Game Analysis: Scribblenauts Unlimited

Scribblenauts Unlimited cover.jpg
(I couldn’t find any images that is about the game itself rather than with people holding them and playing them on creative commons so this is a picture from Wikipedia)

Summary

  • The game I chose to analyze call Scribblenauts Unlimited, It’s a puzzel solving game. I chose to analyze it because it’s an concepts I haven’t see much before

Game Play Analysis

Formal Elements
The Basics
Name of the gameScribblenauts unlimited
The platformWindows
Time played (should be at least 30 minutes)45 min
If you could work on this game (change it), what would you change and why?I won’t there is nothing to change
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?yes
How does this affect play?It don’t
Some types of player frameworks:Single Player – like Solitare.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.
Objectives/GoalsNOTES
What are the players trying to do?solve puzzle using the Magical notebook.
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/Mechanicswhatever you write in the magical notebook, will become a key that will help you solve the puzzle
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?mouse and keypads
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?Easy
Resources & Resource ManagementNOTES
What kinds of resources do players control?Star.
How are they maintained during play?Gain when finish puzzle.
What is their role?Use to help the main character escape
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?Total information
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?real time
How does play flow from one action to another?as fast as you make it
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 Interactionpuzzle solving
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
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?Kind of
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?Not the worst but definitely hard since you don’t know what the dev let you write in the notebook and what they don’t
What is the gameplay like?Chilling
Is it effective?Yes
Are there any points where the design choices break down?Yes, when trying to speedrun
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?fun for about 10 min then it give headache
Can you spot any technical shortcuts?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:try to think
What challenges do you face, and how do you overcome them?the object that I write isn’t there in the notebook, Write another word for it or use something that have the same conceptual
Is the game fair?yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?I don’t know if you can replay it or not. there are multiple path to finish the puzzle which in turn lead to victory.
What is the intended audience?7+
What is the core, the one thing you do over and over, and is it fun?Give overkill thing (Ex. give kind of nuclear reactor instead of a battery), or underkill water-gun to put out fire instead of firetruck .

Game Analysis: Cuphead

(I mostly find cosplayer of the game not the game itself on creative common so this is a picture from Wikipediae)

Summary

  • The game I chose to analyze is call Cuphead. It’s platformer game focused on boss battle

Game Play Analysis

Formal Elements
The Basics
Name of the gameCuphead
The platformWindows
Time played (should be at least 30 minutes)45 min
If you could work on this game (change it), what would you change and why?warn people before playing the game that winning easy difficulty does not mean you beat that stage.
PlayersNOTES
How many players are supported?1-2
Does it need to be an exact number?No
How does this affect play?two player are much easier to play
Some types of player frameworks:Single Player – like Solitare.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.
Objectives/GoalsNOTES
What are the players trying to do?kill the bosses or get to the end of the track
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/Mechanicsyou different kind of bullet and each bullet got a special shot call ex shot, you need to fill the tank that is needed for ex shot up by parry special pink bullet.
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?shot, jump, ex shot, dash, lock in place, parry and super art
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?they are easy to understand but isn’t easy to maneuver
Resources & Resource ManagementNOTES
What kinds of resources do players control?lives, cards(that is use for ex shot and if it’s full can be use for super art), bullet’s kind, dashes kind, coins,
How are they maintained during play?varies
What is their role?varies
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?Total information
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?Real time
How does play flow from one action to another?need to be quick.
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 Interactiondirect conflict
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
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?Kind of (to not gamble)
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?Smoothly
What is the gameplay like?Frustrated
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?I play with sound down, it make me lose focus.
Can you spot any technical shortcuts?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:Don’t give up.
What challenges do you face, and how do you overcome them?Die a lot, keep playing until I make it
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?It’s replayable, there are multiple ending but I wouldn’t say the other ending are victory.
What is the intended audience?10+
What is the core, the one thing you do over and over, and is it fun?Fight boss (I wouldn’t call it fun, it’s more of addicting

Game Analysis: Titan Souls

Titan Souls - Wikipedia

(I can’t find any images of the game on creative common so I go to Wikipedia and got this)

Summary

  • The game I chose to analyze is called Titan Souls. It’s a 2D, Indie game. I chose to analyze it because it have a very interesting take on weapons that I have never seen before anywhere.

Game Play Analysis

Formal Elements
The Basics
Name of the gameTitan souls
The platformWindows
Time played (should be at least 30 minutes)45 min
If you could work on this game (change it), what would you change and why?Give the hero ability to take more than 1 hit, at least have a game mode of it
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?yes
How does this affect play?No it did not
Some types of player frameworks:Single Player – like Solitare.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.
Objectives/GoalsNOTES
What are the players trying to do?find bosses weak-point,
Kill bosses
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/MechanicsYou got a bow, the bosses have weakness that hidden away, when you fight try to find out the pattern of the boss, and try to aim at the boss weakness, both the player and the bosses need 1 hit to die.
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?Move, roll, fire arrow, and pull arrow back.
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?it’s easy to understand just a bit hard to operate.
Resources & Resource ManagementNOTES
What kinds of resources do players control?arrow
How are they maintained during play?got one through out the game, shoot it to spend, pick it up or use a force to pull it back to gain.
What is their role?need it to hit the bosses weakness.
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?total information
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?real time
How does play flow from one action to another?you need to be quick or the weakness will be cover once again
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 Interactiondirect conflict
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
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?smoothly
What is the gameplay like?frustrating
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?The music is chilling
Can you spot any technical shortcuts?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:you will die at least 1 every boss unless you got all their weakness memorize before-hand
What challenges do you face, and how do you overcome them?keep dying over and over, I just play until I win
Is the game fair?Yes
What is the intended audience?10+
What is the core, the one thing you do over and over, and is it fun?boss killing

Game Analysis: Helltaker

Summary

  • The game I chose to analyze is Helltaker, it’s an indie, adventure, single player game. I chose it because I had seen people play this before, it’s seem like and interesting game and I keep forget to play it before so I do it now

Game Play Analysis

Formal Elements
The Basics
Name of the gameHelltaker
The platformWindows
Time played (should be at least 30 minutes)30 min
If you could work on this game (change it), what would you change and why?add more content and/or expand on heaventaker route
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?Yes
How does this affect play?No
Some types of player frameworks:Single Player – like Solitare.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.
Objectives/GoalsNOTES
What are the players trying to do?Collection/solve
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/MechanicsYou have a specific amount of move, go to your target before that amount of move reach the bottom and you will progress to the next level.
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?Arrow up, arrow down, arrow right, arrow left, L for advice/dialogue, R to reset, esc to go to menu
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?Easy to understand
Resources & Resource ManagementNOTES
What kinds of resources do players control?Will(moves),
How are they maintained during play?Given an amount at the start of level, the more you move the more you lose.
What is their role?to keep the player alive
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?Total Information
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?real time
How does play flow from one action to another?if you already know the way, flawless if not will take sometime to guess to next move.
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 InteractionMove to get to target
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
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?smoothly
What is the gameplay like?fun but take a lot of time to figure out the right move
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?the music is hype
Can you spot any technical shortcuts?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:None
What challenges do you face, and how do you overcome them?A level so hard, I skipped it in the menu
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?I wouldn’t really say any path is victory it’s just a lot of ending
What is the intended audience?10+
What is the core, the one thing you do over and over, and is it fun?kick demons into spike

Game Analysis: Right Click To Necromance.

Summary

  • I chose Right Click To Necromance, because I think this game have a very interesting idea, but don’t get enough content.

Game Play Analysis

Formal Elements
The Basics
Name of the gameRight Click To Necromance (RCTN)
The platformWindows
Time played (should be at least 30 minutes)3 Hour
If you could work on this game (change it), what would you change and why?Add more contents like troops (archer, more infantry, catapult, etc. etc.) drops(invincible for troops in an amount of time, speed up, higher attack rate, etc. etc.), and more maps
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?yes
How does this affect play?no the game is an offline game and is sigel-player
Some types of player frameworks:Single Player – like Solitare.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.
Objectives/GoalsNOTES
What are the players trying to do?Troops acquisition
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/Mechanicsattack troops that’s weaker/lesser than you, the enemy you killed get add into your troops if all of their swarm got kill. [There are 6 different type of troops that you can kill and necromance/assimilate (infantry lv1, infantry lv2, infantry lv3, mage, small golem, and the monster that will lead you to your doom BIG GOLEM.)] You lose if there are no more troops left
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?right click to necromance/assimilate, and left click to move your swarm around
Was there a clear introductory tutorial?Yes at the very start.
Were they easy to understand or did you find yourself spamming the controller?Very (there are 2 controller)
Resources & Resource ManagementNOTES
What kinds of resources do players control?troops
How are they maintained during play?kill to get more, be killed to have less
What is their role?to keep the player away from game over
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?Total information
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?real time
How does play flow from one action to another?real time
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.direct conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?together smoothly and tightly
What is the gameplay like?boring but addictive
Is it effective?yes if you don’t got anything else to do
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?The sound is great until you got more than 20 troops it get real chaotic
Can you spot any technical shortcuts?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:Don’t attack the BIG GOLEM, and the gameplay will be infinite unless you get distract
What challenges do you face, and how do you overcome them?I keep attack the BIG GOLEM over and over again and it lead to game over really fast until I have a thought that I should have long ago “Just don’t attack it” the game drag on for an hour
Is the game fair?yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?yes, no
What is the intended audience?5+
What is the core, the one thing you do over and over, and is it fun?kill and assimilate

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

  • This week is like all other week, I mostly read novels and do some work.

PRACTICE ROOM (TUTORIALS)

PlayCanvas

Screenshot from Sololearn.com

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/
  • Steps to create a flowchart
    • 1.Think out in your head a sketch what you are about to do and what are the steps that gonna be involve
    • 2. Create the start and end box
    • 3.Put the steps in one by one and connect the line
    • 4.Check for any spelling or grammar mistake
    • 5.Polish the diagram to make it look better and more presentable
    • 6.Export the diagram into a file

Mr. Le Duc’s Flowchart Shape Guide

More Flowchart Creation Resources

LAB (THEORY PRACTICED)

  • [I didn’t really understand what you mean with (Try to create your own game flow for one of your game ideas) so I made 2 diagram of what you could have meant]
  • How I come up with concepts
  • How the game will go Idea #5
  • Making the diagram is not as easy as it seem I took most my time thinking of is the chart detailed enough or is it too detailed.

OUTSIDE (CREATIVITY & THE BRAIN)

  • Set a timer
  • Spend up to 35 minutes,
    • 20 minutes watching Elizabeth Gilbert
    • 15 minutes walking
  • Watch Elizabeth Gilbert discuss creativity and genius
  • Go for a walk outside and think about what she said, if you can safely
  • Write anything you found interesting and useful in your reflection
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

STUDIO (GAME DESIGN)

  • Set a timer
  • Spend up to 60 minutes in this ‘room’ on either ONE of the game engines below, (NOT BOTH)

PlayCanvas

Screenshot from Daniel Wood’s YouTube Channel Playlist

Unity

Screenshot from Unity.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • Tell your daily story here!  Highlight what you learned and enjoyed most and at least one problem you solved. Problem-solving is one of the most important skills you need in life. Employers want to know HOW you get stuff done as much as WHAT you got done.
  • Today after woke up, I make my breakfast and begin reading. most of the time (today included), I read to get more concepts/ideas for my writing, so most of the time I only read 100 or so chapter of one books. After that, my parents told me tell me to help out with lunch. After lunch I go out for a walk usually 15 min but around this time it’s really cold so I only go for about 5 min. then I go in do my homework until dinner and then I read just keep reading till 9 (usually I write ideas out at this time but today I don’t feel like it so I just read then I go to sleep. today I solved the problem on how to read faster and still understand the story.

Game Analysis Minecraft

Summary

  • The game I chose to analyze is “Minecraft” I chose to analyze this game because I want to know how a sandbox game with minimal graphics become the best selling game in the world.

Game Play Analysis

Formal Elements
The Basics
Name of the gameMinecraft
The platformMultiplatform include but not limited to: Windows, Android, iOS, Xbox, Nintendo, PlayStation, Wii, Amazon Fire, and Oculus
Time played (should be at least 30 minutes)5 hour
If you could work on this game (change it), what would you change and why?I won’t change much about except add more biomes and mobs
PlayersNOTES
How many players are supported?At least 1 and as many as the computer which the sever is played on can handle
Does it need to be an exact number?No
How does this affect play?Depend on what kind of game you playing. PvE no, uhc again depend on how big the map is, etc., etc.
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.
Objectives/GoalsNOTES
What are the players trying to do?Depend on the mods and sever but in vanilla: trying to beat the Ender-Dragon
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?move button(left, right, backward, forward), sprint, jump, sneak, attack/destroy, place/use, open/close inventory, drop item, swap item in main hand to off hand, show player list, open chat/command, open advancement, take screenshot, open full screen, change perspective.
Was there a clear introductory tutorial?no you figure out the movement the more you play or you just open key binding to know about them.
Were they easy to understand or did you find yourself spamming the controller?if you find out for yourself a bit hard, but if you just go to key binding tab it’s easy.
Resources & Resource ManagementNOTES
What kinds of resources do players control?building materials, redstone materials, foods, weapons/tools, potion (those are in survivals)
How are they maintained during play?try to not run out of food, weapons/tools, building materials, building materials and weapons/tools are not require to survive in the games but the game will become boring without it
What is their role?food to keep the survivors alive weapon/tools, and are to acquire resources, and the rest are to keep the player entertain.
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?total information, but their are combination that is not necessary hidden away but more like waiting for player to find out, Ex. Iron/Snow golem, wither (crafting?) recipe, redstone combination, etc. etc.
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?real time
How does play flow from one action to another?flawless if you know what you need to do, crack if you don’t
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?No, not really
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?There is no narrative, and the theme help a little bit
Does it have emotional impacts?Yes, the End Poem
Also, look for en media res (does it start in the middle of the game)?No it show up last
The Elements in MotionNOTES
How do the different elements interact?“Build” upon each other
What is the gameplay like?doesn’t have a goal and bore real soon if don’t know how to reach the end
Is it effective?The original gameplay isn’t but the thing about minecraft is that it give an amount of freedom to player that no game has shown before which make this game have tons, and tons of mod which make this specials, I know game must not require mods to make it become interesting or it won’t make a great game, but minecraft manage to do that.
Are there any points where the design choices break down?Far lands
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?the game will change depend on what decisions they change
Does the design break down at any point?
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?a few
What about sound?there are placing blocks sound, using blocks sound, using potion sound, mobs sound, different biomes sound, potion/pearl sounds
Can you spot any technical shortcuts?No I can’t
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Look for scenery, don’t focus too much on doing things.
What challenges do you face, and how do you overcome them?Boss Wither, it’s much harder than the Endrer dragon (unless you fight it in the Nether or The End). I move my house and from that on only spawn Wither in the nether.
Is the game fair?Yes it is fair
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?The Ender dragon is rekillable but you need to craft 4 end crystal to do so. you don’t need to beat the ender dragon to play the game for fun, it’s just an achievement
What is the intended audience?5-15
What is the core, the one thing you do over and over, and is it fun?Mine and craft

Game Design – Week 7 – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

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

PRACTICE ROOM (TUTORIALS)

  • I chose Unreal as the game engine that i will use because it is one of the easiest I could get.
  • https://www.youtube.com/watch?v=W6s-WQKUG90&index=2&list=PLsPHRLf6UN4m1LQhNlRM22np4-4bIcDa4
  • This play list is about what in in the engine and how to operate them.

CLASSROOM (THEORY & ANALYSIS)

Game Genres from the Simplest and Most Difficult to Create

  1. Racing Game
  2. Top-Down Shooter
  3. 2d Platformer
  4. Color Matching Puzzle Game
  5. 2D Puzzle Platformer
  6. 3D Platformer
  7. FPS
  8. JRPG
  9. Fighting Game
  10. Action Adventure
  11. Western RPG
  12. RTS

LAB (THEORY PRACTICED)

OUTSIDE (CREATIVITY & THE BRAIN)

  • Set a timer
  • Spend up to 15 minutes outside, if you can safely
  • Go for a walk. Think about your life as a narrative for today.  A story of today. Me as the protagonist. another me inside me which love to read novel and procrastinate is your nemesis. I am trying to do at less some work for anything and not lay around read novels the whole day.

STUDIO (GAME DESIGN)

  • Before you read into my ideas please note that i understand that some of my ideas are for big companies with team of game developer to make but that’s just the big idea it’s not the core idea. The minimal vial product will be placed in a box and type in bold at the end of the Ideas
  • #1 Ideas- Western RPG
  • Western RPG but your abilities is about reading books. When you meet a enemy that you have to fight you will open your one and only weapon, a books that have stories from all dimension and realms ( which we will have to find stories that is not copyright or we will have to write our own stories.) and read a stories in there. after finish reading you will have to answer a few question about that book the higher you score the more damage you deal to that enemy, after you win you will be able to collect more stories. ( Though the GAME story itself will have to be a lot more interesting than normal or the game would be very boring.) [Western RPG but with different ways to attack other than just brute through, (that’s what most game are like until we develop something like SAO technologies) It can be with the stories idea of mine, or it can be with music, or doing math (which prodigy math game took that)]
  • #2 Ideas- FPS
  • Basically Player unknow battle ground but instead of guns you use spells to fight. [ most games using guns to fight i think we use cold weapons or magic ( but again until we have something like SAO, cold weapons would be boring)]
  • #3 Ideas- combination of racing game and 2d puzzle platformer or Color Matching Puzzle Game
  • Much like the nitro type but instead of typing you solve puzzles to gain speed and move forward. [combine different game genres to create a game mechanics that based upon each other ( Ex: it can be a fighting game of which you have to solve puzzles or answer question to punch your opponent)]
  • #4 Ideas- a Combination of a lot genres but most of them will be used as minigames while the game itself will be a little like JRPG
  • A game where you go to a festival with your loved one( can be your crush or girlfriend or wife), and at that festival you will play minigames, the more you score the more of an emotion bar goes up, and by the end of 15 or so minigames depend on the emotion bar the game will give you different endings ( could have a secret that you could buy food at some secret shop that look just like normal shop that you can’t interact with and if you buy food and give it to your loved one the emotion will goes up 2-3 minigame worth, but if you feed her/ he too much he will say he is full and the emotion bar stay or goes down.) [ This idea is based on the third idea but instead of 2 or 3 genre used to create a game mechanics, this idea is more of using one main genre and all the other as smaller parts in the game]
  • #5 Ideas- A game where you will build your civilization of which start off as just a normal human civilization, but around the map there are resources and other civilizations of which is different and stronger. ( Ex: a builder civilization with a lot of turrets and buildings, or a sorcerer civilization which could use magic, or a beast-human civilization of which their “stats” is stronger than normal. etc. etc.) After you defeat them, you will take their abilities ( Ex: win the builder and get more buildings, win the wizard and get magic etc. etc. ) The ultimate goal is to win 2 of the strongest civilization in the game. Gods and Super Advanced AI. The gods civilization stats will be through the roof and the SAAI will copy exactly the player action. [ The main idea is like “right click to necromance” but more complicated, you got yourself some resources to start with and you devour other people along the way and grow stronger]

Developing Quality Workflow

What is Workflow?

Image Creative Workflow from Behance.com, https://www.behance.net/gallery/27919515/Creative-workflow-GIF

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” – lexico.com

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage.  Read on and find out!

Stages of Creation Development

Inspiration

How do we find ideas to develop?

  • WHAT TOOLS SHOULD WE USE?
  • We could get ideas from every where, novels, movies, games, stories that happening around you, or maybe even in your dreams.
  • WHAT PROCESS SHOULD WE USE?
  • We could write down ideas, mix and match them, turn them upside down, try to create ideas,
  • HOW DO YOU MEASURE QUALITY?
  • Think about how people will react to it when they see the project.
  • WHO MEASURES QUALITY?
  • Anyone who have experience in that area. Ex: a game to someone who play game a lot, a book to someone who read a lot, a web page to someone who browse the internet a lot,…

Intention

How do we clarify our specific goal(s) for a project?

  • WHAT TOOLS SHOULD WE USE?
  • Project management tool like Monday, Hive, or Workzone that could help people keep track of the deadline and who will work on what.
  • WHAT PROCESS SHOULD WE USE?
  • We should write down as much information we will need as possible when we will go into pre-production
  • HOW DO YOU MEASURE QUALITY?
  • We compare our ideas with those that we know or can find
  • WHO MEASURES QUALITY?
  • Those who have experience with this.

Pre-production

How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • WHAT TOOLS SHOULD WE USE?
  • we should write all of our ideas out on something that let the whole group to look at at the same time, could be a page of paper or a web page
  • WHAT PROCESS SHOULD WE USE?
  • The whole group try to make the ideas become as complete and whole as possible
  • HOW DO YOU MEASURE QUALITY?
  • Look at how easy it is to create when produce the ideas the easier the better
  • WHO MEASURES QUALITY?
  • We do.

Production

How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • WHAT TOOLS SHOULD WE USE?
  • The right tools for the job. Unity and the like for game making, Wix and the like for website creating, camera, green screen and the like for movie filming, google docs or paper and pen for book writing
  • WHAT PROCESS SHOULD WE USE?
  • Do the work that will catch up to the deadline but try to not over work yourself and your team
  • HOW DO YOU MEASURE QUALITY?
  • Is the product coming out on time, is it close to what you have in mind when you have the inspiration of it, is the team working together nicely?
  • WHO MEASURES QUALITY?
  • Anyone who have the ideas first or a group of people that had agree on how it wil turn out

Post-production

How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • WHAT TOOLS SHOULD WE USE?
  • Zoom meeting, or go out and meet your group.
  • WHAT PROCESS SHOULD WE USE?
  • Discuses on what should be change and edited before published.
  • HOW DO YOU MEASURE QUALITY?
  • How did the work turn out is it ready to be use by consumer, is it what the group or you have in mind or better in the beginning
  • WHO MEASURES QUALITY?
  • Reviewer or tester.

Presentation/Performance

How do we share our project with our learning community, advisory members, and the world?

  • WHAT TOOLS SHOULD WE USE?
  • Different based on what the project is, YouTube and the like for video, Steam and the like for game, put up some advertising for book and website.
  • WHAT PROCESS SHOULD WE USE?
  • Send your project to your publisher
  • HOW DO YOU MEASURE QUALITY?
  • How well the community, consumer rate it.
  • WHO MEASURES QUALITY?
  • The consumers

Feedback

How do we conduct a feedback session at the end of the project development cycle?

  • WHAT TOOLS SHOULD WE USE?
  • Most publisher website have a feedback system that allow the consumer to rate and comment on the project
  • WHAT PROCESS SHOULD WE USE?
  • Gather information on the project from the publisher website or if your project is a website conduct the survey on it.
  • HOW DO YOU MEASURE QUALITY?
  • How the customers react to the project.
  • WHO MEASURES QUALITY?
  • The costumers.

Recipe for success: Warren Buffett

EXAMPLE: Place a picture of the person at the top of the post and cite the source of the picture

Image of Warren Buffett from Wikipedia,
https://en.wikipedia.org/wiki/Warren_Buffett

Born: August 30, 1930, in Omaha, Nebraska

Personal Success Definition

I define a successful person as someone who have a long life with wealth, have great health physically and mentally, do what they love, help more than 10 people with their life, and if possible impact humanity in someway.

Warren Buffett is a billionare, marry twice with 3 children, curently 90 year old (human average lifespan is 79 years), Had pledged to give 99% of his money to philanthropic causes.(primarily thourgh Bill & Melinda Gates Foundation)

Skills for Success

Describe what skills did they need to master to become successful?

List and describe at least 3

Warren Buffett is a 1) investor, 2) smart businessman, and 3) avid bridge player.  Warren was interested in business and investing from an early age and learned to earn money from a young age. He was also very smart, “entering the Wharton School of the University of Pennsylvania in 1947 before transferring to and graduating from the University of Nebraska at 19. He went on to graduate from Columbia Business School, where he molded his investment philosophy around the concept of value investing pioneered by Benjamin Graham. . . ” – Wikipedia. In his youth he find many way to earn money. He have many jobs before becoming the CEO of Berkshire Hathaway Inc. He was also an avid  bridge player

How They Used These Skills

He is a smart man who see many oppertunity to earn money. His first way of earning is to sell chewing gum, coke, and magezine door to door. In highschool he sell golf ball, stamps, and deliver newspaper. He and his friend once brought a pinball machine with 25$ and place it in a barber shop, in months they have severals machine in 3 different barber shop across Omaha. They later sold it in the year for 1200$.

Challenges Overcome

Before successful and become a billionare, he have to work multiple job, try multiple way, before he meet and work for Howard Graham, after Graham retire he open a partnership and with his ability he become success.

Significant Work

Image from https://www.gatesfoundation.org/ on 9-28-2020

The Bill and Melinda Gates Foundation helps people in the United States and around the world.

Resources

http://en.wikipedia.org/wiki/Bill_Gates

Cite at least one of these sources within the text of your writing