Monday, April 7, 2008

Week 1 - MDA UPDATE

Unreal Tournament 3 (PS3)

Fantasy - The game is set in a fantasy world where there exist not only humans, but several other races from different worlds. Equally, the places you visit in the game are from a fantasy world often containing a futuristic wasteland, ancient ruins or dead planet like conditions. Using the power of the PS3, unreal is able to simulate a truly believable environment where the player experiences reality.

Narrative - As an FPS you wouldn't expect an elaborate story from a game like this, however in recent years these sorts of games have been accompanied by a single player campaign mode where you still get the classic death match style maps with simple objectives. Unreal takes it a few steps further by keeping you guessing all the time. You're not only required to destroy the other person or team, you often have numerous other objectives such as sabotaging the other team's power source, or a capture-the-flag type mission.


Challenge - The challenge in current FPS games, is that they are very fast paced, and you have to keep up in order to survive in the game. Quick response, precision, strong strategies and patience are needed to complete some of the levels of challenge this game imposes on a player.

Fellowship - Unreal 3 also has a great online multi-player system where you can not only play the campaign mode with other people, but you can do the simple free for all or even team matches as well as several other co-op type levels. Now you no longer have to rely on a predictable team of bots at your side, but you have real people who can work much more
closely with a single goal. This changes the nature of the game-play and transforms it into a much more life-like experience. Add to that the ability to talk to each other via voice chat and messages and you have a solid team experience.
Mechanics
The game is consistent with other first person shooters utilizing the WASD configuration for movement and mouse for aiming/firing. There are a couple races to choose from at first, and there are more to unlock later in the game or through cheats. What's different and cool is that every weapon has a secondary fire. This usually results in a charged shot, slower but stronger. On weapons such as the sniper rifle, the secondary button acts as the scope for zooming which is pretty standard. One feature that was new to me was that the game did not force you to respawn after a death which is something that annoyed me with other FPS games where you cannot pause. For example in Counter-Strike:Source, if i had a phone call, i would have to exit the server or my character would keep respawning and lose points.

Dynamics
There are also power-ups such as shields, health and ammo packs as well as
weapons that when stepped over will be equipped if better than what the player is currently using. This can be annoying if you're in the middle of a fight as the character would momentarily stop shooting. Thankfully they've allowed the option to disable this. Another good implementation was a hoverboard for larger maps since it makes it much faster to get around. The hoverboard also allows you to latch onto moving vehicles with a tow cable. The spacebar acts as jump, and it allows you to press it twice at your desired timing and this lets the player change direction in mid-air confusing the other players while dodging shots.Visuals and sounds in the game are all high definition, which for me was a minor problem since everything looks so real. Playing on a standard display will be a challenge since all the textures and dynamic lighting are so convincing that you can't always see your opponent until he's firing at you. The sound is multi-positional which help immensely in determining the direction from where your opponent is firing from.


Guitar Hero II (360)

Sensation - This game is designed to please the ears and eyes. The constant stream of fretboard flying towards you leaves you with warped vision once you look away from the screen. This can't be great for your eyes, but it is kind of a cool feeling the first time. The music of course is a sensation itself where if the game is played correctly is pleasing to listen to but when wrong notes are hit it produces unharmonious noise.

Fantasy - Guitar Hero allows many to play out the fantasy of being able to play guitar, or being a rock star. Completing harder difficulties and songs gives the illusion that the player is actually playing music and have real musical skill.

Challenge - The challenge in this game is to have impeccable timing and precision so that you can keep a streak of notes going to earn maximum points. A player's lack of coordination or timing is the biggest challenge to overcome. Other times the game is ridiculously hard and expects you to execute a flurry of notes that are far apart on the controller but close in timing or weird combinations.

Discovery - For those with no musical background, this is diving into the realm of playing an instrument at its most basic level. Although you don't need to learn an instrument, you still must get comfortable enough of looking at the screen knowing that your hands will guide themselves to the correct buttons.

Expression - Guitar Hero's controller lets the player express himself by stylizing how he plays. One way to do this is to use the whammy bar to give vibrato to an otherwise lifeless note. This allows every player to play the song in their own way whichever is most comfortable to them.

Mechanics
The basic rules of the game are to press the 5 colored buttons on the controller corresponding to what is shown on the screen, while hitting the pick attack button to make the note ring. If you are able to keep a streak of correct notes going, the game will start to multiply the worth of each note. The maximum multiplier you can have is 8x. As a result of correct notes, you can also have whats called star power. This makes notes worth more and is good to be used if your rock meter is running low and are about to lose. If you have an 8x multiplier and use star power, you can max out the rate of points coming in.

Dynamics
Much like real guitar, if notes are next to each other, the game allows you to do a "pull-off" which lets you press multiple notes with just a pick attack on the first note. This technique helps with faster sections. After you hit a note, you must hold it as long as its shown on screen or you will lose the note streak and it counts as a mistake. As the difficulty of the game increases, you will be introduced to "chords" or multi button combinations.

The addition of the 5th colored button will appear in a harder difficulty, and this confuses people since they have to shift their hand position or stretch to hit it. The game will give you feedback by playing the guitar track if you are doing well. If you hit incorrect notes, the game will produce bad guitar noises and the guitar track will stop playing. Also, you will see a rock meter on the right that tells you how well you are doing. If a player misses too many notes, the meter will start to go down, and in the case that it goes to its lowest point the crowd will boo you off stage and you lose.

Week 12 - Resource Management

Unreal Tournament 3
Sources - As an FPS, the sources in this world come into existence wherever the level designer intended for there to be an item. A well designed level has health packs, armour and other power ups placed throughout the map to create a sense of balanced game play.

Drains - The sources are used by the player in a variety of ways. If it is a source of armour, the player will have the item for a timed period before it returns to it's spawn point for other players to have an equal chance at attaining. Health and ammunition packs are permanent, that is until they are used. It is possible to get over 100% health, and by getting hurt by an enemy weapon, or out of your own stupidity your health can be drained until 0 when you die.

Converters - The increased damage and extra armour could be considered converters because they take the item and give you something in exchange, which is more protection or the ability to cause more damage to other players.

Production Mechanics - In certain maps there are spawn points which act as factories for weapons and vehicles. When you destroy or use up an item, or in worst cases die, these objects will reappear. If you do not use them, they will not produce more.

Tangible/Intangible - I would say the most of the items, if not all, are tangible. You must touch health packs to get them. You must walk over ammunition to get more. With that sort of logic it would also make sense to drop those items if you were to use them or lose them upon death. Unfortunately this doesn't happen with health or weapons.

Static and Dynamic Equilibrium - Resources are in a constant state of flux. Players will find ammo, health, or power ups but it may be under a different circumstance in each occurrence. For example health packs are readily available to everyone, as they keep re spawning. Increased damage is also available and does re spawn but it only allows one person to have the item at a time. As players consume ammo, they will need to reload their weapons with more ammo from their inventory. If players let the weapon drain itself out, the weapon will reload itself from the player’s inventory after an attempt to fire when the weapon is empty, resulting in a dynamic equilibrium.

Guitar Hero II

Sources - In this game, the sources are notes which are in effect notes when they are attained by playing the note. Also, unlike most games, you can generate a source of more points which is called a multiplier by having a successful streak of notes without mistakes.

Drains - Drains occur when you miss notes. You will never have less points than you currently have, but the ability to gain more can be considered a drain. The other type of drain could be star power which allows you to gain more points. Once you initiate this mode, it will run out in a matter of seconds.

Converters - It is possible to convert star power into a mechanic which will increase the number of points coming in as well as minimize your losses.
Production Mechanics - The game itself just produces notes for you to hit. Whether or not you are successful in hitting the notes is not the point, they will go off screen and be destroyed. In its place, new notes will be created and sent down until the song is over.

Tangible Intangible - The whole game deals with tangible sources. The notes you have to "touch" or hit in order to provoke a response. The star power will collect in a tube which you must release. As a result of your actions, you can increase the flow of points by creating new types of sources.

Feedback Loops/Deadlocks - There are no feedback loops in this game. Each level is independent to each other. If you start a level and don't play, you will lose from too many errors. If you play the level, there is no way to run out of items. The only limit is the maximum times your points can be multiplied.

Static and Dynamic Equilibrium -
Players are able to statically increase points in this game because you can never go down in points. The rate of points coming in is a form of dynamic equilibrium since it entirely depends on the player's ability to keep a note streak going. There are several multipliers to go through to reach the maximum. Once this is reached the points will be coming in so fast that the star power meter will fill up, since that is the last step for expansion. Star power can be stored until ready to use. Upon using the rate of points will increase once more temporarily until the meter is drained.