2017年2月13日星期一

Learning Tools



Write a couple of paragraphs on what skills or knowledge these games might teach you, or might be used to demonstrate:

How transferrable are these skills/information?

 
In the competitive game market, the game's set of skills and information are relatively fixed, such as in LOL, each hero's skills, attributes, also the "wild monsters" refresh time, as well as the location of the map's resources are all determined. This is so to take the advantage and to highlight the player's technical and psychological skills as in  the traditional game of  chess, the most determined creates and makes  changes using spontaneous but well thought out tactics.

LOL in the overall strategic positioning is aimed an easy to read, easy to understand, and easy to use features (which also laid the status of its industry). This game after the duel can really focus on individual game technology (the bigger picture, fight on line, etc.). Therefore, even if the transparency of information it has always been a design worthy of its pursuit of a piece, but also occasionally one has to abandon the situation, especially when it comes to the core play. At this time ,some relatively uncertain information has become the focus of this contest. Such as players in the other field of vision in time, who can better grasp the battlefield trends and develop good coping strategies that will be able to account for the initiative.

In the non-competitive adventure game, the uncertainty is part of the fun of the game, so such as in  Final Fantasy, weather damage, skill effects or access to items have a very large random effect which will encourage players to extend the game time because of some of the included items, so players will enjoy it when they`ve played a perfect combo.

 

 
What kind of world-view does your game encourage, how might it make you see things differently?

 
LOL encourages a worldview of magic and technology combined. This is a very broad set of free world views. Almost all players in the game can find their favorite characters and story settings. When players face more freedom of choice, they can choose their own role and achieve a greater enthusiasm for the game, as this is a MOBA game it has a non- game over characteristic.

 

Final Fantasy encourages a fully defined world view, so that the story it presents to the players will give more affinity, so that players will want to see what happens next, which is focused on the story of the games needs.

 
How transparent is the game about the ways it manipulates the player?

 
The impact of transparency is everywhere. In the visual, in the game, in the design, in the arts, as well as the synthesis of these areas are reflected in the product. In LOL, the transparency of play is basically the information availability and deliberate confusion of information linked.

 

Personal skills are a complex blend of skills, but in LOL, which we all agree that the core components, including the use of mechanisms to determine the situation and understanding of the game. Most of these skills are in the different maps, models, and the common between the heroes. Of course, the game also clearly shows parts of the experience in the abandoned skills test, such as multi-unit micro-operation, the use of the stereotypes / templates, as well as notes running account.

 

In Final Fantasy, the information is only revealed the necessary part is able to make the players focus on the experience of the plot and the charm of the characters, and increase the fun of players to explore. The difference is that LOL’s each launch an update, because you want to win, so will be studied in detail, and the final fantasy players do not necessarily go online to see the Raiders, but would like to experience the game on their own.

 

Of course, you can assume that the ambiguous spell particle effects can be tricky for the game, but this contradicts the core idea of the information transparency concept described at the beginning. The game should not deceive the player, but should be the player to deceive the player.


 

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