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.