Monday, 19 November 2012

narratives space

embedded:
the definition of embedded narrative is a story within a story, this could refer to a sub or side story with in the main story. an example of this would be the GTA series where there are many side stories that are linked into the main story.


enacted:
the definition of enacted narrative is a story that is based around a character or the character adventure, a good example of this kind of narrative would be the legend of zelda series where the how story is based around link and his mission.

emergent:
emergent narrative is narrative with much potential, a good examples of this is twitter where users are encouraged to use the tools at there disposal to create there own stories between other users of the website. 


evoked:
evoked narrative is a narrative that is created on the works of fiction so the player already has some connection to the story already, for example the harry potter games that are based mainly on the story however add more content as they are stretching a 2 hour film into a 15 hour game. 

game space presentation

snow-tal recall:

snow tal recall was the game based on text space and even though there are huge limitations with text based space this group were able to come up with interesting concept such a being able to customize your character on screen instead of just using your imagination however after your done the game reminds you that its only text so ull never get to see your character.
another idea they came up with was hd text which is apparently better than regular text which is a attempt to bring text games back into the 21st centery.
even though they had good ideas the text based group were unable to produce any prototypes however they did create a few slides of images that were drawn to show possible locations in the game (they were drawn in a 8 bit pallet which suited the game entirely) in conclusion i believe this was a well engineered game however i would have liked to seen a few screen shots of game play.

car mageden:
car mageden was the game designed with the limitation of being a wrap around based game simular to asteroids or pac man, the idea for the game was very simple all you have to do is get as many points as you can by destroying and damaging other cars in a death match arena style of environment. in the arena there are power up and boosters which both help and hider you ( eg if you go over a booster while you are shooting at a enemy car you will be thrown off course and miss)
as the game is so simple there isnt much i can say to improve it however i would have liked to have seen some mock up game play images as all we got show where images of games that inspired them, even though these images gave me some idea what the game was like the image i came up with in my head might be completely different to there idea. in conclusion this game has much potential as a fun multiplier ether online or split screen.

bread orim maze:
this game is based on 2D contained space, the basic concept for this game is get your character from one side of the screen to the other using platforms while objects on the screen try to kill you such as spikes and fireballs, as the levels go on the amount of objects trying to kill your character increases and the speed of the assault rapidly rises. this style of game play is similar to platformers such as donkey kong and the more modern super meat boy. one problem i found with there design is they wanted to have the levels randomly generated, this concept is fine in a game like minecraft however in a plat former there is no guarantee that the platforms will spawn spaces excess-able by the player. in conclusion i think this idea could go far however it is only in the concept stage as we were not given a finalized idea.

side scrolling Frankenstein:
(side scrolling limitation) the story behind this groups game is the Frankenstein monster and his wife were going for a meal for there anniversy when one of them gets blown up, the parts of your other halves body are scattered threw out the levels your goal is to get threw all the levels while being chased by a angry mob to collect all of there body parts. i think this game has a very interesting design and i like how they used the mob to explain why the left side of the screen is coming towards you pushing the player to advance threw the level at a constant speed. the only problem i personally had with the game is the ending is already revealed so maybe there could be a second unlock able ending if you collect certain objects during the levels.

street cleaning kung fu:
(2 axes limitation) the story behind this game is that you are a street cleaner picking up the trash when you get into a fight with enemies on the screen, so now you have to fight your way threw the levels picking up trash as you go. the one thing that really stood out about this game design is how you use the environment to get to hidden areas in the level in a similar way that mario does in the later mario games. (eg the player can climb the environment to get to a high location then use his falling momentum to break man hole covers to get to under ground areas) i would say i think this game could improve by having move things to collect other than trash.

geoscape: 
(isometric limitation) i personally think that the design of this game is unique as instead of controlling a civilization like in most isometric games such as civilization or settlers in this games design you control the environment instead and only the environment, in this way the results of your actions dont always follow the same path but on the other hand like in the sims you can remove certain nessecitys such as air which will plunge the civilization on your planet into chaos.
being able only to control the environment gives this game design a high replay value like spore as the result you get each time will be different. the only problem i can find with this game is the high level of programming required to make this game possible.

collision:  
limited 3d space limitation) the idea behind this game is to use the limited 3d space to give a spinning effect ( the story behind this game is quite inventive, you play as two blades of grass spinning out of control through space being chased by evil cow aliens, the object is to crash into a nearby planet to save your self.  given limited 3d space is a very constricting restraint i believe that this game has strong potential as more of a mini game as there only seems to be one objective through out the whole game.

haunted house point and click game:
(ajasent spaces) sadly because of one of the members of this group being away i wasnt able to see any of there designs however from what i hear this game has the potential to be a very scary game using the limited space to cause a claustrophobic effect.




theory of play

what is play?
play is innocent and has no rules but at the same time has unspoken rules and a structure, however play that has structure isnt play at all. for example puppys play fighting seems to not have any rules in it however to avoid injury the puppys do not bite hard or use there claws. even though seeing two puppys play fighting seems harmless they are in fact practising skills they will need to show dominance in their adulthood.

even though the example of puppys playing shows a more innocent form of play with very little structure on the hand a game of chest is very structured and has many rules in place that cant be broken or bent, if the rules of play are broken it is no longer considered play and becomes a more serious matter.

so what is play is it something we learn or is it something that is just natural to use, as ive described play is not just limited to humans in fact some animals such as chimps have developed faces to show that they are play fighting instead of being serious, this is because chimps even when they are small still have enough strength to cause allot of damage. though out history even to this day some conflicts are started because of miss understanding is someone is playing or just being serious
( a example of this in the animal world would be two adult dogs play fighting as even though they are play fighting there size and new found strength makes you feel uneasy compared to puppys play fighting where the level of force being thrown around is much less)

the debate about what play is has been going on for hundreds of years, at first most considered play to be something only children do however it has been discovered over many years that some activates that adults do are also part of play. this all depends on how you look at play and understand its its core elements such as being free and innocent but even to this day the question has not fully been answered and probably wont yet for many years to come.

leading theorists:

Katie Salen 

 Eric Zimmerman


Saturday, 3 November 2012

game space

text space: text space is a type of game space created in the imagination as the only interaction you get on the screen is scrollable text (black screen with white or green text) to play this game you really have to be in the same mind set as the person who created it to guess the outcomes he or she might have programmed in.

contained 2D space: a good example of contained 2D space is space invaders,  contained 2d space is then the played is limited to the space on the screen which he or she can not leave (the 4 walls of the space are solid stopping the player from going off screen) the way game designers make games like this appealing is by adding suspense (eg in space invaders the space ships moving down towards you)

raparound space: raparound space is when the play may go off screen and appear on the opersite side with a small delay, a good example of this would be pac man or asteroids where allot of the gameplay revolves around the player using the raparound space to avoid obsticals. this effect also gives the space a bigger feel due to its appearance of infinite space.

scrolling space: side scrolling space is space that only scrolls in one direction ether in the X or Y axes, one of the most famous games of all time the super mario brothers was based in this style. the only limitation of this type of space is the fact you can only proceed in once axes however this is also one of its strengths as it makes the game less confusing.

scrolling along two axes: similar to scrolling space however using both X ad Y axes to give a greater depth to the space and giving the gameplay a more 3d feel. even though adding another dimention makes the space feel more open this does not guarantee a good gameplay feel however again games like the mario series take advantage of this feature and effective use it to increase the size of the game space.

adjacent space one room at a time: this type of space only lets the player move from one area to another one room at a time. one of the advantages of this are the amount of stuff being rendered on screen is reduced.

scrolling with multiple backgrounds: scrolling with multiple background layers was very revolutionary at the time of its first appearance,  the way it gives the illusion of depth is having multiple layers moving at different rates (this may also include objects in the distance being animated and small than objects in the fore ground)

limited 3D space: limited 3d space is when the 3d space is limited to one view (prep) because of this early arcade versions had stickers on the screen instead of spites in the game.

volumetric 3D space:  gives the illusion of 3D by showing more of the environment that in reality wouldnt be in your standard vision (showing the ceiling and floor) the reason this gives a 3d effect is because your mind is seeing more than one dimension even though it is a illusion.

window to the outdoors:  this style of creating space gives the feel that you are look out into the space from a fixed point (the most famous game that used this style was duck hunt, this game also used the incorpation of the light gun or zapper to give the player the feeling of interacting with the space)

split screen: split screen allows two players to play in the space at the same time ether on a team or against each other.

3D space: 3d space is space that the player can move 360  degrees in all directions (no matter how good 3d graphics become we are not yet at the point where models look 100% real)