Tuesday, January 31, 2012

Donkey Kong Online

http://www.donkeykong1.com/


Time limit for exercise - 20 minutes.


1) How would you describe the level of engagement compared to more action oriented games from the same period?

The level of engagement for this game ranges from low-high depending on how motivated the player is in spending time to score points. If the player wants to just breeze through the levels, a high score most-likely will not be achieved. In order to score points, the player must either jump over items, destroy items, or collect items. Donkey Kong certainly challenges the player with proper timing and a puzzle-like aspect as to when and where the barrels fall.


2) What role does setting and characterisation play in the game?

The setting consists of levels created by beam-like structures that the player must head to the top of in order to save the girl. The characterisation of the game, where the player is protagonist Mario and Donkey Kong is the antagonist gorilla on top of the building throwing barrels your way is in some ways familiar (e.g. King Kong). This familiarity enhances the "save the girl" objective and possibly adds to the level of player engagement.


3) How do spells, pickups and power-ups assist the game play?

Pickups and power-ups assist the game play by giving the player a change of pace and a sense of randomness. Through my playthrough however, I never encountered any pickups or power-ups. If I had, game play would be assisted because my experience with the game would have been altered at that point since it was no longer the "norm", or what was expected. The pickups and power-ups are "bonuses"--like a treat to the player--it's not necessarily needed, but it's nice to have.

The Legend of Zelda Online

Play "Legend of Zelda" online using this java-based version:
http://www.dan-dare.org/FreeFun/Games/ZeldaDarkness.htm



Time limit for exercise - 20 minutes.


1) How would you describe the level of engagement compared to more action oriented games from the same period?

The level of engagement for this game is quite high as it allows the player to control how much exploration and "looting" to do. You're allowed to cut each and every grass pile, if you so choose. You can run past enemies (excluding bosses) and progress further without consequence. The game gives the player a sense of freedom and choice by dropping you into the story and then not really giving much instruction as to what you need to do except for the fact that you need to find the seeds of darkness and destroy them.


2) What role does setting and characterisation play in the game?

From what I got out of the ~20(+) minutes of playtime, the surrounding setting of the hero's home is a forest of trees laid out in a maze-like fashion, where you must find your way out of to progress with the story. Link has the ability to use his sword or shield, as well as other weapons later in the game. This enhances the personal experience of the sense of freedom and choice mentioned above.


3) How do spells, pickups and power-ups assist the game play?

Spells, pickups, and power-ups assist the game play by giving the player more options to choose from. Say, if a player were to create a challenge where no pickups are allowed during play, they have the choice of attempting to beat the game without pickups. On the other hand, if the player decided that gathering every pickup could be a side-challenge along with the main goal of destroying the seeds of darkness, the option is there. However, there are also many other ways spells, pickups, and power-ups assist game play. For example, giving the player a limited, powerful boost provides a new experience than what consists of normal gameplay--a "bonus" if you will.

Saturday, January 28, 2012

I, Videogame Episode 2 Survey

QUESTIONS:

1) What kind of company was Nintendo before it made videogame and videogame consoles?
They were a toy company that sold everything from plastic toys to playing cards.

2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System)
Magnavox Odyssey.

3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?
Miyamoto was an artist who brought forth the storytelling skill set.

4) How did the limits of the technology affect the way Mario could be shown?
It affected Mario's character entirely, from his size to his hat to his mustache; to his nose and even the colors of his uniform.

5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?
The crash of 1983--ET. Generally, there was no story involved in video games prior to the NES release.

6) What was assumed to be the 'next big thing' by electronics manufacturers?
The personal computer.

7) What did Legend of Zelda bring to gaming that was new?
An exploration experience as well as the ability to grow your character, e.g. Link starts off weak but ends up being stronger with an array of weapons. (RPG + Action)

8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames?
Reaganomics promoted consumerism, which aided video games as an aspired purchase. The culture was more narcissistic, e.g. Sonic's "anti-hero" character.

9) How were the PC games published by Mystery House like King's Quest different from console games?
They required patience and the player to use their mind. It was a literary game.

10) How did Sega's 16 big Megadrive system change home console gaming?
It allowed for faster processing as well as better graphics.

11) How did "Leisure Suit Larry" differ from most genre based games of the period?
It was the first "racy" game of its kind for adults, as well as touching upon real-life situations and issues.

12) How is this aspect reflected in many games of today?
Sex sells and explicit content, as well as a sense of realism remains very alive in many games of today.

13) What is 'motion capture'
A technological method where the process by which markers are placed on a person that captures their movement data.

14) What is the 'uncanny valley'?
 The awkwardness and repulsive effect that humans get from the very realistic, but "dead" looking human characters due to their "off" expressions.

Batman: The Brave and the Bold Game Creator



The challenges and actions that make up the game level require the player to collect all orbs and reach the portal in order to successfully complete the stage.

The camera mode is a static, side-view perspective of the entire level.

The player uses the arrow keys to move and jump.

The goal of the game is to survive and complete the stage as quickly as possible.

Star Wars: The Clone Wars Game Creator



The challenges and actions that make up the game level require the player to collect all "holocrons" and reach the portal in order to successfully complete the stage.

The camera mode is a top-down, side-scrolling perspective of the level that follows the player's moves.

The player uses the arrow keys and keyboard to move and attack.

The goal of the game is to survive and complete the stage as quickly as possible.

Ben 10 Alien Force Game Creator





The challenges and actions that make up the game level require the player to dodge enemies, time their jumps, and collect all orbs and reach the portal in order to successfully complete the stage.

The camera mode is a static, side-view perspective of the entire level.

The player uses the arrow keys on the board to move and jump.

The goal of the game is to survive and complete the stage as quickly as possible.

Wednesday, January 25, 2012

David Rolfe

As I was browsing this page of The Dot Eaters' website, I wanted to learn more about this David Rolfe fellow--leading me to: http://www.digitpress.com/library/interviews/interview_david_rolfe.html. Pretty neat stuff!