p2

  • actions: The activities players carry out in pursuit of the game's goals

Actions are the things players get to do while playing a game.

  • Rules: The instructions for how the game works
Rules define what players are able to do and just as importantly, what players cannot do.
  • Goals: The outcomes players try to achieve through their play, whether they be measurable or purely experiential
The actions and rules of a game make more sense when we know the game's goal.
  • Objects: The things players use to achieve the game's goals
Objects are the things that players interact with during play as defined by the rules.
  • Playspace: The space, as defined by the rules, on which the ga me is played
The playspace creates physical and conceptual relationships between objects
  • Players: The operators of the game
Players put the game into motion through their pursuit of the goals using actions and objects within the playspace, all governed by the game's rules.





stuck in the mud

the players get to run around and hit each other if they get hit then they are stuck


rules are 

if you not it you can revive others or unstuck them by running under there arms and if you get it you get stuck in the mud

goals

the goal of the game is not to get it therefore you are not stuck and the other goal is to be stuck and to get others to revive you 

objects

in this game there are no objects 

play space if you are on the ground you can get stuck therefore nearby objects are very useful as it takes you off the ground 

players

well the players where my class.











     CANABALT

1)    Genre- canabalt is a endless runner game mixed with action due to the music and the thrill of running of roof tos and the fear of falling

2)    Narrative/storyline – cannabalt is a 2d running game where you are the fastest man in the world yet they are all out to get you so you are constantly running away from someone hence why as soon as the game starts the intense music comes on and you jump out of a hallway through glass and onto a rooftop.

3)    Production process- Canabalt was produced in 5 days as part of the monthly themed experimental gameplay project and it was created in august 2009. They had very heated arguments about weather they wanted sound in ther game as it was a very old pixelated scene however the sound the where posing to introduce eto the game was very up to date new music, however they decided to have sound and in my opinion, it makes the game a lot better.  To produce a lot of sound for the game they’re enginerd sounds and then they sounded a lot better. Like a backword sounds like a spaceship zooming past the charater

4)    Characters- In canabalt there is only one character in the game and the whole idea of this character is to make you feel like this character is you. So you can do what this charcter is doing/ jumping through glass jumping from rooftop to rooftop escaping from people.

5)    Gameplay – the goal for the gameplay of this game is to created gameplay that is pure and difficult and addicting. The goal of the game is to not fall so you ether jump onto another roof top or you fall simple so its live or die. In order to succsseed at the game you must jump at correct times so in order to sucseed you must try or you wont be good at the game and when you are not good at the game it is infuriating

6)    Target audience- teenagers as they have put it on the app store however they wanted to make the game as easy as they could so that it could be played by anyone because the game is so easy in the video the developer begins to talk about how they wanted this game to be easy enough for his grandma to play.

7)    Platforms- the platforms for canabalt : iOS, android,ps3,windows,play station portable ,ouya, commodore 64, PlayStation via.
















DONKEY KONG




They reckon donkey Kong is one of the best greeter outsider game of all time. It gave berth to the jump and run platform games as we know it and it established Nintendo as a national superpower

Still these days donkey Kong is one of the most recognizable games  and much of its story is untold miyamoto was the only man in the room when he did his sketches and he brought his ideas to life either by magic or some worker bees.

Shigeru miyamoto came to Nintendo, a quickly growing toy manufacturer and he joined the company in hope of creating toys but when  he joined they where trying a new medium and his dreams were differed Hiroshi Yaumauchi, assigned the young designer to create the cabinet and promotional art for its new video games.

Unlike the old arcade machines the new ones where programmable video games with cutting edge hardware and this was a major step to competing with the likes of taito which had changed the face of arcades with the release of space invaders

Nintendo knew what they had to do in order to compete however the engineering compartment didn’t quite become a video game developing studio

Nintendo asked ikengami who agreed to develop games under Nintendo’s name and as well engineer and manufacture the hardware they would run on. Nintendo made the cabinets them self and handheld the marketing

Radar scope was not a hit in America and it only sold 1000 units leaving 200 expensive machines just sitting in there warehouse. Miyamato wanted his games to feel like a comic strip come to life

Originally he designed a game based on the game Popeye unfortunately they where not able to secure licenses and they settled for a king Kong theme.

Kong was a love-struck gorilla who sat on top of a construction site throwing barrels at her boyfriend.

He envisioned a game where a character would have to jump over around under and below obstacles which had never been done at this time and this would fit perfectly with the game mechanic and it was a story that could be told on the screen and it would hold players attention.

The desire to get to new levels meant driving to get a new high score was even easier than it was before so it wasn’t draining as the player was always trying to advance to that next level

Yamuchi recognised that this new game would be the one to save Nintendo’s sinking American operation. He made the designer come up with a English name that Americans could relate to hence “Donkey Kong”

The game was a hit instantly and Nintendo’s only problem was that they couldn’t get anymore and they had to get all of the 2000 units that where not in use for radar scope and use them for donkey Kong

However, Nintendo didn’t actually own the rights to the game although it was still a Nintendo product the contract given to ikegami tukushi the exclusive rights to the manufacturer and sell boards to Nintendo for 70,000 dollars each after new laws ikegami was named the sole provider of donkey Kong the game.

Unfortunately Nintendo got themselves into a immense legal battle which meant they had to hire a new team for the sequel of donkey Kong and  they hired iwasaki engineering to disassemble the donkey Kong machines so they could add new graphics to them new levels and all the new stuff so they could make the sequel even better.

Nintendo’s firsts hits where nothing  compared to the popularity of donkey Kong because it gave  birth to a new genre of games the side view jumping games

In 1983 people started to call these games platform games

In 1982 shigaru miyamoto got the license to make his Popeye game and this was called Stanley the exterminator. Unfortunately it failed to take of as much as the other games did as it went away from the platform game and it varied towards more of a first person shooter

And in just a few short years Nintendo had changed the gaming scene









TOWERFALL













SUPER MEAT BOY


When Edmund was in middle school he Drew up designs for what he thought would be the ultimate video game

Super meat boy originated as a simple flash game that a online friend of jon mcentee and I made during our free time over the course of three weeks I had no idea that it would become one of the most played flash games. Let alone spawn a console game.

IN 2008 He was contacted by Microsoft and Nintendo about working on something and the first pitch to Microsoft was gish 2 and Nintendo was interested in a expanded version of Arthur

He met tommy refenes in 2008 and he was like his best friend and this is how super meat boy was created

They just wanted to make something fun and that’s what they did

WHAT WENT RIGHT

They used there own engine and there toolset because if there is something wrong they knew where and they knew how to fix it.

Also he programed games and didn’t script them and because they where  indie games so they could do what they want when it comes to gaming so they could either code or script so it was easier to have control because they where using all of there technology.

There wasn’t many tools used to make supermeat boy. There main tool was the flash exporter that they made. Baddicly it was a script that packed all the flash symbols into one texture and exported animation information with sound cues

They couldn’t believe how serious the industry was taken and it was a big surprise for them
 The pint he as trying to make was that they had so much fun making this game they literally for got how serious the industry was and they like to feel that there game embodies that


Back to basics

They desperately wanted to redesign super Mario brothers – super meat boy is super Mario brothers. It was vital for them to bring back the hardness of games back in the retro gaming ages and also reinvent the term difficulty

The core of the game was to remove lives keep levels short and keep goals in sight so victory is always seen however the way there is unbelivably hard and frustrating and as there are no checkpoints and no lives the game mechanic works very well.

SOUND

Danny's work comes from the kind of person he is. It's manic, obsessive, complex, 










DEPRESSION QUEST

the goal of the game is to make those with depression realise what it is like to have depression and why it is not a funny thing and i needs to be understood by those who don't have it 

i think the game achieves its goals as it makes you think that you are a person with depression and how you would react to specific situations. Another thing is that there are various links to websites in the game to deal with depression and there are constant reminders of this








VIDEO GAME PRODUCTION PIPELINE



Comments