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.

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