Friday, September 4, 2009
A) What options are available to you as a 'game designer'?
B) How are these options provided?
C) What types of elements are provided for you to use to 'build' the game?
D) What limits are set on the level of the game play able to be customized
E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.
When you are done, trade places with another student and have them answer the following questions.
1) Is the game level fun to play? (be honest!)
2) If so, why? If not, why not?
3) What could be done to improve the level?
Email the answers to the above three questions to the student who created the game.
GAME 100 EXPLORING GAME WORLDS – VIDEOGAME IN-CLASS APPRAISAL TEMPLATE
Game Title Examined________________________
Year of Publication_________________________
Game Developer ___________________________
Game Genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
Gameplay – what does the player have to do?
Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
Describe your views about the game from the point of view of
- ease of play
c) level of engagement/immersion
Had you played this game prior to this time? If so, when?
Describe other games it reminds you of. How does it do this?