galaxies are in the vintage arcade gaming community?

Could such communities exist without such organizations?

What role does Twin Galaxies play ultimately, and why is this significant to the film and its story?

It is great that Twin Galaxies is around to keep that part of American history and culture alive. Twenty years from now, most people of the generation would not know or understand anything about arcade games. Twin Galaxies must exist in order to organize events, keep the community in touch with each other, bringing people of the same interests and culture together, and keeping records and the history as truthful as possible. It is the mediator and is very significant to the film.

6. The film depicts Wiebe's skill at Donkey Kong being linked to his ability to deeply understand the title's game mechanics, particularly the way that rhythm and timing work to ensure a successful outcome.

The film in one scene compared his love of drumming and his abilities at basketball as well as his musical talent as part and parcel of his gift at playing Donkey Kong.

 How would you best describe this set of inter-related skills?

Have you experienced anything like this yourself when playing games? Have you been able to associate the skill of playing games with similar related skills and talents and how would you best describe the nature of this set of inter-relationships between skills/passions/abilities?

Wiebe was able to apply his hand-eye-coordination, knowledge of timing and patience to overcome Donkey Kong. These essential skills are the secrets to mastering the mechanics of the game. My eyes have been trained to see visual details, especially when it comes to textures. My way of solving problems also helped me guide my friend through the obstacles of Mirror’s Edge. I have also applied some of my game skills in the Airsoft games I have played with friends. One can apply their skills/passions/abilities to many arenas of life, work, etc. Most people do not see it that way, and lose the efficiency and potential success in undergoing a task (for example) with applied talents/knowledge.

7. In the film, Wiebe, while playing the game says hello to Mitchell. Mitchell didn't respond. As he's walking away from Wiebe, Mitchell says, "There's certain people I don't want to spend too much time with." Mitchell offered no explanation for his behavior towards Wiebe but did later explain that at the time of filming, he had not played video games for "more than a year", and that the filmmakers had not given him enough advance warning to train for a public record-breaking attempt. Seth Gordon, the film's Director, in referring to Mitchell's character says that Mitchell "is a true puppet-master", "a master of information-control".

What do you think Gordon means by this? What role does such behavior play in general terms in videogame culture?

Mitchell is the type of person who calculates the information he receives and chooses not to say certain things to be in control. One example is seeing Weibe’s tape. Mitchell was able to scrutinize Wiebe’s game style and method for conquering the game, using this to his advantage. When Mitchell submitted a tape with a supposed higher score, Wiebe was unfortunate enough to miss out on the viewing. This gave Mitchell the upper hand and more control over the situation. He is also affecting Wiebe psychologically, whether Mitchell is aware of this or not.

8. What did you think of the film? Is it really only about the game "Donkey Kong" and those who seek to hold the highest score or is it really about something more?

It is something more than just playing Donkey Kong. Mitchell wants the recognition of being the best, and maintaining his high score is the way to establish his place in the world. Wiebe, on the other hand, wanted to prove he is not always second best, that he can make a name for himself.

9. Have you ever played "Donkey Kong"? What was your memory of playing it? Where were you, when was it?

I have played Donkey Kong as a console game. I remember it being very difficult to play, and lost interest because I couldn't get past the first level. I did not own the game, it belonged to a friend of the family's. I remember being young, maybe about 10 or 11 years old. Knowing there is a sort of algorithm to play, I am willing to play the game again.

Quake Map Breakdown





What the heck are Weenies? Weenies are visual magnets to draw someone in.

Enhanced Weenies and encountering player movement Some weenies lead to enhanced player movement. One such is the wet suit which allows the player to swim in the water unharmed for a certain period of time.

Using lighting to encourage player movement Very bright colors or lights are in a way weenies because they attract the player for possible rewards (since Quake has secret passages).

Posters Posters show what is yet to come, building anticipation and possibly foreshadowing for the player.

Alternative Maps & Posters The first secret may pose as a poster to show what the player may look out for, changing the game experience for the player.

Presented Path vs. Exploration Some parts of the game are not part of the main path. The river, for example, shows there is a secret passage. This passage detours from the main intended path, but makes the experience fun for the player because they can explore other parts of the map.

The Power of the Path - the illusion of Freedom Though the secret paths veer from the main flow of the map, they are usually dead ends or have a portal or elevator to get back to the main path.

Rediscovering Rewards Once the Quake player picks up a reward or special item, they are not able to pick up the same one if they go back to the secret passage. There are, however, health boxes that the player may revert back to if she has not picked up.

Thematic Level Goals The goals in each level are pretty much the same in a typical first person shooter: kill the bad guys and get to the next level.

Moral Story Telling The player seems to be experiencing the game in solitude: she is alone, and she is the only hope for keeping the world safe.

Lesson of Main Street Quake implements the method of lights forming a path. Towards the last part of the first level, the player descends a rectangular path. Lighted buttons at the end of each linear path turn on the lights of the dark room.

Level Items The level items include health boxes, ammunition, specialty health items, weapons, and utilities to allow the player to explore or get to the next level.

Illusional Narrative One example of using illusional narrative in Quake is when the player enters a room with an enticing reward item. Once the player picks up the item, the lights go dark and the room seems to have changed while an enemy enters from nowhere. This adds excitement and tells the player a new sequence of events occurred.

Adding Danger Aside from the obvious enemies who try to kill the player, the level contains dangerous water that can injure and kill the player. This undesirable effect conditions the player to keep away from the water and not fall off the ledges.

Applying it All Applying all these elements makes Quake a memorable and fun game to play. Adding the jump element gives more dimension to the game (pun intended), especially when compared to Doom.

Warning/Foreshadowing A flashing screen indicates the player is getting hurt from a malignant force, be it a being or environment.

Maximizing the Path Everything is enclosed, even the outside section of the map, due to the technological limitations of the time. The developers gave the illusion of a larger map due to the secret passages that were added.

Storytelling through Environment The environments suggest a futuristic setting, and the portals indicate some science fiction and fantasy.

Implied Threats The lethal water and an explosive canister indicate threats to the player, aside from the enemies.

The Tutorial Section N/A; it was all a matter of looking at the game controls and trying it out.

Map and Discovered Information There is no map available for the player to see, so the player must remember where she is. The player also remembers where the secret passages are located and how to get to secret doors, due to the high reward that awaits her.

Building Anticipation Once the player finds a secret passage, anticipation builds for what type of reward the player will receive.

Juxtaposing Interior and Exterior Space Though the player is mostly inside, one part of the map allows the player to see the outside. The map also contains open and closed spaces, such as secret areas that are only as wide as the player.

The Clear Path Out A sign tells the player the end path is near, creating anticipation for what is yet to come and relief since the level is almost to an end.

Friday, October 15, 2010

Kingdom Heart: Birth By Sleep Map Breakdown

Enhanced Weenies and encountering player movement - Player movement is straight-forward; use the joystick to move around and press X to attack.

Using lighting to encourage player movement - Use of lighting wasn't very apparent, but items and important pickups were very saturated in color.

Posters - None

Alternative Maps & Posters - The red marks on the map show paths to different parts of the environment, enticing the player to go to each mark to explore other branches of the level.

Presented Path & Posters - Game levels were presented in small sections and forward progress is not obvious

Presented Path vs. Exploration - The player is entitled to explore, though the path is still linear.

The Power of the Path - the illusion of Freedom

Rediscovering Rewards - Enemies will always respawn even when player explored the level, leaving pickups and rare items.

Thematic Level Goals - Kill everything bad

Moral Story Telling - Not apparent

Lesson of Main Street - Lights and bright or saturated items are implemented in the game. The treasures are easy to find due to their bright colors, for example.

Level Items - Level did not have much detail - only grassy hills and waterfalls. The varying dimensions and paths add variety to the level. Pickups are mainly attained from killing enemies. Small treasures are found when the player explore different parts of the level.

Thematic Level Goals - Each level has its own objectives and goals for the player to pursue.

Illusional Narrative - Entering a designated area can trigger a cinematic that shows progression or another objective the player must face in the game.

Adding Danger - inaccessible Pirate ship that looked benevolent from afar shooting cannonballs at the player

Warning/Foreshadowing - The player knows she has to defeat the boss (Captain Hook) and overcome the pirate ship.

Maximizing the Path - If player goes off the path, different enemies and rewards are available

Storytelling through Environment - Themed environments, depending on the world the player was in (Neverland fantasy world)

Implied Threats - Pirate ship, world was devoid of interactive characters and elements (aside from enemies)

The Tutorial Section - N/A, though testing the buttons oriented the player who is unfamiliar with button configurations. System of battle is straight-forward and navigation was understood through trial and error.

Map and Discovered Information - Map presented in sections; player is easily disoriented.

Building Anticipation - The sound of the cannonball being fired makes the player run or dodge from his current position so as not to get hit.

Juxtaposing Interior and Exterior Space - Not available due to the section of the level. Setting was exterior, but gives the player room to explore due to branching paths.

The Clear Path Out - The player battles the world boss and is welcome to return to the world whenever she pleases. Though the player is not obligated to stay in the world until the boss is defeated, it is desirable in order to progress in the game.

Far Cry 2 Map Breakdown


What the heck are Weenies? These are large and interesting landmarks that are used to draw players into and the designer wants them to explore.

Enhanced Weenies and encountering player movement- The game Far Cry 2 doesn't seem to have any obvious weenies. While playing we encounters a large bridge that told us we were not eh right path because it broke up the monotony of the plan dirt paths. This was the closest we could find. There was also a striking lake we could view but it was not any sort of indicator of movement.

Presented Path & Posters- Dirt roads were put in place to guide players towards objectives and road signs indicated the direction the player should go to encounter story progression.

Presented Path vs. Exploration- There were obvious paths for the player to follow but also the jungle invites players to explore wild vegetation.

The Power of the Path - the illusion of Freedom- Smaller side paths and roads are found off the main road so that player may feel accomplished at finding a shortcut.

Moral Story Telling - You are a person sent in to help stop a violent war. You are trying to end the corruption within the country. Morals are brought in, in obvious ways, throughout the story.

Level Items- Ammunition and weapons are littered throughout the game in small shacks.

Warning/Foreshadowing- The player is infected with malaria and his symptoms will begin to surface for a moment once points of the game are reached. The malaria indicates to the player that he is furthering the story line or reaching an objective.

Storytelling through Environment- The environment obviously tells the player the story of a war torn country and the hardships the people have undergone. This is clearly presented to the player.

Implied Threats- The player will encounter abandon huts throughout the level. These huts contain indicators of danger. Walls with bullet holes and abandoned ammunition.

The Tutorial Section- A phone calls you occasionally to tell the player about new objectives.

Map and Discovered Information- The map will show areas that are locked not the map and have not been discover by the player. Also the unlocked and discovered areas will be presented in detail.

Building Anticipation- The music become dramatic as you near a dangerous zone and the shadows create a dangerous feeling environment.

Juxtaposing Interior and Exterior Space- The game consists of wide open jungle and small enclosed huts/buildings. It plays in-between the very free feeling open environments and impoverished claustrophobic ones.

Friday, October 1, 2010

Pinball Playfield Breakdown





7-Up Pinball. This game is unique in which there are two pairs of kickers to guide the ball to the flippers, making the ball extra bouncy and a little difficult for a smooth slide for the flippers to shoot the ball to holes and targets. Shooting up to the left ramp will have the ball spinning in a hole, where it disappears and the gate at the very top will release the ball. The right ramp contains a ball lock, where the player can lock a ball and play two balls at the same time. A saucer is placed in the middle, allowing more dynamic play. The playfield is rounded at the bottom, giving a more elegant look to the game and ties with the licensed product (7-Up and its curved bottle). The bumpers at the top of the playfield allow the player to accrue more points, making this an easier game to play for casual and younger gamers. Overall, this 7-Up version of pinball is simple and easy to play, which is desirable for this particular licensed product.

Monday, September 27, 2010

Us vs. It

Us vs. It

Robot Action List:
1. Mine Drop
2. Laser
3. Rotate
4. Move
5. Rotate
6. Fist
7. Move
8. Rotate
9. Rotate
10. Laser

Maximum Actions Per Turn: 4

Laser Eye Trigger:
0112234

When a tank is in range of laser, including ‘0’ space.

Fist Trigger:
011
0>2
011

When a tank is directly in front.

Mine Drop Trigger:
121
242
121

When hitpoints < 4.

Explosion Trigger:

When a tank is directionally beside a mine.

Rotate Trigger:

Rotates toward goal line. Rotates towards tank if tank is within a 5x5 area. Rotating toward
tank takes precedence. Will not rotate if tank is in direction of goal line.­­­ Rotates toward
goal line if hitpoints < 3.

Move Trigger:

Moves if space in front is empty.

Death Explosion Grid:
12321
23432
34>43
23432
12321

Friday, September 10, 2010

Sunday, September 5, 2010

Game Proposal Draft

An in-class exercise on the final game project:

Title
Target Audience - age/gender/etc
Gameplay mode - single player? multiplayer?
Platform - PC? Console? Web? Smartphone?
Camera mode - 3rd person, 1st person? top down? side-scroller etc?
Genre - arcade? action? puzzle? shooter? management? simulator? toy/virtual pet?
Characters - player controlled, non player controlled (NPCs)
Typical level - environment,
User interface


Here is the exercise from Friday that we worked on:


1) Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains similar characters actions or ideas
A game where you control an awakened puppet that searches for a mysterious girl who may hold the keys to restoring his humanity. As you explore many diverse themed worlds, you get to customize and upgrade your character to unlock new exciting places and characters. Kingdom Hearts meets Banjo & Kazooie.

2) What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The player gains control of the main protagonist, which is the puppet character who is in the process of understanding his purpose. The player searches many different worlds and chooses the paths in which the marionette embarks on its adventure.

3) Does the game have an avatar or other key character? Describe him/her/it
Your avatar is the puppet, whom you can customize with various different kinds of equipment and colors. There will also be another character who is critical to the story but is non-playable. We also have the main villain who will be the antagonist and pursue the main character.

4) What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to overcome them?
The game-play will involve exploration, communication and combat using button commands and items within his environment to defeat enemies and explore his surroundings. There will be boss battles and secret areas to unlock using the power ups and enhancements that the player acquires.

5) What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
Through the avatar.
6) What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
Third person, the camera will follow behind the character and at times focus on whatever the avatar is interacting with.

7)
Does the game fall into an existing genre? If so, which one?
Action/RPG hybrid.

8) Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
Single player story mode and an online multi-player mode.
9) Why would anyone want to play this game? Who is the game’s target audience? What characteristics distinguish them from the mass of players in general?
This game will cater to a broader audience with fantasy elements for younger players, but enough depth to appeal to mature and more hard-core gamers. The players can either get the more basic experience or they can explore all the secret areas, collect all the items and unlock special areas.
10) What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
Wii, PS3, Xbox360 & PC/Mac. The player will only need their control or keyboard.
11) What is the game’s setting? Where does it take place?
A fantasy fairy-tale world with a gritty edge ala the original Grimm's Fairy Tales, Shakespeare's The Tempest, A Midsummer Night's Dream, and Macbeth, Charles Dickens, Edwardian England, and revolutionary France. Inspirations also include the movie Coraline, the artist and work of Edward Gorey. Game influences include Zelda, Kingdom Hearts, Little Big Planet.
12) Will the game be broken into levels? What might be the victory condition for a typical level?
There will be a common world that will have access to all the different worlds in the game. Each game world will have a boss to defeat or a special item to uncover.
13) Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.
A game where you control an awakened puppet that searches for a mysterious girl who may hold the keys to restoring his humanity. The puppet explores various different worlds and acquiring new abilities to stop the "Evil Puppet master" from ruling the world.

Game Design Inspired By Artist

View my game design Powerpoint here.

Friday, September 3, 2010

Design a Ball Game

Objective: Design a competitive two-player game with a ball that does not incorporate throwing or kicking.

Balance Ball

A balancing game with two players of similar weight, a sturdy ball, and a wooden plank or beam long and large enough to support a player on either end. The players must knock the opponent off the seesaw and stay balanced on it in order to win the game.

The plank cannot be wider than a foot and must be between 4.5 to 6.5 feet long. It must be sturdy enough to balance two people.

The players cannot use physical means to knock off the opponent (e.g., no slapping or pushing the opponent). They may bounce on their end of the board to knock the opponent off balance. At the same time the players must try to gain enemy territory but cannot touch the opponent. One player must stay balanced on the seesaw in order to win. If both players fall off, the game starts over with no winner. The person who first wins 6 times is the Ultimate Balancing Champion.

This is considered a game because it is challenging, there are rules to follow, and it has a symmetrical fairness, to name a few points. The players must use physics, a good balance, and quick reflexes to win while obeying the rules of no purposeful physical contact. Both players start off with the same: one occupation at the end of a plank and must achieve the same goal.

Saturday, August 28, 2010

Chess Alternative Cooperative Game

"God Save The Queen"

OBJECTIVE
Two players cooperate to rescue the Queen on the opposite corner of the board and bring her back to their base, the Home Corner.

GAME PLAY
The pieces move from one corner to the next, sliding across the lines of the board. Each player chooses a character type from four different pieces, each with different attributes, and places them on one corner of the board. The Queen is on the opposite corner, guarded by five enemy pieces that share the same move attributes. Once one of the player pieces reaches the Queen, it must move back one space at a time while the other player helps guard the two.



PIECES
Player Classes
King: moves three spaces, but cannot move cover any spaces from previous move
Rook: moves two spaces, but spaces have to be different directions
Bishop: moves two spaces, but spaces have to be in the same direction
Knight: moves three spaces, but must be L-shaped

Enemies
Pawns: move one space at a time, but can go any direction.

Non-playable
Queen: moves one space, but does not move until a player rescues her

RULES
Players may jump over enemies. In order to kill an enemy, the player must move to the enemy’s occupied corner using the player’s designated move attributes.

Player rescues Queen once they are placed on a corner adjacent to the Queen’s position. That player must now move back to the Home Corner by moving one space at a time, regardless of their class. The Queen must move to any adjacent corner after the player made the move. The second player must keep the escorting player and Queen safe from enemies by either blocking or defeating them. The second player’s move attributes are still the same

Only one player is required to rescue the Queen. The second player must help the first player and Queen from being defeated by enemies. If the rescuing player is defeated, the second player must deliver the queen to the Home Corner.

The game ends when both players are defeated before saving the Queen, resulting in Game Over.

The game ends when either one or both players escort the Queen to their home base, resulting in Game Win.

Friday, August 27, 2010

Cartoon Network Game Creator Exercise

A) What options are available to you as a 'game designer'?

As far as game design, my options are limited with character and game objective, but the Clone Wars Game Creator offers many different elements to make the game level unique.

B) How are these options provided?

These options are provided step-by-step. Once you make the layout (game level), you go on to background, game type, character/vehicle, and then the most time-consuming part: customization of the game level. These systematic steps help the creator start from the big picture and later tweak to their liking.

C) What types of elements are provided for you to use to 'build' the game?

You may start with a pre-made level and work from that, or you can start from scratch. Other options are backgrounds (pretty much ground color), game characters and vehicle options (with different attributes/weapon types/specialties), walls, floors, and enemy placements to mix up the game level and difficulty of the game.

D) What limits are set on the level of the game play able to be customized

The game play is limited to a bird’s eye view; there is no other option available. The designer is allotted only a small amount of space for the level, and there are only the set number of available elements, nothing more.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.

Regarding the seemingly infinite amount of elements, such as enemies, that one can place in their level, it is up to the game designer to think of a target audience and also consider difficulty, re-playability, and overall a “fun” and “good” game experience. Some people may be inconsiderate and place many enemy spawns so the player cannot survive. Others may make the game “too easy,” like the one I created.


In Response to My Clone Wars "Find The Door" Game:


Response from a Female Classmate:
1) Is the game level fun to play? (be honest!)

-I thought it was pretty fun to play.

2) If so, why? If not, why not?

-I liked it because right when you start the action of the game was ready to go. It was very busy which kept your attention to the game. I also liked how there were other tasks you had to take beforehand before the door would end up opening. There was a lot of action with the enemies too.

3) What could be done to improve the level?

-Only thing I would say as for as improving the level is making the pathways a little bit more tricky when collecting the orbs while getting chased.

Response from a Male Classmate:

1) Is the game level fun to play? (be honest!)

Not very, though it would make a good bonus level. If I was short on power-ups, I would like to see a level like this.

2) If so, why? If not, why not?

It's way too easy. I finished in 12 seconds by the third try. It's also very confined. There only appears to be one short path from beginning to end. However, I was able to create a game within the game by first trying to see how quickly I could finish, then trying to see if I could achieve the goal without firing any weapons.

3) What could be done to improve the level?

Include less power-ups. The game would have been more fun with none at all.
Move the exit farther from the starting point, and add more paths. There is a lot of space in the level that I was unable to explore.

Wednesday, August 25, 2010

This Week's Gamasutra Article

I found an interesting article about a college course that requires students to study Portal:

http://www.gamasutra.com/view/news/30093/New_US_College_Course_Requires_Collective_Portal_Playthrough.php

Who said games are just for frivolity and fun?

Sunday, August 22, 2010

Gamasutra Job Postings

I checked out a couple of these job postings; I will research these companies.

Technical Artist for Sanzaru Games Inc. in Foster City

http://jobs.gamasutra.com/jobseekerx/ViewJob.asp?JobID=vKg3NzoTS1b1cN1eHbYPvaRXginR

Game Designer for Mighty Play in San Francisco
http://jobs.gamasutra.com/jobseekerx/ViewJob.asp?JobID=XVmM0nGuEb1DUzCIQ4wLe59wZShB

2D Game Artist for Watercooler Inc. in Redwood City
http://jobs.gamasutra.com/jobseekerx/ViewJob.asp?JobID=C%2FvyCrxse%2FfB98HF8hvXVFPDx0Bg

Videogame Cultural Studies Evaluation: Atari

1)

TITLE
Centipede

YEAR OF PUBLICATION/RELEASE
1980

GENRE
Shoot 'Em Up

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Trackball and button

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Play 3 times before Game Over

IS GAMEPLAY PATTERNED OR RANDOM?
Gameplay is both patterned and random. It is patterned because the enemy (centipede) comes from above and descends towards the character, much like Space Invaders; random because the centipede parts come down faster if they come in contact with a mushroom, making the enemy movements more unpredictable and the game more fast-paced.

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
One of the developers of Centipede was a woman, which was a huge milestone at the time. Incidentally, Centipede had a huge female fan base. Centipede was made available on the personal computer in the early 1990s, part of Microsoft Arcade.


2)

TITLE
Asteroids

YEAR OF PUBLICATION/RELEASE
1979

GENRE
Shoot 'Em Up

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Buttons

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Play 4 times before Game Over

IS GAMEPLAY PATTERNED OR RANDOM?
Gameplay is random; the asteroids and enemy UFOs fly across the screen without prediction. The hero is not constrained in one two-dimensional box; the player may move from the edge of the screen and come out to the opposite end, giving the player more flexibility and fun in gameplay.

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
Asteroids was a huge hit. The game was so popular and demand so high that Atari put the production of Lunar Lander on hiatus to make more units. Atari sold so many Asteroids units that it exceeded the records made by Space Invaders.


3)

TITLE
Battlezone

YEAR OF PUBLICATION/RELEASE
1980

GENRE
First Person Shoot 'Em Up, Simulator

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Trackball and button

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Play 3 tanks before Game Over

IS GAMEPLAY PATTERNED OR RANDOM?
Gameplay is random because the player does not know when the next tank will spawn

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
Battlezone paved the way for first person shooters. It was ahead of its time, using "3D" vector graphics. Different versions of the game were made for military training.


4)

TITLE
Adventure

YEAR OF PUBLICATION/RELEASE
1979

GENRE
Action-Adventure

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Joystick and button

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Almost indefinitely, since when you die the game will reset, but certain aspects will be saved, such as placement of items.

IS GAMEPLAY PATTERNED OR RANDOM?
Gameplay is patterned. It is patterned because each colored dragon guards certain objects, therefore the player may predict where the dragons will be. The gameplay itself is pretty straightforward.

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
Adventure is considered the first action-adventure game. The game's creator, Warren Robinett, was also considered the first to introduce the Easter egg, a fun extra in which many game developers still implement today.


5)

TITLE
Tempest

YEAR OF PUBLICATION/RELEASE
1981

GENRE
Shoot 'Em Up Tube Shooter

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Joystick and button

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Play 3 times before Game Over

IS GAMEPLAY PATTERNED OR RANDOM?
Random

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
It was the first game to allow players to choose the level of difficulty. Tempest had the illusion of being 3D, with the enemies coming from the center and growing larger as they come closer to the
player in each segment.


6)

TITLE
Crystal Castles

YEAR OF PUBLICATION/RELEASE
1983

GENRE
Isometric maze puzzle

USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Trackball and button

HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Play 3 times before Game Over

IS GAMEPLAY PATTERNED OR RANDOM?
Patterned, the player knows where the enemies are located and can predict their movements.

PUBLISHER/MANUFACTURER?
Atari Inc.

ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:
Crystal Castles was the first arcade game to have an actual ending. The rasterized graphics show an isometric, psuedo-3D environment, in which Bentley Bear walks through to pick up the gems. The environment also allows the character to move up and down to different heights, giving variety to the environment and challenge.