Monday, 9 July 2012

TASK 3 CHOOSE A GAME YOU DISLIKE AND ANALYSE ITS GAMEPLAY TYPE.

Dragon's Dogma Screenshot

Dragon's Dogma

The biggest issue for me, and a deadly serious one, is that the developers are absurdly stingy with fast-travel. In interviews, they said that this was meant to emphasize the idea of perilously journeying through the landscape. Ostensibly, players will discover things along the way, explore the significant differences between day and night, and have random encounters with fearsome creatures before arriving at their destination.  This is all fine in theory, but the problem is that there's no value in crossing the same well-traveled strip of land a dozen times over, and it's even worse when the player reaches a level at which wandering monsters no longer pose a threat.That said, if some people try Dragon's Dogma and walk away disappointed, I wouldn't blame them. I certainly shared that sentiment more times that I liked. However, when not scratching my head over the wheezy story or gritting my teeth as I retraced my steps from the central castle to the local encampment for the thousandth time, Dragon's Dogma came alive with grand-scale role-playing that I won't soon forget. In between the missteps and oddness, there is an awful lot of awesome on display, and that's a hard sandwich to resist, condiments or not.

TASK 2: *NAME ONE OF YOUR FAVOURITE GAMES AND ANALYSE WHY DID YOU HAVE FUN PLAYING IT.

Journey Review

The previous games from thatgamecompany have been beautifully and meaningfully minimalist, and Journey is no different. Both Flow and Flower are testaments to a beautiful marriage of simple mechanics and singular audio/visual trappings. While Journey's scope expands the palate quite a bit, the gameplay remains elegantly concise.
Players control a robed avatar who awakens in a vast desert, tasked simply with investigating a glorious light atop a distant mountain. They'll lead their curious hero through amazing landscapes peppered with monstrous architecture (a la Fumito Ueda), and as they travel, they'll discover that with the help of some mysterious fabric, they can leave the ground and soar effortlessly through the air. The further they progress, the longer they can leave the ground, leading later in the game to some truly exhilarating moments of flight.
Journey is an absolutely gorgeous experience in terms of atmosphere. The massive, dwarfing landscapes have an incredible out-of-time quality that makes them truly ancient while feeling wonderfully alien. At the same time, the graphic design is simple and gorgeous, achieving a storybook quality that is guaranteed to catch the breath of even the most jaded gamer. Combined with the moving soundscape by composer Austin Wintory, Journey becomes a must-play for anyone who appreciates video game artistry.
Journey (PSN) Screenshot

TASK1 : CHOOSE OF YOU FAVOURITE GAME AND DISSECT THE GAME ACCORDING TO ITS STRUCTURAL ELEMENTS

The Lost Shapes 

 

In the world of The Lost Shapes, the tile-dropping game introduced to the player is known as "Magic Chess." This is a bit of a misnomer. The board is checkered and there are rules and strategies involved, but that's where the similarities end. Instead, The Lost Shapes should be understood more as a tile based, shape-building game that can accelerate to a breakneck speed in its later levels.It is Fast-paced, yet simple tile-based mechanics.


Finding Shapes in Chaos...

The Lost Shapes Screenshot
  STRUCTURAL ELEMENTS
1) Rule-based

Devoted to the single-player mode.The mechanics ask players to form shapes using tiles engraved with basic lines. For instance, there are horizontal and vertical straight lines, pieces that form corner lines, and shapes composed of two corners or intersecting straight lines. While creating a simple square takes four corner pieces, more complex shapes will require a combination of many different tiles.
2) Feedback driven
Occasionally the game design feels like it forces the player to wait out the queue for the right piece to complete the main objective in any given stage

3) Goal-oriented
   Some tiles feature special symbols such as a star, moon, and sun, which grant a higher    score  bonus when incorporated into a shape. Finally, modifier tiles like the bomb,          snowflake, and nuke tiles are introduced to help out in desperate situations. At any time, the player can switch out a tile on the board with the first in her queue, allowing for a speed of play limited only by the player's tapping abilities.
4) Problems
- Shapes starts out slow and methodical almost boring
5) Interaction
- single-player mode
6) Representation
-The ESRB does not review iOS games. This game is rated 4+ on the App Store.