p1
electronic games where born from curiosity. The men and women who created this industry around them to inform everyone around them. Video games will change and evolve. The average gamer has been playing for 12 years. Males average 16 years of gameplay and females average 12 years of gameplay. 49 percent of americans own a console and most of them have 2. And 15 percent pay to play online games 33 percent play games on smart phone and the rest on a hand held device. 73 percent believe that perental controls are useful. in the past the gaming industry has gone from a 6 billion organisation to a 24 billion organisation in just 1 decade. in 1962 the pdp1 was created and it was the first one to utilize gaming. space wars was a game developed by a group of students who wanted to showcase the abilities of the machine and it had 1 feature they wanted to utilise and this was this display screen.
Atari
when they started atari they found that the games that where most successful where those games that where easy to learn but difficult to master. Al acorn created the game pong.
atari where they key to computer gaming in the future.
Nintendo created the nintendo gaming console in the late 1980's and this then led on to the early 2000's where the wii ps1 and xbox was created however the wii fell off and the constant battle between playstation and xbox goes on to this very day at the moment the latest consoles to have is the ps4 pro and the xbox one s.
However pc gamers have a thing called virtual reality and the main one is called the occulas rift. The occulas rift is a digital display that goes over your face and surrounds your eyes so you feel inverse with the game so for example many of the virtual reality games is a roller coaster game where you can inverse yourself with the in game surroundings so you would feel like you where on top of a roller coaster however you where in t safety of your living room. There are plenty of vr games and the most popular is London heist that being a game where you go around London robbing banks and shops and this is good for vr players and they are not doing anything wrong but in this other world they have a different persona who is doing bad things but it is effecting no one.
My first experience of video games was on my dads pc playing world of warcraft. I was so bad i had no idea of what i was doing and my dad couldn't help but laughed
My relationship with vide games has not changed at all as it has been a great bond for me and my father playing the same game. It gives us things to talk about things we can relate so personally i try to keep up with all of the games however i do actually like to go outside and enjoy nature more than my chair in my bedroom but however as my dad enjoys them
I worked on one game and this game was called outrun outrun was a late 80's classic played by millions of people around the world. Playing this game gave me a huge feeling of nostalgia and im sure it would give other players the same feeling as well. Once i had worked the controls out it was all easy from there overall i had a great experience playing this game
however the games where very hard
this graph shows us that if one thing happens it can effect all the players in the world for example if the devs created an achievement for killing 500 players it makes the killers and the achievers happy but makes the explorers and the socialisers unhappy however if they make it a hidden arena and you have to go in groups to get to it it would male everyone happy
Rule based system
A rule based system has outcomes and those outcomes are assigned different values and the play tries to change that outcome
in world of warcraft players play for many different reasons but those who want loot can play harder / learn more to receive better gear.
Variable and quantifiable outcomes
We can count them so we can identify the outcome
In wow there are achievements so we can count what we have done and achieved in the game
Different outcomes assigned different values
there is different outcomes depending on what you do
if you try to throw paper in a bin it either goes in or it doesn't
Outcomes influenced by player effort
The more you work the better the rewards
the more people you kill the better loot you get in wow
Emotional attachment
they are happy sad because of the outcome of the game
if you are in a raid and you kill the boss you are happy if you don't kill it you are sad
My first experience of video games was on my dads pc playing world of warcraft. I was so bad i had no idea of what i was doing and my dad couldn't help but laughed
My relationship with vide games has not changed at all as it has been a great bond for me and my father playing the same game. It gives us things to talk about things we can relate so personally i try to keep up with all of the games however i do actually like to go outside and enjoy nature more than my chair in my bedroom but however as my dad enjoys them
I worked on one game and this game was called outrun outrun was a late 80's classic played by millions of people around the world. Playing this game gave me a huge feeling of nostalgia and im sure it would give other players the same feeling as well. Once i had worked the controls out it was all easy from there overall i had a great experience playing this game
however the games where very hard
this timeline of my gaming history shows me that my gaming history has been very console based and as a gamer i have been very concentrated on the popular games at the time however during this timeline i brought a pc to play with friends and had a blast and it was lots of fun but now i just play fifa a lot
bartle taxonemy
a taxonomy is a fancy word for a classification
one of the earliest attempts to break down the schycolagy of players who we are aiming for when we build single player games . 16 years he studied players in group environments. he asked players What do you want from this game ?
these players had been playing the game for radically different reasons achievement systems are a low cost way to acknowledge these players mastery of the game so this is the achiever
the adventurer wants to explore uncharted areas these players are rewarded by being smarter than the average player with rewards and secret items
there is the social player who plays for the social aspect
then there is the killers they are in the game to kill and that is it they get a thrill from killing people the graph has to axies acting to interacting and then
and he could group player types in a completely new way the sysem is very utile becuase questions like what do the players like dont work it is easier to asses weather you acces the players or interacting with the world and then you can just change your graph and see what it effects
one thing will have a impact on the other and thats how the graph works that see what effects what and they want it to come to an equal balance
i would fit inside of the killers section as i play a game called world of warcraft and i love doing pvp killing others and the feeling of being better than someone just brings me joy its like being the first person to turn a page on a test suggesting that your have superior intellect a bit like wow pvp it suggests that i am a superoir pvper in the game and i love killing those who think they are good and they are not i love killing those with bad gear who are bad at the game to remind them that they are bad
i took the bartle test and got these results
i believe that this is spot on because if me being a 90 percent killer it means that there is a lot of rewards for killing people and it is good to achieve the thing's that no one else can by killing so many people
for example in world of warcraft there is an achievement called gladiator and the reward is a special pvp mount i collected the war turtle and ride it into battle but gladiator is a very hard thing to achieve as it requires you to be very good at pvp and kill your opponents
this graph shows us that if one thing happens it can effect all the players in the world for example if the devs created an achievement for killing 500 players it makes the killers and the achievers happy but makes the explorers and the socialisers unhappy however if they make it a hidden arena and you have to go in groups to get to it it would male everyone happy
Rule based system
A rule based system has outcomes and those outcomes are assigned different values and the play tries to change that outcome
in world of warcraft players play for many different reasons but those who want loot can play harder / learn more to receive better gear.
Variable and quantifiable outcomes
We can count them so we can identify the outcome
In wow there are achievements so we can count what we have done and achieved in the game
Different outcomes assigned different values
there is different outcomes depending on what you do
if you try to throw paper in a bin it either goes in or it doesn't
Outcomes influenced by player effort
The more you work the better the rewards
the more people you kill the better loot you get in wow
Emotional attachment
they are happy sad because of the outcome of the game
if you are in a raid and you kill the boss you are happy if you don't kill it you are sad

















Comments
Post a Comment