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.