2017年10月25日星期三
2017年9月30日星期六
2017年9月28日星期四
[28.09.2017] Charater detail
Name:Fiery
Surname:Unknown
Gender:Male
Nationality:Germany
Ethnicity:Human
Period:Near future (a parallel world in 2050.)
Age:12
Height:141cm
Weight:30kg
Hobbies:Mischief, attracting attention
Personality:Hyper active, passionate, bad-tempered
Symbols:Active volcano
Weapons: Improvised
Bombs and explosive?
Backstory:
Fiery lives in a
city which is named Piatou, and it is governed by different factions. The story
begins with these factions competing for land and resources after a war has
ended. The whole city is divided into different areas with clear frontiers.
These areas include: The Government, V.I.P’s and the wealthy are in the first
area, followed by the ordinary citizens occupying the second area, and the poor
and the refuges from the war are in the last area.
Fiery is living in an orphanage in the last
area and is very lonely and just wants to be loved and have a family. He is
quite mischievous and loves to be the centre of attention .Although his serious
side he is extremely talented and is able to build homemade explosives by
himself.
One day a scientist visited the orphanage
and was very interested in Fiery’s talents and invited him to his home laboratory.
After that day, Fiery made regular trips to the laboratory where he was taught
science over several years. The scientist became a foster father figure but
there was no fatherly love just science.
The story concludes in Piatou in a new era,
Fiery now an adult, has become the new leader of the city government.
2017年2月13日星期一
Sports
How
inclusive are they for differently able-bodied players, do they make
assumptions about the player’s body-type or exclude those with certain
disabilities?
For many years, the game industry has been
advocating play for people with different physical conditions and disabilities
to enjoy video games on an equal footing. EA's old football game series FIFA13
made a very good example for this role. A mouse that controlled the whole game
made it possible for many people with disabilities and suffering from movement
disorders to enjoy the game, and for EA this football game meant that so many
disabled people could play the game with just one hand.
Not only that, a high degree of custom key
settings, colour settings and high-contrast menu screen gave "FIFA
13" different degrees of bonus and reward, but the real decisive feature
is the ability to adjust the AI opponent's reaction speed and overall Game
speed.
How
does the meaning of your games change when they are played competitively or by
a speed-runner?
In this game four players or AI are in a
map race, once a player is knocked out or left behind the other players
continue, but the screen border will become smaller and smaller, which will
makes the race faster and faster. Up to a point when there are only 3 or less
players left to continue the game. As each map is an infinite loop path, each
player has to knock out or lose the other players to be the final winner of
this race. Backward heroes will use everything at their disposal in order to
run faster or impede others progress. The player with the greatest attitude
will dominate the game. The Athletic mode will allow players to the purpose the
game in other words to understand it and to allow more practice, and in Game
mode you can expand this point. When winning there will be a greater sense of
accomplishment, fast-paced game requires players to maintain a high degree of
concentration and speed.
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?
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.
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.
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.
Narrative
How
would you scare a player with a mechanic in an ordinary everyday context?
I thought about how to create a shock effect for the player. Take
Pokémon Go, as an example. Players need to walk around their local environment
and capture a Pokémon; this is a very easy day-to-day game, so the players will
not be prepared for a scary situation. Then they have to focus on the process
of capturing a Pokémon. Suddenly BGM switches to the Lavender Town’s BGM where
it is full of supernatural events taking place, and where the real identity of
the evil Pokémon is revealed bringing a shock factor to players. The mechanics
trigger the events and the conditions are random and without notice, it will
only trigger when player is concentrating.
As in many horror games, they always try to focus on the players so that their breathe, gets taken away in shock. But in itself is a just horror game, players will be fully prepared for such events, so the shock effect would be somewhat anticipated. For example, in 'Resident Evil ' zombies became a popular adversary in this game and in the core players’ mind there is not so much of a terror atmosphere, as it turned out with a lot more kill and humor, such as Lollipop chainsaw, Plants vs Zombies etc...
When we talk about the ludic joke in games,
people will think of the mouse meeting in Dooms, Silent Hill’s alien ending,
Diablo’s cows levels, the strange weapons of Monster hunter etc.
In my game design, I want to take the
Assassin's Creed series as the background, add a new ending for the game. The
story continues, the protagonist wakes up and finds himself in the office but
earlier in his dream he was an assassin creed and finally understand what he
wants to do. His last mission is to leave his resignation report, and depart
the office.
2017年1月10日星期二
【2016-11-18*】Games as Simulation
Games as Simulation
What are the basic
assumptions behind your indi dev video game? What world view does it suggest?
In the sketch of my
indi dev video game, I want to describe an unreal world for player experiencing
my game. There are two kinds of
background design in normal games. A kind is based on real world, like
Commander and Conquer, Age of Empire etc.. Another kind is unreal fantasy
background design, like StarCraft, Heroes of Might and Magic etc.
Players can easily accept the game world design and quickly experience the game core of tactics. But in the other hand, the similar background of them and too much ruled by real world will make the game’s setting same as others, like Deja-vu. Although there is a great world design, it is hard for impressing players. And after playing this game, they can only remember some simple things just like “Mario slave the Princess.” Because the reasons of their fighting are only terrorist organization (Ace Combat), war between countries (Total war) and crime (Delta Force), and all happened in earth.
I will try to change it in some places,
include:
1, Add more scientific evolution system, so the
natural environment will give players more feedback for evolution limit.
2, Focus on the survival and creation elements,
so that players will pay more time in game and more interesting. (Minecraft)
3, more evolutionary and technological choices,
we can give up the microorganism period, and start game with choose a base type
of animals to evolve. So that players will not waste too much time in the
boring of big fish eat small fish.
4, more technology and diplomacy options
(Civilization Series)
5, social interactions (The Sims)
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