Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

This week I have gotten done a lot of work that I have missed of the school year so far. Winter break felt like a good long break where I could be with family and I had no tasks to do.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com
  • I feel like going on walks have given me a lot of time to think of what I need to do and just to relax. School can get very stressful and I have been getting a bit behind so i have to do a lot of work.

ARCADE

  • Play game(s) of your choice for the analysis part of this week

WHAT I LEARNED and PROBLEMS I SOLVED

  • I have learned that you can share Construct 3 projects, more about looking into how a game is made and the detail that is put into it. A problem I have solved is to take a walk or get something to eat for a bit of relaxing time.

Game Analysis: Subnautica

Summary

  • I choose Subnautica for my analysis because ever sense I played it for the first time it almost instantly became one of my favorite games I have ever played.

Game Play Analysis

Formal Elements
The BasicsNOTES
Name of the gameSubnautica
The platformXbox, PS4, PC
Time played (should be at least 30 minutes)23 hours
If you could work on this game (change it), what would you change and why?I would make the game a TINY bit more clear where you have to go to start the mid-game progression.
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?Yes
How does this affect play?This makes the player feel alone and isolated on the alien planet.
Objectives/GoalsNOTES
What are the players trying to do?Explore and escape the alien planet
Rules/MechanicsNOTES
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Subnuatic uses all Setup, Progression of Play, and Resolution
ControlsNOTES
What controls are used?I used a Xbox controller to play so the controls would differ for keyboard and mouse and PS4. Left stick to move, right stick to look/aim, right trigger to use, left trigger to secondary use, A to jump and rise, X to interact, B to close, right bumper to go up in a ship, left bumper to go down in a ship
Was there a clear introductory tutorial?No there is no tutorial at all, the game just throws you in with no help. This makes you feel alone.
Were they easy to understand or did you find yourself spamming the controller?The only problem I had was that the tablet (where you find info you find) and the pause menu I mess up all the time.
Resources & Resource ManagementNOTES
What kinds of resources do players control?The player controls a person in the first person view.
How are they maintained during play?You can swim, stand (if on land), get items to help in your objectives.
What is their role?Your role is a person who has crashed into a alien planet. The planet is made completely out of water (except for 2 islands) Your main ship has crashed and you escape on a life pod. You are the only person left and your goal is to explore and escape the world.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?All you have is a compass, your hot bar, and your oxygen/health bar
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?Your character is in an open world and can do whatever they want.
How does play flow from one action to another?You can go from objective to objective through the AI voice that can sometimes tells your objectives.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?There are 2 story lines, one is that your trying to escape the planet and the other is that the planet it being infected by a virus and you get infected so you cant leave the planet until you get cured.
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?It is a fantasy game so you know that anything can happen
Does it have emotional impacts?The game can be really scary because you are never told what are at the very depths of the ocean (and you are forced to go there to progress story) . At the very depths there are huge monsters that will attack you no matter what.
Also, look for en media res (does it start in the middle of the game)?The infection story line starts in the middle of the game.
The Elements in MotionNOTES
How do the different elements interact?You can mine ores for tools and build a base for tools and ores. You can interact with the fish/aliens by them killing you.
What is the gameplay like?The gameplay is very basic in which you just explore do objectives and progress story.
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?The designers made all models and designs to look strange and foreign.
Why this set of resources?To make the player feel alone and scared.
What if they made different decisions?If they did not choose to do it this way the game would not be the same .
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?Only one big one. The map sometimes did not fully load and there would be big holes in the ground.
What about sound?The sound design is really good. It feels like each noise should go to each creature.
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Anything can pop up and try to kill you.
What challenges do you face, and how do you overcome them?The virus is overcome by curing it near the end of the game.
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?There is just on but you can find new things and find new ways to play the game each time.
What is the intended audience?I think all ages would enjoy the game.
What is the core, the one thing you do over and over, and is it fun?Just the discovery and mystery.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • This week I have done some make up work for a lot of classes. I have been getting behind on my work and I really needed this PAWS week.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com
  • I finished the module 2 quiz this time in Solo Learn Java

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
  • Dynamics
  • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
  • Aesthetics
  • Aesthetics are the emotional responses evoked in the player.There are many types of aesthetics, including but not limited to the following eight stated by Hunicke, LeBlanc and Zubek:
  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

LAB (THEORY PRACTICED)

Brainstorm Ideas for Each of the Eight Categories

  • At least one idea per category, but feel free to add more you your favorite categories
  • Write a short sentence for each idea with these three elements included in each description
    • Someone or thing fighting/struggling against Someone or thing for Someone or thing

DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • A game where the player is greeted by amazing visual or audio to make the game something to remember.
  2. Fantasy (Game as make-believe): Imaginary world.
    • A game where the player can be anything they want to be (within limits of the game) and could not be in the real world.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • A game where the player gets to play along with a story and gets to make changes and watch where their actions take them.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • A game that makes the player overcome a challenge in the way of the players goal.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • A game that allows the interact with other real player to help them or challenge them.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • A game that makes the player explore a world in which you can find secrets and objectives along the way.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • A game that allows the player to make and let there own creativity free allow the player to do things in their own way.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • A game where the player doesn’t have to play every single day but doesn’t have an end.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 30 minutes in this ‘room’
Worksheet from bananatreelog.com
  • I realized that when ever I have negative thoughts I can just put them aside with positive thoughts. Some examples would be, when the next time I could ski would be or just playing games and having a good time with friends.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • Set a timer
  • Spend 30 minutes in this ‘room’
    • Read the Construct Manual Sections
      • Home
      • Getting started
      • Overview
      • Interface
      • Project primitives
      • Tips & guides
      • Behavior reference
      • Plugin reference
      • System reference
      • Scripting
  • I learned how to move objects and how the player can move and object. I also learned how to make an object solid so other objects don’t phase through each other.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • I learned that a group can work on a project/game through some folders which get shared through GitHub.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I have learned that there are ways the share your Construct 3 projects and games through GitHub and people can work on these projects with you.