Wednesday, November 21, 2007

Week Eleven Class Critiques

Aquila

Mechanics

Two main mechanics are important to this game: Movement and Attacking. A variety of both of these mechanics can be seen with the vast selection of units that have all different types of movement and attacking differences (some have higher hit points and attack from others while others are cheaper). The only problem is possible balance issues with the different mechanics. Some units will be obviously better than others but the cost needs to match the advantage; otherwise we will have the same problem Advance Wars for the Nintendo DS has with Megatanks, too cheap in cost and too powerful to play.

Dynamics

To help support the mechanics and challenge the player, two things can be done: have special terrain bonuses and have specialized units. By having terrain bonuses, penalties, and restrictions, the user has to critically think about which units they have to purchase for each round. For instance, you can make it so in arctic storms, air vehicles can’t be used and all other units move at half speed. Also, by having specialized units the user again has an extra element of strategy to consider. For instance, having anti air infantry would be super effective against air and normal against armored vehicles. Regular infantry however could decimate this unit type.

Aesthetics

The major forms of fun that are in this game are narrative, challenge, expression, and sensation. The game has a very basic story line: two factions, one trying to take over the world and the other is saving it. This kind of story is always welcome for this genre of game. It is challenging because you need to be able to strategically determine and plan against another player. It is expressive in the sense that you can choose what you want in your army and you can eliminate choices and make custom force. Finally, it is sensation because of how the user feels after winning or losing a battle. They will feel the most positive sensation if they win a close match.

Legend of Chopstick Chung

Mechanics

The major mechanic in this game is the ability of the player to click the mouse. Because of this, it is important to make this mechanic as fun and dynamic as possible. Simply clicking can tire after repeated or extended periods of time. Having ways to affect the speed of the clicking or how fast the player has to click will assist with the dynamics of the game.

Dynamics

As said earlier, having different ways of effecting the clicking will help keep the game interesting. There are two ways that this can be done. The first way is to have the time of the game effected either through progressing through the game or having it done every so often on a timer. The second way is through power ups that effect how you click or allow you to mess with time. An example of this could be a scatter click where it would count as a giant click within a certain radius of the click origin.

Aesthetics

The main forms of fun in this game are challenge, fantasy, and submission. It is challenging because of the dynamic way you have to click to achieve points. An example of this is with the first level of the game where you have to catch flies with chopsticks. It is fantasy because of the theme, main character and tasks the player is required to perform. Finally, it is submission because it takes the player little time to complete each task, like Warioware.



Deep Field

Mechanics

The main mechanic for this game is the ability to click the mouse. Like with Chopsticks Chong, it is important to make this mechanic as fun and dynamic as possible. Simply clicking can tire after repeated or extended periods of time. Having ways to effect the speed of the clicking or how fast the player has to click will assist with the dynamics of the game. Because this is being done in a 3D environment, having the clicking done from all angles and possibly having different effects could prove to be entertaining.

Dynamics

The best way to increase the dynamics of this game is to take advantage of the 3D environment that the game is being done in and the speed of the AI. By having enemies that jump or fly at the opponent, it makes the player think as to how they can avoid both land and air based attacks. Also, by having AI at varying speeds, you can have AI that can blitzkrieg the player and have other computers that are a creeping doom. This will help ad to the suspense of the game.

Aesthetics

The main forms of fun in this game like Chopstick Chong are challenge, fantasy, and submission. It is challenging because of the dynamic way you have to click to achieve points. An example of this is when you have to strategize between opponents of different speeds. It is fantasy because of the theme, main character and tasks the player is required to perform. Finally, it is submission because you are required to perform repetitive tasks for a short duration of time until a level is complete.

Dynasty

Mechanics

The two main mechanics for this game is the ability to interact with objects and movement. Based on the genre of game this is, it will be difficult to keep these mechanics interesting. The simplest way would be to create some kind of barrier that the user would have to somehow find a creative way to get past.

Dynamics

The Dynamics of the game will be determined by the difficulty and the creativity involved with the puzzles used. They have to be balanced enough for the player to be challenged by not frustrated. To help with this, barriers again can be used to help increase the challenge of these puzzles.

Aesthetics

This uses the following forms of fun: Sensation, Narrative, Fantasy, Challenge and Discovery. Challenge and discovery is felt through the thought process of completing puzzles while sensation is felt through the successful completion of the puzzles. Narrative is taken from Chinese history but with the time mix up twist. Finally, fantasy can be seen through the unrealistic backgrounds and character designs.

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