Task 6. Finding yourself in a routine plot?
I’m a bit tired and irritable today. Don’t know why I can’t get through even half a day without getting tired lately. Anyway hope it doesn’t affect my writing so here it goes. O and by the way Tenkaichi 2 is pretty darn good so if you’re thinking about getting it, it’s worth getting. Also been playing FEAR extraction point, it’s amazing, very scary and atmospheric it’s the only game series that makes me scared so I’m a little bias.
Gameplay appears to me as the actual mechanics of the game. The task that is set for the user to complete for example in FPS games the main task is to shoot and kill all enemy objects before they shoot and kill you. I think gameplay is the skellington of a game where only the task exists with variables being more in the area of X and Y than The human hero and evil aliens. Therefore the gameplay of two games could be exactly the same but it’s the actual design that separates them. Games design integrates the mechanics of the gameplay along with visual effects, programming, sounds and narrative.
My personal favourite games developer is Square Enix. They produce a mainly Japanese cultured game based more around an epic storyline and trying to take existing gameplay mechanics e.g. an experience levelling system. Then reinventing it to give their games of the same genre a fresh feel e.g. the sphere grid in final fantasy 10 rather than the pure experience system of final fantasy 7 or kingdom hearts.
The games design process is conducted before creation of the final game even starts. A games design is produced to a producer possibly along with some basic prototype programs to model their idea this design could be entirely created by one person or a large team of people. The producer will then give the green light to the project if they believe it is a good enough design. However the games design is always changing throughout production therefore when a games design is shown it tends to be incomplete.
I think different games genres require different principles as their mechanics are different. A game like FEAR needs game levels and sound to work in harmony to create as spooky an environment as possible while a turn based strategy game would be more dependant on the maths of all damage calculation and computer AI rather than relying on object skins to effect gameplay.
I think my personal preference of gaming is dependant on mainly storyline. Older games like final fantasy 7 easily contend with games of the same genre with much higher level of graphics purely because the story was so amazing. That doesn’t mean that gameplay is not a effector it just varies depending on the genre of the game. For beat em up games I will mainly judge it on the game mechanics rather than the actual storyline. As the beat em up genre doesn’t really go hand in hand with in depth storylines.


6 Comments:
Interesting comments - how do you think games tell stories, as opposed to films or books? Bit of a teaser isn't it!
Also, how does FEAR extraction point compare with FEAR? Truth to tell, I got bored of FEAR long before the end and deleted it from my HD. I figured it was the weakest Monolith game in a liong while... it was Pacman with fancy graphics... where was the story?
By
Michael Powell, at 1:48 PM
oh and by the way, as you are a programmer I expect you to sort out the future of gaming! pretty graphics does not make up for dull games...
get to that AI coding!
By
Michael Powell, at 1:53 PM
:O
you didnt like FEAR
how?
stick with it, the ending is one of those ooooo now i see what its all about. Also its amazing graphically.
I guess i really like it due to the atmosphere like why people like renting a scary move, except i dont find them scary while if im part of the action its far more scary.
Thats also how i think games tell stories they seperate the story into blocks. Those blocks become levels. But its the interactivity and being part of the story that makes gaming my storytelling method of choice.
Also if you watch the live action film that comes with FEAR the little story on that gets you a bit more gripped i feel.
But also as it is a horror game i didnt really expect an indepth story every single second much like horror films. More of what am i killing? why is this weird stuff happening? whats going to happen in the end?
lol i cant even seem to program a letter counter so AI is out of the question :P at least for the moment
(a rather big reply i feel.....ooopsss :P)
By
Stratus Hunter, at 2:30 PM
play cs tel, you KNOW it makes sense
By
loz, at 6:31 PM
I liked the spooky bits, what I didn't like was the endless corridor/office shoot out... it was repetitive beyond endurance for me... maybe I ought to try again, but another problem with it was that I had no feeling for how far through the game I was, so I couldn't judge whether to stick with it cos I was near the end or give up because I had another month of empty offices to explore.
I did like the active camo dudes tho :-)
By
Michael Powell, at 10:49 AM
Loz your so hardcore with CS lol. transfer to battlefield :D
Yeah ill agree to the endless offices, looks like the expansion has sorted that as your in an entire city from the looks of things.
The active camo dudes are near the end along with the machine walkers.
Its not that long to be honest but there are a lack of cutscenes which is a bit of a dual sided blade. The advantage is you feel in the action constantly but it means the story is only told by too quiet voice overs over the com link and during the loading screens.
You have to love the AI on there though, they are pretty smart. Also the tricks in some rooms are fun. "shoot canister it launches into room kills first man, shoot barrel kills man 2 3 and 4 then send the last canister up the corridor and kill man 5. Strut through room thinking how cool that was" gotta love those rooms.
By
Stratus Hunter, at 11:06 AM
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