29/10/2018
Evolution of 2D Games
Platformers (Games where you traverse from A-B)
An action in a game, for example a jump, run or dash, is called a verb. A versatile verb is when this one action can be modified or combined with others to create another outcome.
Simply pressing a button can result in a jump. This is a verb. However sometimes you can also hold down the button to jump higher. Or you can press it twice for a double jump. Or you can even press another button whist in mid-air to result in something like an air-attack, a groundpound etc. This is a versatile verb. Versatile verbs become extremely useful to save space on a controller so that you only need a handful of buttons for a variety of verbs, instead of having to assign a separate button for each one.
In this first game there weren't a lot of versatile verbs. Air attacks and dashes weren't used yet and so every button only had one use. However the longer you ran, the faster you would get, which makes this action a versatile verb. Since there weren't any complex combos or anything of the sort, a tutorial wasn't really needed. Before you start the level it tells you which button is to jump and which one is the menu.
Then it uses the layout of the environment to slowly ease the player into the controls.
Then it uses the layout of the environment to slowly ease the player into the controls.
By placing some rings higher up, it teaches you that sometimes you will have to jump to reach them.
Next it presents you with an enemy so that an inexperienced player will learn that getting hurt will result in losing rings and that jumping on the enemy kills it. Or to the unlucky loser: getting hurt with 0 rings results in a game over.
Then it shows you how to get an item and slowly as the player progresses, they will become more familiar with the controls until they've fully understood them.
Only then will the levels become harder, so as to challenge the now more experienced player.
Next it presents you with an enemy so that an inexperienced player will learn that getting hurt will result in losing rings and that jumping on the enemy kills it. Or to the unlucky loser: getting hurt with 0 rings results in a game over.
Then it shows you how to get an item and slowly as the player progresses, they will become more familiar with the controls until they've fully understood them.
Only then will the levels become harder, so as to challenge the now more experienced player.
SONIC 2 1992
This game, that was released merely one year later, is basically the same as the former. However in this game, Sonics speed dash was introduced, which gave us the first versatile verb to a button. Now, by holding down, you could charge up a dash, which when released, catapulted you forward at extreme speed.
versatile verbs =
spin dash (Hold 🇻)
jump (x)
run (>/<)
versatile verbs =
spin dash (Hold 🇻)
jump (x)
run (>/<)
SONIC 3 1994
Once again, at its core, this game was the same as the former 2. However in the 2 years this took to release, 2 new additions were made: An air attack, which you used by pressing an extra button whilst you were mid-air after pressing the jump button. And the high-jump, used by holding the jump button instead of tapping it. It also, for the first time, started with a cut scene before playing.
Versatile verbs:
run (>/<)
spin dash (hold 🇻)
run (>/<)
jump (x)
This game, released 17 years after Sonic 3, is a 3D remake of the original Sonic, but with the more up to date controls. For one, the spin dash was already available which drastically changed the feel of the levels. In the first level, for example, The spin dash was so fast, that it felt as though half the level was skipped, simply by using it. They also introduced Omachao, the tutorial.
This little character follows you through the levels and tells you what you need to do. However since the remake used the same level layouts as the original, The environments "Invisible tutorial" was already there, making Omachao, while cute, essentially useless.
Versatile verbs:
run (>/<)
jump (x)
spin dash (hold 🇻)
1/11/2018
ODDWORLD: ABE'S ODDYSEE 1997
Abe's Oddysee is a 2D puzzle platformer made only 3 years after Sonic 3. And similar to Sonic 3 it also starts off with a cut scene, in which you find out that you are an Alien named Abe who discovers a conspiracy at his workplace, and now has to escape and save as many Co-workers as he can.
This cut scene helps so establish the task for the game, and invest us in the story. The game teaches us the controls by laying out banner screens throughout the different parts of the level, as well as then exposing us to an example scenario, where this needs to be used.
RAYMAN LEGENDS 2014
3 years after Sonic generations, Rayman legends was released for the Wii-U. This Game uses both the traditional button controls, as well as the touchscreen, for a diverse gameplay, that is fun for both single- and multiplayer.
It teaches the player with pop-up prompts, detailing the exact action the player must perform.
If the Action is on the touchscreen, and you are playing single-player, then Rayman traverses the level on his own, after the action is completed. Whilst this is a helpful mechanic for Children, an older player might not enjoy having the gameplay taken away. I don't think this mechanic is useful, or necessarily needed. After all: if a child is to young to be able to traverse a level on its own, it probably shouldn't be playing a video game to begin with.
Versatile verbs:
run (>/<)
punch (y)
jump (b)
float (hold b)
extra punch (hold y or y,y,y or y+</∧/🇻/>)
everything can be combined with run and made stronger
+ touchscreen controls (ex.: slash, tap etc.)
RAYMAN 1996
The original Rayman game, prequel to Rayman legends and made 1 year before Abe's Oddysee, had a rather primitive approach to player teaching, similar to Sonic 1, but made 5 years after. Before the game starts, we are shown a panel, with all the basic controls displayed. However unlike Sonic 1, this was not all the game had to offer. We can hold the jump button to jump higher, and after progressing the game and earning the punch control, we can also charge and, to a certain degree, steer this punch. Also, unlike Rayman Legends, the Punch must be acquired.
Versatile verbs:
run (>/<)
AppKiwi. (2018). Download Rayman Classic on Pc/Mac. Available: https://www.google.co.uk/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwi9oNuD1MTeAhUMLBoKHZyIDxUQjRx6BAgBEAU&url=http%3A%2F%2Fapp.kiwi%2Fapk%2Fcom.ubisoft.raymananniversary%2FRayman-Classic&psi. Last accessed 8th November 2018.
jump (x)
fist (◻️)
action (੦)
different environments = different outcomes
high jump (hold x)
charge punch (hold ◻️)
steer punch (move/jump whilst punch is in midair)
MURAMASA THE DEMONBLADE 2009
This, extremely complex, fighting platformer was released 12 years after Abe's Oddysee.
It gives the player an optional tutorial before starting, which uses text and example scenarios to tell the player the incredibly complicated controls, and does so over a rather extended period of time.
And although the game itself is rather fun, the tutorial is borderline awful, as it teaches the player in a easily forgettable way. We are exposed to too much information at once, making it near impossible to remember it all. To add to that, important things are repeated more times than necessary; they treat the player like an idiot.
Versatile Verbs:
jump (∧)
glide (hold ∧)
double jump (∧,∧)
slash (b)
slash combo (b,b,b)
crouch (🇻)
low slash (b + 🇻)
emergency dodge (>/< + 🇻)
drawn back slash (hold b + 🇻 + release)
uppercut (b + ∧)
run slash (b + >/<)
downward slash (midair b + 🇻)
parry stance (hold b)
select item (R1 + R)
use item (x)
secret art (hold y + release)
blade switch (hold L + release)
5/11/2018
Mario maker level
Our objective for today's lesson was to create/design a Mario level, and then make it in super Mario maker. This was to put the things we learned last week, such as how to create an invisible tutorial, into practise. We got to choose between making a first/introduction/tutorial level and making a very difficult level with at least 3 different interactives. We chose to design a difficult level, because we already had ideas for one.The first part of the level gives you 2 choices, over or under. Both choices are probably equally as hard, however the top route gives you the benefit of collecting coins on the way up. then you are presented with a pipe where you must make the crucial choice: will you take it or not? If you choose to, you will be transported back to the start. This teaches the player that things aren't always as good as they seem. When they were taking the pipe they were probably hoping for a secret level with extra coins, or a shortcut. The reset, disappoints them and makes them wary of future rewards. If you continue the level however you will get to the next part of the level, where you must pick up a fire flower and fight off enemies on falling platforms, whilst being shot at by a bullet bill. Then you find another pipe, which transports you to the next part. Here you make your way through a dangerous pit and back into a pipe, that will lead you to the last screen. Jump just right and you will complete the level. Although the final creation of the level turned out very differently, it is a hard, but not impossible level, and most of all: Fun. And with a few tweaks you could actually choose your path at the start. The feedback was good as well; Everyone was very invested in seeing, if we could finish the level, and thought it was well designed.
12/11/18
Developing player empathy through research
For todays lesson we looked at player psychology and how it can help us design a game people will want to play. We analysed the Bartle Types, The Four Fun Keys and The Big 5 (OCEAN).
The Bartle types identify how we play games, by asking how we interact with the worlds we are given. They were researched by Richard Bartle and originally meant solely for MMO players, however they have since been used for Singleplayers as well.
The Four Fun Keys identify why we play games, by breaking down the different types of fun there are. These four types of fun were discovered by Nicole Lazzaro through a series of interviews and explore why some players find certain things fun.
And the Big 5 is a psychological map, that, although originally intended for therapeutic use, can be used to identify the games we are most likely to enjoy. We identified where in the charts we belong, and also took the Big 5 Personality Test. By reversing these results, we also identified our blind spots which is a big step towards developing player empathy, by player-acting. This research wa sbased on 20 of the 36 dimensions of personality that Catell had discovered, and was summarized to 5 broad factors by Ernest Tupes and Raymond Christal.
20/11/2018
The Evolution of 2D Games Presentation
We were tasked with creating and presenting a presentation about the evolution of 2D games and the hardware used since 1983.
This little character follows you through the levels and tells you what you need to do. However since the remake used the same level layouts as the original, The environments "Invisible tutorial" was already there, making Omachao, while cute, essentially useless.
Versatile verbs:
run (>/<)
ODDWORLD: ABE'S ODDYSEE 1997
Abe's Oddysee is a 2D puzzle platformer made only 3 years after Sonic 3. And similar to Sonic 3 it also starts off with a cut scene, in which you find out that you are an Alien named Abe who discovers a conspiracy at his workplace, and now has to escape and save as many Co-workers as he can.
This cut scene helps so establish the task for the game, and invest us in the story. The game teaches us the controls by laying out banner screens throughout the different parts of the level, as well as then exposing us to an example scenario, where this needs to be used.
Versatile verbs:
walk (>/<)
run (R1 + >/<)
sneak (R2 + >/<)
Chant (R1+R2)
different environments = different outcomes
Unknown. (Unknown). Oddworld Abe GIFs. Available: https://www.google.co.uk/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwju7ImVycTeAhUIdxoKHVygCbMQjRx6BAgBEAU&url=https%3A%2F%2Fgfycat.com%2Fgifs%2Fsearch%2Foddworld%2Babe&psig=AOvVaw1oTmZCZaAa_. Last accessed 8th November 2018 .
speak (L1 + ∆/◻️/੦)
run and jump (>/< + ∆)
jump (∆)
8/11/2018
RAYMAN LEGENDS 2014
3 years after Sonic generations, Rayman legends was released for the Wii-U. This Game uses both the traditional button controls, as well as the touchscreen, for a diverse gameplay, that is fun for both single- and multiplayer.
It teaches the player with pop-up prompts, detailing the exact action the player must perform.
If the Action is on the touchscreen, and you are playing single-player, then Rayman traverses the level on his own, after the action is completed. Whilst this is a helpful mechanic for Children, an older player might not enjoy having the gameplay taken away. I don't think this mechanic is useful, or necessarily needed. After all: if a child is to young to be able to traverse a level on its own, it probably shouldn't be playing a video game to begin with.
Versatile verbs:
run (>/<)
punch (y)
float (hold b)
extra punch (hold y or y,y,y or y+</∧/🇻/>)
+ touchscreen controls (ex.: slash, tap etc.)
The original Rayman game, prequel to Rayman legends and made 1 year before Abe's Oddysee, had a rather primitive approach to player teaching, similar to Sonic 1, but made 5 years after. Before the game starts, we are shown a panel, with all the basic controls displayed. However unlike Sonic 1, this was not all the game had to offer. We can hold the jump button to jump higher, and after progressing the game and earning the punch control, we can also charge and, to a certain degree, steer this punch. Also, unlike Rayman Legends, the Punch must be acquired.
run (>/<)
AppKiwi. (2018). Download Rayman Classic on Pc/Mac. Available: https://www.google.co.uk/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwi9oNuD1MTeAhUMLBoKHZyIDxUQjRx6BAgBEAU&url=http%3A%2F%2Fapp.kiwi%2Fapk%2Fcom.ubisoft.raymananniversary%2FRayman-Classic&psi. Last accessed 8th November 2018.
jump (x)
fist (◻️)
different environments = different outcomes
charge punch (hold ◻️)
steer punch (move/jump whilst punch is in midair)
MURAMASA THE DEMONBLADE 2009
This, extremely complex, fighting platformer was released 12 years after Abe's Oddysee.
It gives the player an optional tutorial before starting, which uses text and example scenarios to tell the player the incredibly complicated controls, and does so over a rather extended period of time.
And although the game itself is rather fun, the tutorial is borderline awful, as it teaches the player in a easily forgettable way. We are exposed to too much information at once, making it near impossible to remember it all. To add to that, important things are repeated more times than necessary; they treat the player like an idiot.
Versatile Verbs:
jump (∧)
glide (hold ∧)
double jump (∧,∧)
slash (b)
slash combo (b,b,b)
crouch (🇻)
low slash (b + 🇻)
emergency dodge (>/< + 🇻)
drawn back slash (hold b + 🇻 + release)
uppercut (b + ∧)
run slash (b + >/<)
![]() |
| I.ytimg.com. (2018). [online] Available at: https://i.ytimg.com/vi/vRotSy2LGuI/hqdefault.jpg [Accessed 27 Nov. 2018]. |
downward slash (midair b + 🇻)
parry stance (hold b)
select item (R1 + R)
use item (x)
| YouTube. (2018). MURAMASA THE DEMON BLADE - TUTORIAL - Wii. [online] Available at: https://www.youtube.com/watch?v=G0f2dRom0s8 [Accessed 27 Nov. 2018]. |
secret art (hold y + release)
blade switch (hold L + release)
5/11/2018
Mario maker level
Our objective for today's lesson was to create/design a Mario level, and then make it in super Mario maker. This was to put the things we learned last week, such as how to create an invisible tutorial, into practise. We got to choose between making a first/introduction/tutorial level and making a very difficult level with at least 3 different interactives. We chose to design a difficult level, because we already had ideas for one.The first part of the level gives you 2 choices, over or under. Both choices are probably equally as hard, however the top route gives you the benefit of collecting coins on the way up. then you are presented with a pipe where you must make the crucial choice: will you take it or not? If you choose to, you will be transported back to the start. This teaches the player that things aren't always as good as they seem. When they were taking the pipe they were probably hoping for a secret level with extra coins, or a shortcut. The reset, disappoints them and makes them wary of future rewards. If you continue the level however you will get to the next part of the level, where you must pick up a fire flower and fight off enemies on falling platforms, whilst being shot at by a bullet bill. Then you find another pipe, which transports you to the next part. Here you make your way through a dangerous pit and back into a pipe, that will lead you to the last screen. Jump just right and you will complete the level. Although the final creation of the level turned out very differently, it is a hard, but not impossible level, and most of all: Fun. And with a few tweaks you could actually choose your path at the start. The feedback was good as well; Everyone was very invested in seeing, if we could finish the level, and thought it was well designed. 12/11/18
Developing player empathy through research
For todays lesson we looked at player psychology and how it can help us design a game people will want to play. We analysed the Bartle Types, The Four Fun Keys and The Big 5 (OCEAN).
The Bartle types identify how we play games, by asking how we interact with the worlds we are given. They were researched by Richard Bartle and originally meant solely for MMO players, however they have since been used for Singleplayers as well.
Socializer: A player that likes to interact with players. Likes to interact with other players and NPCs.,
Killer: A player that prefers to act on players. Prefers to attack Players and NPCs.
Explorer: A player who likes to interact with the Game World. Likes to explore every part of the world.
Achiever: A player who likes to act on the world. Prefers to get every Achievement and finish every quest.
The Four Fun Keys identify why we play games, by breaking down the different types of fun there are. These four types of fun were discovered by Nicole Lazzaro through a series of interviews and explore why some players find certain things fun.
Hard Fun: Players like to be frustrated and Challenged by a Game.
Easy Fun: Players like to be surprised and astounded by a Game.
People Fun: Players like compete and play with others.
Serious Fun: Players like to be excited when playing whilst not being Challenged too much.
And the Big 5 is a psychological map, that, although originally intended for therapeutic use, can be used to identify the games we are most likely to enjoy. We identified where in the charts we belong, and also took the Big 5 Personality Test. By reversing these results, we also identified our blind spots which is a big step towards developing player empathy, by player-acting. This research wa sbased on 20 of the 36 dimensions of personality that Catell had discovered, and was summarized to 5 broad factors by Ernest Tupes and Raymond Christal.
Using the Big 5, we can create the Four Domains of Play. This is how we translate The Big 5 into gaming.
Our next step is to play 2 games within our blind spots, to use player-acting, to research what makes the game attractive, from another players perspective. We also need to identify verbs and versatile verbs, used in the games we are assigned.20/11/2018
The Evolution of 2D Games Presentation
We were tasked with creating and presenting a presentation about the evolution of 2D games and the hardware used since 1983.
21/11/2018
Player Empathy
Player acting: Playing a game through the eyes of a neutral player, regardless of your own preferences.
Player Empathy
Player acting: Playing a game through the eyes of a neutral player, regardless of your own preferences.
Player Empathy Research 1
The first Blind spot I decided to look at was the Challenge
Blind spot.
Because I prefer hard games with no work, my empathy blind spot was
an easy game with a lot of work. Therefore I was assigned Call of Duty: MW3.
The Game takes place in the middle of a
war between Russia and America, and the objective is to complete warfare missions,
whilst moving through the city and killing the Russians. Although I may not be
very good at shooting games, and don’t have a lot of experience playing
shooting games, I could tell that the controls were quite intuitive and really easy
to understand. The game also was not particularly hard, even for a shooter-noob
like me. The game had consistent gameplay, focused entirely on shooting, which meant that for someone who
likes to stick to one thing the game would be very enjoyable. There were consistent objectives and enemies keeping you on your toes whilst playing.
The
game also offers a Multiplayer option, which allows the player to play with or
against their friends, which adds replay value, even after finishing the
campaign mode. There are also lots of different weapon choices, allowing the
player to develop their own unique play style, and making the game experience uniquely
fun for each player.
One thing I found troubling though, was that there was no
real health indicator, making it hard to know when you’re low on health. This
makes some deaths very frustrating, as you may have been doing quite well, and
not even have realised that you were about to die. The game does tell you when
you are low on health and to take cover, via on screen text, however sometimes this notification
comes just a bit too late. For a new player, who will not have developed the necessary reflexes yet, this is incredibly frustrating, which can take the enjoyment out of the game.
I would however recommend this game to players who identify as a Perseverer, as with enough practise and patience, the game is quite easy and fun.
27/11/2018
Player Empathy Research 2
The second Blind spot I had a look at was the Stimulation Blind Spot.
Because I prefer Single player games that are Thrilling, my Empathy Blind Spot is Multiplayer games that are calmer. Therefore I was assigned Resident Evil 5.
The Game takes
place in the midst of a Biochemical War in Africa, where a strange Virus is infecting
Civilians, turning them into murderous, walking Corpses. After teaming up with
a woman named Sheva, you are sent on a rescue mission, and discover the
Infection, as well as its capabilities.
The story itself was fairly interesting
and I quite liked the gore in the game. The Idea of a Virus infecting people,
like it does in the game, is very interesting and could have made for a very
exciting and interesting game. However this was thwarted by the incredibly
unintuitive and frankly stupid controls.
Not only are you required to press 2
buttons to attack in any way, you need to aim before shooting, instead
of this being an optional mechanic. But whilst shooting you are stuck in one
spot, unable to move. Both of these mechanics combined, result in a horrible
combat feeling, making the game quite hard, even on easy mode. When you are
assaulted by many enemies at once, it takes way too long to attack, often
wounding you before you even had a chance to defend yourself. On top of that,
the aiming itself is very heavy and slow, meaning that even if you were to
press aim on time, there’s a high chance the enemy will reach you before you
even get the cursor on them. Once that has happened, there’s likely no chance
you won’t be hurt, since you can’t move immediately, and have to exit out of
aiming first, which is also very disorienting, hindering you from moving correctly
for a short time, even after you’ve exited. To make things worse, there’s not
nearly enough ammo around, meaning you’re likely to not even be able to shoot
in the first place. Then you’re forced to resort to melee attacks, which rarely
even reach the enemy.
Even if you are a
Shepherd type player, you most likely will not enjoy this game, given that the
controls make the game play nearly unbearable. Other than that, the game was
actually quite fun. However this is another disappointing factor, because it
means the game could have been quite enjoyable, if they had fixed the controls.
One way to enjoy the game however, is to play with a friend. You can
laugh and make fun of the game with them which makes for a rather fun time.
When playing Single player, you can immediately tell that the game is meant to be played with another person. There are doors are require two people to open, and when your low on health or nearly dead, you can be resuscitated.
If you're playing alone, the Sheva AI takes over these responsibilities, however if you add a player, the game becomes very cooperative. You can give each other items, heal one another and sometimes you can't progress until the other player is ready.
However it is quite competitive when it comes to the items, since you're forced to share the sparce amount of ammo, and you're both looking for gold to buy upgrades. For a game that relies heavily on cooperation, I don't think this is a good mechanic.
28/11/2018
Using player acting in the future
This research will help greatly in the future, since both of these games were shooting based. And although I would ideally not want to work on an fps, most games have some sort of shooting mechanic. With this research I hope to be able to know what mechanics are enjoyable when it comes to shooting, and which I should avoid. It's also taught me a bit about how to tell a story in a game that isn't focused on it. Looking at the problem I found in COD MW3 will also help me utilise a better health mechanic in my future games, and looking at the multiplayer mechanics in Resident Evil 5 will help me create a good multiplayer feeling in future games.


















































No comments:
Post a Comment