Thursday, 29 March 2012

Remediation

We call the representation of one medium in another remediation, and we will argue that remediation is a defining characteristic of the new digital media.  

In 1970 it was thought that film were going to be taken over by the gaming industry, luckily that theory never came true, instead, games are now as popular as the film industry; so popular that the success of games are measured the same way films are.  Bittanti says that in U.S 90% of the households there have owned/own a computer or game console (I  would have thought at least 95%, minimum). Because of the popularity of games, some of the top universities now offer a games relating course.

Bittanti calls the gaming industry a 'complex phenomenon'. I personally don't see why its so complex. Jumping from  non digital gaming (board games) to digital gaming was a big, easy and successful change to adjust to. From looking at dull colours of the board to flashy brighter one on the screen and listening to sound and music (which i will admit is sometimes annoying) There is no reason why the digital gaming shouldn't be such a phenomenon.
Marshall and Morns says 'game culture does not fit into the past form of media' I think that games are unique in the media field, it is different to films and pictures.
It's sad that in today's world, games are still not taken seriously, even though some consoles and games actually help people e.g on the Wii we have Wii fit to make exercising fun for the player, we have games like rock band to help teach people how to use instruments, even on some hand held consoles we have brain tracing and puzzles to engage the player's brain. Scholors says that films are now influenced by games, and it didn't take me long to think of some examples, films like Drive, Death race, Fats and Furious all have attributes of Grand Theft Auto. In some films they make a film purely based on games, e.g  The Street Fighter franchise has no story (unless you count each players personal story) but in the last 2 decades they have made film adaptions to the game.

Overall i think that the gaming industry and the film industry are not merging into each, nor are the competing, i think that they are working side by side, inspiring idea to each other

Live dangerously but within the law



In this film, where the game is to kill without any consequence, the main character and hunter Meredith Caroline has her new victim called Marchello Polletti.

In the 'Big Hunt' you follow 4 simple rules

Rule 1: Every member has to commit a murder
Rule 2: The hunter knows everything about the victim
Rule 3: The victim does not know who their hunter is
Rule 4: After killing your 10th victim you are named 'deatathlete'

When the hunter has killed their 10th victim, they will 1 million euros. We follow Meredith through her journey to try to re-create the perfect kill for a t.v commercial. Over the span of the film we question whether the two have actually fallen in love we each other.

This film reminded me so much of the Hunger games and Battle royale, where the whole story revolves around a game of killing to win. I didn't really like this film, purely for the shameful reason that i didn't like the visual( i know that it was made in 1965, and i tried hard to ignore that fact but in a film when there are killings, i would have at least liked to see some blood to make the gun shots more realistic).

In the game designer point of view, i picked up on some game fundamentals.

Setting: For the commercial they wanted Meredith to Kill Polletti in Venus temple. Out of all the amazing spectacles in Rome, they chose a run down temple for the reason the Meredith is a beautiful woman, Venus being the Goddess of love, and the power ot manipulate men.

Keeps the player in suspense: Throughout the film we never get a clear answer of whether the both love each other, until the end.

Winning: Winning the Big Hunt, gives the players exceptional reviews and a sense of grand achievements

Character: In my blog about game Britannia 3, Lara Croft became a popular choice of game because of her gender and her personality. In the film, Meredith (and many other women in the film) is shown to be wearing  sexy outfits, with a gun always by her side.

Gender in Games

You wont need to do alot of research to know that the gaming industry is lacking female workers. 30 years ago  where the video gaming industry was starting to stand on its own two feet, the target audience were men. Only in the past decade have woman been noticed in the industry, but as Prescott and Bogg show in their article, it seems that the gaming industry is still male dominated.

Prescott and Bogg talk about the employment of women in the industry. They list a few points about what are the main issues are in segregation of the gaming industry :

- Young people are still choosing jobs in which their gender in represented.
-Women are both underrepresented in the games industry workforce as a whole and in certain roles within the industry
-Women in the industry tend to be concentrated in more traditionally ‘feminine’ roles e.g Marketing
- Women are underrepresented in some of the main game production e.g coding, art, designing etc

Their facts show that only 0.4% of women in UK are in lead (which include director, and management roles). Their research from Haines  show that 23% of senior positions were held by women, yet the catch is that senior positions meant managerial and less technical roles rather than direct game development.

Looking at chart for the 2009 'percentage of UK population playing games and time spent'  you can see that males have a higher percentage for playing games then females, but only slightly. the rest of the charts seems to have the same sort of percentage outcome to the first one.
From the fact sheet it shows that a lot females do play games, almost on par with males, so why is there still s major difference with female to male ratio in the gaming industry? From what Prescott and Bogg say, i believe that 'young people who chose jobs that represent their gender' plays a huge role in this. But with the increasing amount of females playing games and getting interested in the field of gaming, maybe in the near future we will see the female ratio increase.

Wednesday, 28 March 2012

Game Britannia ep3

The thrid and final episode of games Britannia  is about how video games were developed from board games and how in almost every modern we can see elements of some of the first video games ever made.

Quickly following the popularity of board games, video gaming took over the family fun board games. The first affordable video game was spectrum. When i saw this game, the colours, the music and even the screen would have annoyed me if i played it in this day and age, but when the public had first laid eyes on it, it was a new and fascinating sensation to them. The rival of spectrum was the BBC micro. This game was for the more posh game fanatics, it's main feature was to make the player use their mind to win the game. Unlike  spectrum, BBC micro' gameplay was the main feature and in my opinion a better home game, where the Spectrum would be something you would mist like to find at an arcade.

Throughout the show Woolly goes through video games which have been popular over the years, starting with  Black and White.  



                                            (A city in Black and White)

In this game, the player is God over a civilization, you create the place, you choose what the people in your world do, you choose who dies or survive. Black and White features in sims, but with a twist, the whole game screams that you are in control, but in reality, you are the slave to the people in your world. Without these people the game would not survive, and so you have to cater to there needs, essentially do what they want you to do, but in a nice and deceiving way. This game how ever, gives the player responsibility and the free will to test your morals( whos cares if you kill someone in a game, you wont get punished)

The 1990's 'the cool Britannia'

Tome Raider:
One of the first 3-D characters made. Woolly says that game designers tried to the players care about Lara Croft and that is why the game was such a great success, i however, believe that lara croft was such a success because she was this beautiful woman with comes from a rich family, and yet decides to get dirty in tombs, as well as wearing tight fitting clothes and using guns ( which of course was not the main reason young people brought the game, or so Woolly says)

Heavenly Sword:
You could say that heavenly sword was an upgrade to Lara croft, it had the same elements as Lara Croft, but this time, it was story driven. This game focused on the characters history and why she is doing what she does.

WipeOut (The future dimension)


Having personally played the original of this game, i can safely say that i can see why this was such an international hit throughout the world. The music was great, the colours and setting was not too over whelming  (a considerable nice change from the spectrum)and the idea of driving a floating car was something that you had to try out. 

Carmageddon: 

Woolly says that this game was pushing the limits of morels of games, and when watching people play it, i can understand why. Running people over just too see what points you get sound like a strange objective of a game, but when playing games like Grand Theft Auto (which we might as well say is the grandson of carmageddon) the thrill of killing someone, or running away from police is what the game is about. GTA and carmageddon is letting the player release their inner devil inside through playing this game.


This final episode is a nice end to the ear of board games. It has taught me that board games were not all like snakes and ladders, and that video games weren't amazing at the start. Throughout 3 decades, video games kept evolving, keeping the best attributes and polishing up new ones and hopefully, at the rate the gaming industry is going, maybe in another 3 decades, we will have something that will make game in this time look like Spectrum.

Interactive storytelling

In this article Crawford says

'They don't bother with people other than as willing dolls the preform mechanical functions'


Crawford is explaining that in a game the story will have to live up to its fundamental expectations. If said expectations are not met then the players view and overall understanding of the game will be questionable and somewhat anti-climatic.
Crawford gives us 6 lessons on creating  successful story telling.

Lesson 1: Stories are complex structures that must meet many hard to specify requirements.
- Many games don't pay attention to the structural requirements needed in stories. Because of this lack of attention to this detail, games concern themselves with things instead. Example of Things are thing you obtain, things you use, things you destroy etc. Stories are not stories if it is about an object, rather it should be (and always should be) about people.

Lesson 2: Stories are about the most fascinating things in the universe: people.
- Just like lesson 1 it is the people that make the story. In games, they use conflict (specifically violence) to drive the story, it is simple, direct and a much more crowd  pleaser. Other conflicts include social, race and  indirect. In CSI puzzle is the drive of the show, they use science, photographs and amazing machinery  to help solve the crime, but it is the minds of the characters that fascinate the audience.

Lesson 3: Puzzles are not a necessary component of stories. 
- Stories are made by the choices the character makes and with that single (or multiple) decision the story will build up on that. Games have taken that idea and have added spectacle to it.  Spectacle dominants the film industry and is very close to dominating gaming as well. In my personal experience, I found that i shamefully do judge games on their graphics, I'm not sure if its because of the pretty colors how amazing the designers have created the game, but i recently played final fantasy 8 (rated the worst game play graphics in the series) and realised that it i love the game, the story, the characters, and most of all their personalities.

Lesson 4: Spectacle does not make the story.
-As a game player i do enjoy a little spectacle in a story, but I do admit that the minds eye is a much more satisfying element. Visual spectacle is limited , in games you would not be able to know the characters personality by just looking them,or be able to know what they were thinking. A spectacle is somewhat important in a game, but it limits the players imagination.

Lesson 5: Visual thinking should not dominate a story.
-I'm not sure if i read this lesson wrong, but i have to totally disagree with this lesson. In Lesson 4 a spectacle does not make a story, in lesson 6 stories take places on stages not maps. so what is in between? If a player cant use their minds eye to work on the story and there are not words on the screen to tell them what has happened in a certain amount of time, then surly they game should just flick between frames.

Lesson 6: Stories take place on stages, not maps
-Crawford give the example of saying that stories skip how the character arrives at a certain place, or what they did on their journey. In my opinion, if i was to read a story i would not like to listen to every detail of what the character did on their way to a place (unless it was important to the story or comical).

Crawford explanation on storytelling was insightful (event though i disagreed with some of his lessons) but the main conclusion to this is that it is the characters that make the story.  True it wouldn't be a very good story without visuals, objects and maps, but at the very core, characters are what makes a story enjoyable.

Types of Puzzles scott kim

Its not the most obvious thing you notice in games, but it is still there. Puzzles are apart of many games, either by themselves, within a layer of a game, on the web/ phone and in education.

The main concept Kim gives us, is that  a puzzle is "fun to solve" and has a "right answer" (opposed to everyday problems)
In Kim's article he gives us a pyramid of types of puzzles
(starting from top to bottom)

Games: the most obvious multiple puzzle game is chess, which is based solely on working out how to defeat the opponent.
Toy: There is no fixed goal, player is free to explore.
Experience: Non- interactive experience
Motivation: within motivations there are 4 main reasons people play puzzles
-deeper meaning : to find order in the universe
-Charater and setting: immerse self in into the story
-Challenge: people love challenges
-Distraction: from everyday life

Kim then tells us of 5 genres that puzzles can be found in.


Action puzzles:
-combines puzzle with time and pressure.
-you can recover from your errors,  e.g. in Tetris, if you make a mistake, focus on getting rid of it by getting rid of the lines.
- easy to learn from your mistakes

Story puzzles:
-Use's puzzles to tell the story.
- Makes the player think 'why is there a puzzle in the game?' what information does the puzzle give?
examples of this is 'Proffessor Layton' where you have to sole the puzzles given to you to continue the game.

Competitive puzzle:
-Multi-player, where each player plays a separate puzzle game.
-The main attribute of competitive puzzle is the scoring.

Construction puzzle:
-Combines solving puzzles with construction. e.g.  in some dungeons on Zelda,you would sometime have to move blocks of stone around to create an opening for a new room. In Neopets, to feed for your pets you would have to take different challenges/puzzles to obtain food.
-In Tetris, it uses Modularity ( meaning different pieces can fit together).

Pure puzzle:
-Puzzle solving is the focus of the game.

Kim's 8 steps to a finished game:
1. Inspiration
- By looking at other peoples games you can get inspiration from the artwork or gameplay mechanics.
- It doesn't necessarily have to be video games, board games have different mechanics from non digital games.

2. Simplify:
-When making a game, look at the bare essentials of it, there is no need to jump straight  designing irrelevant details of the game when it has just been born.

3. Editor:
-Test the game with to find faults.
-At this stage there is no need to worry about the art, just get the basic gameplay finished.

4. Specs:
- Gather all your information together. e.g make a design document.

5. Level Design:
- The level designer has to create individual puzzles and knows how to solve them.

6. Hinting:
- Let the player get frustrated enough to care about finishing the puzzle, but not enough to make them give up. Hinting keeps the flow of frustration in check with the player.

7. Testing:
- The only way to know if the game will be successful is if you have a small section of the public test it for you.

8. Presentation:
- The final piece is to add art, sound, user interface ETC...

Tuesday, 14 February 2012

Is puzzle a game?

                                                Jess Schell  ‘The art of Game Design


The main Question Schell is trying to answer in his book is, ‘Are puzzles a game, or just a “fun problem”’
He starts off saying that all puzzles have a ‘dominant strategy’ meaning that a single strategy with defeat a game every time. When I used to play noughts and crosses, over the years i realised that there was a startatey that always made me win. At first I thought I was unbeatable, untouchable and more importantly, there was no other strategy that could beat mine, however when playing with other people (family) they themselves had their over strategies that countered mine. The horrible feeling you get when you thought that you were a champion at noughts and crosses, only to have It crash and burn down on.  I think noughts and crosses are a bad example to use when asking the question of whether a puzzle is a game or not, since it has so many dominant strategies.
A theory of Schell is that puzzles are dying out because popular game consoles focus mainly on the players hand- eye coordination’s.  A puzzle is anything that makes you think says Schell, so at first sight it may not be noticeable, but a lot of modern games integrate puzzles into the gameplay. Games like the final fantasy series have the player’s think of where to go next, what combinations of equipment will make them stronger, though this is not a typical puzzle; it still makes the player stop and think. In other games like Zelda, it is more noticeable. In almost all dungeons, you will have to move something or do something a certain way to complete the stage.  Schell tells us about the ‘Puzzle principle’ a 7 step of what a puzzle should have or contain
1.       Make the goal easily understood (unless part of the puzzle is to find out how to play it. Be cautious though, players will rage quit if they don’t understand).
2.    
1.        Make it easy to start off with. ( from personal experience when I first play a puzzle they make the starting stages too easy, so easy that I sometime think will the puzzle actually be good)
3.   
          Give the sense of progess. ( this goes hand in hand with 2. When you complete each easy level, it give hope to the player that they have nearly completed that puzzle)
4.    
          Give a sense of solvability. (if the player has no sense of solvability then they give up)
5.       Increase difficulty. (makes sense really)
6. 
            Hints (I thank the gaming gods for hints, when playing games like Professor Layton the hints is what get me thought the game)
7.
           Finally, give the answer.
The puzzle principle is what you can say most puzzles have, but it differs with digital games than non digital. In digital they rarely give hints that will give you major progress in the puzzle, and almost always, you can’t move forward unless you use cheats.

The question of whether puzzle is a game or not is still questionable for me, but what Schell has told us is that if you don’t consider puzzles as a game, then puzzles is almost a necessity for games to succeed.

Sunday, 22 January 2012

Evaluating level designs

Stout does an analyses of the original SNES game 'Legend of Zelda and explains to the reader what a a good level design should have to be successful

-Level flow
how the level 'fits' together e.g the layout of the rooms
In Zelda the dungeons are carefully planned into a 'critical path' which means that its the original path that the designer has laid out for the player to take The player doesn't have to explore the whole dungeon to complete the stage, just room that are mandatory. The optional rooms and the shortcuts in the game makes the game feel less linear.
'...From analysesing the flow that the level design has, it strike's an excellent balance between giving the player the feeling of exploration and keeping them from getting lost'

-Intensity Ramping
Do monsters get more difficult as you move on in the game, does the player get to learn how the enemy work?
In general, no encounters should appear twice. In the dungeons each room should have a different enemy or layout form the one before, this keeps the player constantly being introduced to new things.

-Variety
Is there enough  variety in the game so the player wont get board or feel like the game is repeating on itself ?
Stout says that there might be a bit too much variety in the game with the enemies, i disagree with this completely,  yes, there is a lot of different monsters, and each of them require a certain way to kill them, as a player I think that it  makes the game less boring.

-Training
does the game 'train' the player to get better at the game?
In the SNES Legend of Zelda  they used to have a 'black room' where it was meant to give the player hints and train them. In the Japanese version it gave specific hints to the player, yet when it was translated into american the hints became pretty useless to the player, and so over time the developers got rid of the room.

Royal Game of Ur essay

­­­­In critical game studies of Computer games design we were introduced to an ancient board game called ‘The Royal Game of Ur. After playing the game and getting to know the rules of it, we were set a task to iterate the game rules.


The ‘Royal Game of Ur’ board consists of twenty squares in a rectangular shape. The right side consists of 2 x 3 squares, and the left consisting of 4 x 3 squares both sides are connected by a row of two squares. Sir Leonard Woolley excavated the Royal Game of Ur between 1926 and 1930.  According to Andrea Becker ( Becker, 1990:p11) the game is thought to be dated from 3000B.C
                                       Figure 1
Though the exact rules are still unknown, nonetheless analysis has produced these rules:
  • Each player has 7 counters
  • Four sided dice or a ‘stick’ numbered 1-4 where used
  • Rosetta spaces have a significant meaning, which affect the player
  • The aim of the game is to get all the pieces on and off the board.

R.C. Bell suggested these game rules players must first agree to the sum of the pool. (This suggests that the royal game of Ur was suitable for both adults and children). To decide who goes first, what colour will correspond to which player and which side they want to play on (Bell, 1979:p24-25). A player would throw a single die (a D4) and the other player would have to guess if the die would land on a tipped or un-tipped corner. Both teams start where it says enter (see above diagram) and the starting player would throw the dice. The next move is dependent upon these rules:

Three tipped corners up … move 5 and another throw
Three plain corners up … move 4 and another throw
Two plain corners up … move 0 and the turn finishes
One plan corner up … move 1 and another throw

Throwing a 5 is the only way to get on the board, if a player lands on a rosette space they will have to add to the pool. The feeling of competitiveness occurs when both player enter the single row. If a black counter was in the middle and the other player had thrown a number that meant it would land on top of the black, the white would be sent off and they would have to start again with a throw of 5. The players are not restricted to the number of counter on the board, but are only allowed one counter on a single space. An exact number is needed to be able to remove a piece off the board.
Bell’s rules on how to play the game it the general idea of what historians would agree on how it would have been played (Bell, 1979:p24-25). Only changing minor rules like how many die is used or what the meanings of the rosette squares represent.
Through time however, the board underwent a change in layout. Still with twenty squares, the single two squares row was replaced with long a single row of eight squares, with the rosettes still in place. This modification not only changed the aesthetics of the game but it also gave the game a more competitive nature to it, through adding a skill attribute. “…the new format would suggest a change in play, in that the pieces would remain ‘at war’ all the way to the end of the track” (Finkel 1990:p18)






                                  Figure 2

Finkel stated that this change may have occurred in the second or first millennia B.C (Finkel 1990:p18). The change in the board does not affect the way it is played, or what ‘game bits’ (Braithewate and Schriebier 2008:p14) are needed; it simply improved the dynamics of the game. The new format made the game more tense and somewhat more of a serious game; increasing the row of squares the players can battle each other to the very end (see Figure 2). Leblanc (2006) states with the change in the dynamics ‘We can only create the circumstances from which drama will emerge’ (Leblanc.2006: p440)­­

Bell (1979 p 23) also stated that the number of counters on the board at one time is unlimited. Before the change of the board, one would assume it would be safe to put at least four counters on at the same time, as the probability of having a counter sent off is low. The new format of the board requires players to think more carefully about how many counters they are willing to put on the board. Battling each other for the majority of the game creates constant tension and drama through the uncertainty of losing a counter. If a player chooses to load 4 counters on the board, the risk of getting three sent off would be higher then having two counters on the board.

For our iteration of the game, we used the second form of the board. The rules were the same as Bell’s (1979 p23), but this time, pieces can double up and move together, the rosettes mean you get another go and you cannot be knocked off.
After playing the game I discovered some problems, initially I thought that the game was too long and got quite boring. Instead of taking away the amount of counters used, I replaced one of the rosette squares and changed it to a heaven square. If you landed on a heaven square the counter that landed on it would instantly cross the board, but that would also mean that the player would miss a go. The addition of the heaven square made the game more interesting as both players wanted to land on it. Though I said that I wanted the game to speed up, I included a miss a go turn because I wanted an ‘illusion’ technique to be included in the game which Leblanc states ‘…manipulate a player’s perspective in a game’ (Leblanc. 2006:p440)
With the addition of the heaven square it meant the possibility of increasing the number of counters on the other side of the board much faster. This made players more hopeful of winning, but with the miss a go effect after it, it lessened the chances of getting another piece off or on the board.

Now that I had introduced an illusion factor, I still had the problem of how to make the game run faster. To solve this, I replaced the second furthest rosette square with a chance square. With this iteration, if you land on it, the players would have to play rock, paper, scissors, if the player who landed on the chance square won and they had a counter anywhere behind them, that counter could double up with the one on the chance square, as well as that, that player would get 3 extra goes.  However if that player loses the rock, paper, scissors round, the only benefit is that, if they had a counter behind them, they could double up. This iteration defiantly made the game run faster. Adding the rock, paper, scissors to the iteration still made the square have an uncertainty element. The appeal of doubling up as well as getting three extra goes makes the player more interested in the game as they would feel like they have gained the most out of landing on that square. Consequently if they lose the rock, paper, scissors the feeling of not being able to obtain the maximum usage of the square would affect them, thus making the player have emotion in the game.

My final interaction had nothing to do with changing anything on the board, since I thought that the amount of squares was just right, and changing anymore squares would make the board look too crowded. I introduced a ‘Fog of War’ tactic; I made it essential that the players need to hide how many counters have been though the board and have yet to go on. Unless each player keeps count on the other player, the uncertainty of how far along each player is in the game keeps the tension up throughout the game.

Playing with all three of my iterations The Royal Game of Ur became much more interesting, before it was long winded, and I felt that the rosette squares had of nothing of importance. With the changes made, I have achieved player game interaction, though not a major interaction, but enough to get the players to have emotions towards the game. The chance square made the most difference, as it removed my initial problem of the game being too long winded. Before I iterated the game I thought that the game was too straight forward, with no element of surprise. The majority of my iteration ideas came from Marc Leblanc’s (2006) article on how to create dramatic tension, because of his ideas, my iterated version of Ur now has extra features which draws the player’s attention to the game for longer and in my opinion has made the game more entertaining.

Before I played the game I thought that The Royal game of Ur in its original board form had its problems, where the competiveness was almost non-existent and it didn’t have any elements of modern fun. ‘The royal game of Ur served as the play station of its day’ ( Green/ London 2008) When reading from the summer journey (2008), Finkel’s quote about the game of Ur being the Playstation of its day changed my view on the game. I believe that the modern games have made us lazy in the way that we do not appreciate the minor details anymore. I noticed that every Ur board game excavated had different designs and detail on the, as we’ll as different counters. In conclusions I believe that the Royal Game of Ur would have been a fantastic game to play in the millennia B.C, as the aesthetics of the boards and the rules were simple and fun enough for all to play, but compared to modern board games, iterations to the game is greatly needed to match the attributes of a ‘fun’ modern board game.



Bibliography:

Beaker A. (1990) Ancient board games in perspective in Finkel, ed.1990


Bell, R. C. Board and Table Games from Many Civilizations. Revised edition. (1979) 

Challenges for games designers, Braitewaite and Schriber, Charles River Media 2008

Finkel I, Ancient Board Games in Perspective in Finkel (1990)

Green, W. "Big Game Hunter". Time Magazine. (2008)

Leblanc M.The game Designer Reader, in Zimmerman and Salan MIT Press 2006

Friday, 20 January 2012

Building a simple Level

When building a level design in a game you have to have the Basic Elements which are
-Concept (consistency)
-Environment
-Beginng
-Ending
-Goal (the goal is always constant)
-Challenge to overcome (Between the player and the goal, immediately recognizable)
-Reward (progression is a reward in itself)
-Way of handling failure

if any of these elements are missing from a game than the level is incomplete. Games like tetris use all elements and also the Mario series.
At first, when reading, i thought story would be one of the basic elements, but in this Brynes article he says that story can enhance and give players information on what is expected to come in the game, but games like chess and sims don't have a story element to them.

Using Super Mario as an example, the concept is about 2 plumbers who travel across the world to save Princess Peach, with constant enemies.  The environment depends on the enemy and stage. In the Gameboy version of Super Mario, you had different stages ranging from under the sea,  inside a pyramid or floating just above sea.   I am ashamed to admit that was never able to get past the fifth stage on the gameboy, but i can get a rough idea of what happens, and the same with the beginnings. In all Mario series the Begining will always have the same connection as the others. The challenge is overcoming the enemies that the game throws at you,  whether by jumping on the grass hopper looking thing, jumping on turtles or  walking pixelated mushrooms. I think in the game it has many mini rewards, collecting the coins to gain an extra life, finding secret tunnels, and at the end of each stage, the player has the option to try to get to the higher exit to have the chance of gaining something extra. Finally the way to deal with failure, with Mario once you have lost all your lives, you cannot start from the last stage you died at. To compensate for that, when you  gain a special mushroom that lets you grow into a bigger Mario, when you get hit by an enemy, instead of dying, you just lose that certain ability.

Bryne says that the best type of gameplay mechanic is where no explanation is needed (in mario it is pretty obvious that collecting the star makes you invincible) with no explanation needed, it makes the player feel cleaver.

With these basic elements in your game, you have a perfectly working game, you can add other elements to it, like a story, or an uncertainty element to it, but as long as it has the foundations of the basic elements, the game will be a success.

Saturday, 14 January 2012

Why rules are an important factor to a board game


à How to write rules without confusing people 
-If rules are not understood in a board game the game is ultimately unplayable.
-Rules have to be clear and understandable, but brief as well
-When reading rule books for board games they usually follow the same setting
                -Listing the materials in the box
                -show how to set up the board (normally illustrations are used to not make the rule seem like an essay for the players)
                -when you read the rules on how to play the game it starts off on how you win the game, so logically the next rules coming up will serve as a winning condition.
                -Going from general examples and explanations to more specific rules
                -And finally in the rules, what the player can do before telling them what they can’t do.
The next passage we had to read is by Jacob Davenport. His way of writing rules is pretty much like Seigal but he adds explanations. With electronic games you can easily play the game without reading the rules, but with board games, no matter how great the game, poorly written rules makes the game useless and confusing. Like  Seigal  you have to be clear and brief. Davenport recommends NOT to mix humour, history of the game and extra information.
When we play board games we designate one player to read the rules to us, but (obviously) if they read a section and have to pause to further give explanation to help them understand. Then you have failed to write a good set of rules.
finally and most importantly, you have to get a public opinion of your rules,  because you have created the game, you feel that it is perfect, but unless you have the opinion of others you don’t know then your game is nowhere near complete

Monday, 9 January 2012

Games Britannia Part 2

In this episode Wholly talks about the 'Golden Age of Modern Board Games'. Like in his ancient board game episode, he starts off with a 18th- 19th century board game called 'Mansion of Bliss' it was a simple game of chance (much like snakes and ladders) where the aim of the game was to * surprisingly* get to the mansion of bliss. It is a circular board shape and the mansion was situated in the center, with 50 squares, each one of the squares had an individual poem on them about a certain point in a persons life, each poem can hinder you, help you or could just be a nice poem to read out aloud. This game was played a lot in schools because it was a 'fun' way of showing the children how to live a good life, and that with hard work, you will eventually reach your goal.

'Popular games were morality based' Bruce Whitehall used the example game 'Rags to Riches' as a board game for Americans to try to achieve the *American dream*. Because Morality games were so popluar with both children and adults, it became one of the biggest industries during and after the world war.

Following the great success of Rags to riches, *Chequed Game of Life* was the modified version of teh British idea of a moral journey to american themes of opportunity and individualism, with the added twist that that player can choose where they want to go and how to achieve them (e.g they the could either take the chance of obtaining a lot of money, or settle down with a family)
The Britain's also used board games to promote their ideas and to create a political discussion within the families. Just like chequed game of life, 'Plank-a-Squith' held a massive political message, which was based on Emilie Pankhurst, and her campaign to get a woman into the parliament ( I thought that this game was a brilliant idea) Another popular political game made in britain was called Brerefox and Brere rabbit.

Monopoly:
The popular game was originated from the american board game called 'The Landlords Game' made by Elizebeth Philip. In her eyes the game was meant to educate the families about property values and be money cautious, but it had the very opposite effect, players  played the game to bankrupt and smash the opponents down so that the winner owns majority of the properties and the riches. Monopoly is such a world renoued success and game that an annual competition is held every year in the Mayfair hotel, the final winner gets to go to Las Vegas to play in the final.
Why Monopoly is was a great success:
-The game creates communications between players e.g negotiation
- It is one of the few board games i have played in my life that has interesting games bits
- There are about 20 squares on the board, it came into light that more people remembered the position and name of the places on the board then the map. Monopoly was played around WW2. so the army devised a board game just like Monopoly, but instead of London places, they used other army camps and refugee places.

As time went on T.V game shows started to take over the board game industry, until Trivial Pursuit was introduced. Dubbed a the board game version of T.V game shows, but this game wasn't enough for board games to survive. In mid 80's electronics began to wipe out the board games.
Wholly then ask's the audience 'In games Britannia dead?' because most of the well known games were american based, until he introduced 'War of Terror' made by Terrorbull games.Each player has an empire, much like the board game "Risk" the aim of the game is to liberate the world. When Wholly introduces game to us I instantly gained an interest in it, because it was a game about the modern political setting of our time. When watching him play this it seemed enjoyable as you can communicate, either by helping them or using them  for your own sadistic gain (and because you get a balaclava)

Watching games britania 2 was not as interesting as watching the first purely because of my gaming preferences, however I know now that games as great as monopoly are the result of many evolution from previous much simpler board games. Also i gained an understanding of  how powerful board games were to the political understandings of their time. What intrigued me most about this episode was finding out the "war of terror" board game. It reminded me very much of settlers catan ( which over the christmas holiday i have yet to win) But i will definitively consider buying War Of Terror (if it is still legal)

Sunday, 1 January 2012

don't be a vidiot

Costikyan say's 'A persons's whose sole understanding derives from only video games'

When the question of  weather i agree with the statement or not, i thought that it was obvious that you can only understand a game from other games, what else can relate to it?
In the Vidiot article Costikyan says that games are normally copied themes of  other games. e.g command and conquer and World of Warcraft. He quotes Tom Disch, saying that the lack of knowledge in a certain field limits the person from creating something great, if you only play games within the last 5 years, your imagination is very restricted, and your 'pallet of techniques' will be limited and therefore making you a vidiot.

There are 3 main electronic games in this era, the game console, arcade and the PC, though electronic games are more popular, Costikyan says that non electrical games are also important, as humans learn from physical play.
In Games Brittania the ancient kings game was a military staratery game used for real life situations. In the late 19th century, board games like diplomacy created involuntary emotions, debate among players and communication  is found from playing board games. Playing board games like snakes and ladders always bore me, but playing settlers catan, i found that the trading with other players made it more fun. I could guess that from board games, massive console companies invented online plays to attract more players.

Types of non electronic games.
Hobby games:
This is also known as miniature gaming e.g playing with toy soldiers. Like in Call of Duty you like to show off the skills you have gain from playing the game, with miniature gaming it is normally a kit based set up, so you have to paint each character, thus showing off your skills to other players.Hobby gaming is more serious then other non electronic games and is a 'treasure trove' of system designing. At first Hobby games were based on war, but over time science fiction out grew them. Costikyan says that SF took over because it lets players justify anything you want in the game and so it means that there are more complex rules.

Role -playing games:
With role-playing games the players have to cooperate with each other to get anything done, so with the communication with other players it also means that there are boundless ways to win a game. Like Hobby games, role-playing is more directed to the futuristic adventures, but unlike hobby gaming the rules of games are generally poor meaning it was open to creativity.
Role playing games lead to games with player interaction, to make the player emotional involved.

Card industry:
We all know that a 52 pack of playing cards is fun with the open end nature of games. Magic of Gathering was a massive success with the public, because it meant the player had the choice to assemble your own deck and (with personal experience) the excitement of buying an new booster pack and wondering what card you will receive. Out of the three examples i defiantly enjoy the card industry as it makes me as a player more 'protective' of my deck since it was me who brought it up.

Costikyan's article was an eye opener to how to design a good game. Look back at the game I used to play when i was a child and games now, i can see the resemblance. I do understand Costikyan's article and i think that it is something that every game designer should read if they want to really understand the industry.

Monday, 26 December 2011

Reading week 10

One of the articles we had to read for this week was from Bratiewaite and Schreiber. In the article they give us advice on how to integrate a story into a game.

At first they give us the STORY ACTS:

'3 act story act'
Act one - Starts off with an inciting moment, changes that effect the main character. (The game starts with the main character having a problem)
Act two - Dramatic reveal occurs. This reveal should be logical and shock the players to get the most impact
Act three- The goal is achieved (e.g End game)

The 3 story act is the classic act which outlines the basic structure of a story and  the most commonally used act.

'5 PART HERO'S JOURNEY'
Part one- the journey begins 
Part two - the hero passes a series of challenges 
Part three - hero confronts final evil and goal is achieved 
Part four- hero returns to every normal day
Part five - hero applies the lesson learned to the world.

The five part hero's journey was originally in a book written by Joesph Campbell who said that there really is only one hero and one path that can be written in a thousand different ways. I agree with the 5 part hero journey, from previous experience of playing games, Campbell's theory has been played out in one way or another in adventure games now a days. 

After telling us about the acts they then both tell us what different types of stories can be played in games.

Linear stories 
-Getting from A to B, they say that it can be emotionally powerful, to which a can agree to some extent, but i have found that linear games also have the risk of becoming boring, as they don't really give the player much freedom to do what they want.

Branching stories
-Presenting the player with multiple way though the story and obtaining multiple endings as well. The play path changes in response to the players choice. leaving the story line in the players hands give then more options to play the game in a style that suits them. 

Open end stories
-The total opersite to Linear stories, the game starts at a spot and the games allows the player to go anywhere, as well as the freedom to do anything, they game dynamics change with the player decisions.

Instance 
-Special case of open end stories. They are like mini tasks within the game, they can choose whether they do it or not. ( out of all the types of stories they tell us, i think this one has the most impact. i have played many games which i thought were too much to handle e.g final fantasy 7, and with instance i think it takes away the pressure of completing the game, while still playing the game )

Emergant stories 
- Stories that are created by the players e.g sims, minecraft 

Thematic stories
-AKA opening cut scenes. this shows the players what they have to do, instead of them playing the game to understand. 

The second article we had to read was from Southland he argues 'The real substance of a story is conflict.' 
Southland gives us the basic confilts that can feature in games.


The 3 gaps 
-A gap opens up between the hero and the ordinary life
-second gap: the protagonist learns something that they didn't know before
-third gap: (after overcoming the second gap) the hero takes the biggest gamble to get the object they desire.


Reversal
-when the hero accomplish the ordeal before them, the reversal that occurs stops them from going forward.
-Reversal's can happen though actions ( like the shooting of a cops partner) or a reversal actions
-A good reversal is when everything you know is true, but there's more and the world is flipped on its head with new knowledge.


Other types of conflicts
-internal conflict  which is novels
interpersonal conflict. e.g plays and t.vs 
externals e.g games and movies


What are the basic conflicts in stories?
In what fundamental way dies game story development differ from storytelling in other forms of media?

Tuesday, 29 November 2011

British Museum

Due to the financial situation at the time, I was un-able to go.

Friday, 25 November 2011

MUD players

Last we had had to read a Popcap article written by Richard Bartle about MUD (Multi-user dungeon) and how the players of the MUD effect the game.

Bartle first explains to us about the 'stereotypical' MUD players which he dubs them as playing cards.

Achievers- players who create achievements within the game text ( diamonds)
Explorers- Players who explore the game world (spades)
Socializers- players who socialize with other players (hearts)
Killers-the players main reason for player is to impose on other players (club)

These players are not unique to their category, Bartle says that they have to switch between each player type to get what they want.
With Achievers they give challenges to themselves to complete or are interested in doing stuff in the game/to the game. To complete a challenge they would have to explore a certain type of area in the game to receive an item. This also goes for solciolising, by talking to other players they will gain information and discover what other players know, lastly, they would have to become a killer at some point to rid of rival achievers.
Explorers tend to enjoy surprises given to them in games and try to figure how things work. Scoring points is necessary (achievers) to get to other places in the game and by talking to other players they can be informative as a source of a games idea.
As the name suggests Socializers are more interested in the people, the game is only a setting where they all get together. Because socializers are about the the people who are playing it, by achieving points the socializers can access information on other people. Exploring the game world is necessary to understand what everyone else is talking about and becoming a killer can form relationships with other players.
Lastly (and I think the most simple one) we have the Killers, these players feel power with every kill the achieve, but to get powerful they would have to gain XP (achievers)  exploring the land allows them to discover new ways to kill people as well as new enemies and (as Bartle says) they only socialize to taunt other players.
                                                                 Interest Graph 




This intereast graph shows how the different MUD players are 'sorted' into sections.

After explaining the MUD players Bartle tells us that a balance is needed with the types of players. If a MUD has a particular large number of the same payers, it could drive away other player, this is also vise-versa as these groups of people  rely on each other.


Reading thought the 26 page article I disagreed with most of what Bartle stated, because his article is out dated, in these times his article would be irrelevant, but since he wrote the article when MUD's just came to life, his article could be seen as draft for MUD's for the future. Some of his statements still apply to MUD's now-a-days, like the balancing system of the different players, but by only having four types of players, i think that over the years new player types have been created.

Tuesday, 15 November 2011

Casual games

' Causal games will be considered the game possibly of pick up and play'


Venturelli states that causal gaming should be made up of short bursts of gameplay but enjoyable in the long run. 
As well as that they should have a polished mechanics, interface design, good balancing and close attention to detail.


In his article he gives us different 'ingreadants' that he thinks are important to casual gaming.


Pacing- ' The rhthem of a game. This 'crafts' the players experience to create different emotions. Much like in my older posts, where the designer can't  make player feel they way they want them to. They can only use the mechanics of the game to influence the player.


Related concepts within pacing:
-Threat- Where the player feels like they are in a sense of danger 
-Tension- perceived danger. the player becomes the weaker side of conflict
-Movement Impetus- The will/ desire of the player to move forward in the game level and not quit
-Tempo-The intensity of the game. The time taken between each decision  the player makes. the shorter the tempo, the more erractic the game.


Space of Possibility and Player Exercise:

Venturelli states that when we all play games, we sub-consionsly looking for a pattern. When  there are no more patterns to figure out there essentially is no more 'fun' in the casual games.

He uses the example of nouts and crosses, becasuse there is such a small area to play on, the game possibility outcome is very low and so you can easily get board, where as chess is quite the oppersite, there is not pattern (unless both players are using staragies). Another one would be connect four, you could essentially call it a much larger version of nout's and crosses, but because it has a larger  player space, both players have the large choice to use which ever space they want.
Venturelli then says that is the player is forced to take an action that doesn't let them asset every other possible outcome, it could leave the player feeling like they have missed something out in the game, leaving then to get angry, so instead of  forcing them to take an action, just limit the game space they are in. By limiting the space of possibility, which altogether limits the game Pattern, this makes the game clearer to the player.  If in one level you have to compete a certain mission, and to complete that mission you have to obtain a certain item, and to get it you have to talk to a person who lives somewhere far away and the only way to get there is a griffin. With all this going on in one level (in ca casual game) it would easily confuse the player, ad Venturelli said

'Casual games are meant to be fast and Organic'

To back up his statement he says that in each level, instead of adding or subtracting certain mechanics, you should replace. by replacing you would have a much smoother and related level to the one before.
Venturelli  studies the casual games of 'peggle' and 'Plants Vs Zombies' he states how they use the same ingredients  in each game to make is casual. In both games they have a level one which is pretty much impossible to lose at, these levels slowly introduce the players into the game with out a mass instruction tutorial, after each level it gets consecutively harder, and you get more weapons the higher the level.
Because of these ingredients they create a perceivable pattern of continuous play meaning that in games once you realize a pattern and master it, in the next level there is still a pattern, which could be the same but with replaced mechanics, which could include new weapons, new enemies, life points. With these changes to the mechanics it makes the player want to complete the pattern/level essentially making them play longer.

From reading Venturelli article i wonder is all arcade games are causal games, they have a certain level which introduces you to the game mechanics, they are normally fast when you play and it defiantly has the perceivable pattern of continuous learning as it always manage's to make me pay £1 to play the game again  





Wednesday, 9 November 2011

Why Chance and Skill is an Important Component in Games

The question we had to answer this week was how chance and skill is important to a game and how the games designers use the skill and chance tool to their advantage.

-CHANCE-  'If a game is easily solvable it loses the game aspect' 

Just like Leblac, Braithwiate and Schreiber (Will be calling these two B&S from now on) dissects the two tools and shows us whats inside each tool that we can specifically use to make a game more interesting to the player.
First off with chance, we have Competitive, which I think is one of the most important of all others. The competitive allows less experienced players a higher chance of winning thus making the players more interested in the game. I have sometimes wondered to myself, when playing chess if i should just throw a dice for an instant win... maybe those times when I have stormed off and knocked the board over may not have occurred if a 'bit' of chance was introduced.
          With chess I have seen many upon many different types of strategies to win a game, but with  Variety a strategy would be useless if a game doesn't allow you to carry it out, either because the dice didn't roll on the number you want, or the dealer didn't give you a picture card. With variety, it forces the players to think outside their strategy box, by not going with their usual way of play, variety increase's the experience for the player as well as their knowledge of the game. From variety you get Enhancing Decision Making

'Essence of most games is the decisions that the player makes.'


I totally think this statement is true, because variety makes you change your strategy plan, you have to make the important decision that can either help you or destroy you in a game. Like in a 4 way Yu-Gi-Oh game, you can help the player who is at the disadvantage (Low on Life points) by attacking the opponent who is killing them, this could gain the confidence of the disadvantage player, who can help but you  give the other player a reason for them to kill you. From experience I tend not to be the nice guy since it always back fires and I generally get ambushed. with this tool, it makes the player more drawn into the game by making them think hard about the decision they are about to make and weighting up the consequences of their decisions.
        Our last dissected tool from chance and luck is Dramatic Moments. I wouldn't say that this is a tool, I would say it is a dynamic of a game. Say you have plan to build a mass load of hotel's on Mayfair, you have just the right amount of  money, you know that players are close enough to soon land on them and you have a slight feeling that the next chance card is going to say Advance to Mayfair, but what is holding you back? The dice are. You have to roll a 5 to land on either Park Lane. You roll, and from the moment the dice leave your hand to the moment they land on a number, that is where the Dramatic moment is taking place.

Now that B&S have taught us what is inside chance, they now move onto the Mechanics of them. The most obvious  one being Dice. We all know that dice are random, but the more die you add to your collection teh more it reduces the randomness since getting two six's is much more easier then getting four six's. Dice also have a cashing out system, which is a blessing in some case's, sometimes you need to get 2 double six's in a row to win the game, lucky for us previous rolls don't effect future ones.
         Another common mechanic is Cards. These are more versatile then dice, but because you have a set amount of card's in a deck, the probability lowers with each card drawn. e.g if you were playing the exciting game of 'The guy who picks the highest card wins, and ace of spades is the highest' if the opponent picks a king of spades, its doesn't take a genius to work out that you will probably lose.
          Surprise surprise, we have a reference to MDA, in this case it's called Hidden Information. Thou it does sound like Fog of war, it has a very different impact. with Hidden information you have the information , you just don't know which information is correct, so what do you do? you ask random questions to the the right one, Guess Who? is based on this mechanic.  Using Hidden information in video games can be a dangerous choice, because if they want to deploy a strategy and a random element which you don't know is about to happen stops them from making a move, it would leave the player annoyed. Just like in FF-XIII where the main character has a special sword which greatly helps you kill a monster, but there is no way of making it help you, the sword's special only happens at random times, for me this made the game very repetitive and annoying.

Children and Gambling Games.
At first I wondered why B&S focused on the two games, but when I had finished reading the section I didn't realize that they both have the same technique used in them to attract players.
        With Children Games the designers mainly (if not only) use chance and luck, since children are not the best at playing skilled games. I have noticed that  when children play games you can tell that they think it is a skill of their for rolling three six's consecutively, by saying words before they throw the dice, or throwing them in a certain way (without looking like they are cheating)
         Of course in Gambling throwing the dice in a certain way would lead to you being thrown out of a casino. With gambling the excitement is not only winning the game, but the physical aspect of gaining money out of luck. Though the cleverness used in gambling is the rather large amount of choice you get when playing, in roulette its your decision to place as much chips on a number, if your decision to fold or bluff at poker, it's your decision to twist or stick. With the amount of choice in a game who wouldn't think that they were in control? But it is just a use of illusion, making the player think that they have a certain 'vibe' going on.

Thursday, 3 November 2011

zotero

The result I got from Zotero (edit 27/03/2012)




Books:
Bell.R., 1979. Board and Table Games from Many Civilizations. Mineola, New York : Courier Dover Publications 


Fullerton, T., 2008. Game Design Workshop: A Playcentric Approach to Creating Innovative Games 2nd ed., Morgan Kaufmann.



Contributors:
Chandler, H.M. & Chandler, R., 2011. Fundamentals of Game Development, Jones & Bartlett Learning
Salen, K., 2006. The Game Design Reader: A Rules of Play Anthology, MIT Press.


Journal articles:
Jacobson, J. & Hwang, Z., 2002. UNREAL TOURNAMENT FOR IMMERSIVE INTERACTIVE THEATER. Communications of the ACM, 45(1), pp.39-42
Price, C.B., 2008. The usability of a commercial game physics engine to develop physics educational materials: An investigation. Simulation & Gaming, 39(3), pp.319-337.


Monday, 31 October 2011

Uncertainty and Inevitability


Our task last week was to read an article by Marc LeBlanc, it was about ‘Tools for Creating Dramatic Game Dynamics’. We had to read to see what tools were used. For the task I thought that it was another article about MDA, but in someone else’s words.
My theory was only partly right. In my last article it was clear that the designer of a game only has control of the mechanics, nothing more. In LeBlanc’s article he says the same about creating ‘Dramatic Tension’ in a game.

“We can only create the circumstances from which drama will emerge”

He then goes on to say what MDA is to him (which I still think Braithwaite and Schribier have a better way of explaining what it is)
The First tool we learn is ‘Aesthetic models’ which LeBlanc refers to as a yardstick to tell designers is the have achieved their design objective, but I think a better example is a spirit stick. If you tip it too far left or right (too much or too little) you have not achieved what you want, in our case being dramatic. To make a more visual example to make an aesthetic model, he introduces us to the    

                                                        “Dramatic arc” 





 The Dramatic arc is a general rule to make a game dramatic. With the climax at the highest point, the player will have to go though some sort of conflict. With the word conflict, it doesn’t always means battling with enemies in an RPG; it could challenge the player’s stamina (the T.V show Wipeout), test a player’s knowledge (you can find this in any game, at the pub, brain training or Prof. Layton) or see how fast a player’s reaction is.

LeBlac says the Drama is a product of two factors, saying that a game cannot achieve dramatic tension without these factors.

Uncertainty: When the outcome of the game is unknown (normally at the start of a game).

Inevitability: Nearing the end of the game, and the winner is pretty much clear.

Thou these factors give us a lucid meaning of creating dramatic tension; he dissects into two phases into a more detailed feature.


Force and Illusion is uncertainty split into two separate aspects.
Force is when the mechanics limits how much a player has an advantage over the other. We can see this example in Mario Kart Double Dash, when a player in 1st place in the race, the mechanics will not allow them to gain an accelerator if they run into a cube, whereas, if you are one of the clever lucky few, who linger at the back, you gain some of the best weapons to win.
Illusion is a talented way to manipulate a player perspective in a game. Within illusion you can find Hidden Energy, Escalation and Fog of War. Again in Mario Kart, hidden energy can be found when you are in one player mode. You have to complete a map in the shortest time. You have the hidden energy of 3 single mushrooms which boost your speed. I personally go on the baby park map, where it is only an oval shape. Once I have completed the map, I can go against my ghost and try to best my last score. Say in my second attempt at the map I use the mushrooms to give me an early lead with my ghost, I am at the advantage by being in the lead yet my ghost has 3 mushrooms to boost up their speed, and I have none. On the final lap, my ghost uses the booster mushrooms to get a head start, and I am unable to catch up with it since I wasted my mushrooms at the start. The Hidden energy tool at first seems like it should be part of the Inevitability tool, but the uncertainty kicks in when you know that the other player has a greater advantage over you, with this uncertainty in the players mind it is creating a test for them to use their skill to beat the other player.
You get weapons In Mario Kart to try and get 1st place and depending on what place you are in, the weapon can either aid you greatly or do nothing, this is where Escalation is being used. Without the weapons Mario kart would just be a normal racing game where the change in positions is quite slow throughout the game, but with weapons the position of each player can change within moments. If you are one of the ones at the back, and you are receive a Bowser shell (when released it skids around the race track and squashes anyone that is in the way, which slows them down greatly) you have a much higher and faster chance to overtaking a players and change the scoring positions .With Escalation, your position (score) changes faster over the course of the game with the weapons used.
Fog of war is slightly different from Hidden energy and Escalation. In Mario kart you can see the other player’s game view, but with Fog of war you are limited to what information you get. In the P.C game, Total Annihilation, Fog of war is heavily relied on as an uncertainty tool.
You start off as a single commander placed in certain point on the map. Even though you have the whole basic map given to you, unless you have scouter’s at your deploy, you know nothing about the other player’s army size, where they are placed on the map or how much energy and metal they are producing. By limiting the information you have, players can’t predict the game out come as the constant uncertainty of how big the other player’s army is always on the mind, making the game last longer. Once a player has produced a large enough army, they automatically gain more information of the map and with that; they have a greater success in winning the game.
            Other types of Illisonary Uncertainty include Decelerator, Accelerator and Cashing Out. The Decelerator is an object that slows a player down, thus changing the pace of the player in the game. By slowing the leading player down it gives the losing player hope, but the accelerator kicks in right after the leading player gets over the obstacle, this is where the truth is revealed and the giant difference is once again established and the uncertainty element has vanished into inevitability.
With Cashing out, the game reset after each round. At first I couldn’t think of a game using this technique and how it is connected to uncertainty, but playing Street fighter I became aware of the cashing out tool and how it created uncertainty. In Street fighter you have to K.O an opponent to win a round; once you have won 3 rounds you have won the game. The uncertainty is the fact that I have blistered my thumbs and cramped my hand in round 1… only to have to go though it twice over to win the whole game. With the resetting of the HP and the special bar, the opponent has a clean chance to win the round and even out the score.
LeBlanc gives us a wide range of Illusionary uncertainty, but only gives us 2 Force factors…which in to Illusionary factors hasn’t got as much variety, but the outcome is just as important.

Negative Feedback: making the game ‘close’ by making the scoring function as close to 0 as possible. (If you think of a racing game and the distance between the 2 cars is 7 metres, the smaller the distance the more tension is created between the 2 players’s)
Positive Feedback: Making the difference in score as large as possible (In Mario Kart, if you give a golden mushroom to the racer in front) this feedback gets rid of uncertainty and brings the game to a faster climax.

With negative feedback I think it is an important tool which gives back a dramatic tension, but with positive feedback I don’t think it is something that is needed. At the start of a game, if a player is guaranteed to have a massive head start, and have a great deal amount of success, then the dramatic tension is lost from the starting point.

As LeBlanc said once he introduced Uncertainty and Inevitability

“Tension relies on these two factors in combination-neither is sufficient by itself”

Just by reading LeBlanc’s article I am able to understand that the uncertainty tool is something that is important to create drastic tension, however, if we just stick to uncertainty the player would soon get bored or the feeling that the game would never end, ultimately making them quit the game. So I counter the ‘problem’ Inevitability is produced.
The main tool that is used is the Ticking Clock. This clock gives the player a HARD visual on when the game is about to end. In Ghost Recon, when you play split screen a small timer is always shown in the centre of the screen, thou it is miniscule the meaning of it shows the player that the game is coming to a conclusion.
The Ticking Clock isn’t just limited to the time on a screen. Other types of the Ticking Clock include the shrinking of a deck of cards (e.g Yu-Gi-Oh), the MP in final fantasy games, the game view (in bomber man, when then stage gets smaller and smaller until a winner is found) even in scrabble with the decreasing about of letters in the bag and the triple word spaces.
These types of ticking clocks could either be renewable or non-renewable; this changes the strategy a player makes. In Final Fantasy you can renew your health with items that you collect or buy. Knowing that you can renew your health easily relaxes the player. Though it does not create a massive dramatic tension, it makes the player try out more exciting strategies and lets them try out different dynamics of a game. In Yu-Gi-Oh you cannot renew the cards that have been sent to graveyard; because of this you know that you only have one chance to use a card. This non-renewable clock forces the player to think much harder with their strategy on how to go about the game, as well as loading a great amount of tension each time a monster is sent to the grave; you notice the fall of the deck and the decreasing health you get every time you take a direct hit from the enemy.
With the ticking clock function, I think it goes hand in hand with force and illusion tools, together they make a game which incorporate the dramatic tension, but also tells the that they have a limit.


In conclusion to LeBlanc’s article, I think that these tools effectively create dramatic tension in a game. Before the article I didn’t think that that Tetris had a ticking clock tool ( when you get higher) or that in Mario party it has a cashing out and a escalation tool at the same time after the players complete a game.




PLEASE CAN THE COMPUTER GAMES COURSE GO ON A TRIP IN EUROPE?