All games share these six basic elements:
actions are the things players do while playing the game.
Rules: the instructions for how the game works.
rules define what players are able to do while playing the game.
rules define what players are able to do while playing the game.
Goals: the outcomes players try to achieve through their play, weather they be. measurable or purely eperimental
the actions and rules of a game make more sense when we know the games goal.
the actions and rules of a game make more sense when we know the games goal.
Objects: the things players use to achieve the games goals.
objects are things that players interact with during play as defined by the rules.
objects are things that players interact with during play as defined by the rules.
Playspace: the space, as defined by the rules, on which the game is played.
the playspace creates physical and conceptual relationships between objects.
the playspace creates physical and conceptual relationships between objects.
Players: the operators of the game.
players put the game into motion through their pursuit of the goals using actions and objects within their playspace, governed by the game rules.
Core Diagrams:
Canabalt:
Genre
The game can be described as a fast paced 2D Side Scrolling, Action Platformer game. But it's main genre is Endless Runner.
Narrative / Story line
The main premise surrounding the game can be made up for the players liking but from what is being presented in the background which involves your character running away from some sort of alien invasion destroying the city, however the story can be made up from there to the players mind, but the main premise is around aliens invading.
Production process
Adam Saltsman the creator, coder, designer and artist for Canabalt. The game was completed and finished in 5 days for a monthly themed gameplay project, which then the game was given a large following on it's release. Began as a web browser game, quickly making it's way to different platforms.
Characters
The main character of the game is the one in which you play, the character is wearing a black suit to help stand out from the dark grey background. However, there are optional characters to choose but they still wear black to stand out. Not much is know about the character, allowing the player to form there own narrative.
Gameplay
The gameplay is very simple as for it is only a one button game which allows your character to jump, the game automatically makes your character run, but it's the players decision on when to jump between buildings and over objects.
Target Audience
Adams target was to make it enjoyable for all ages by allowing the game to be simple with its one button mechanic letting anyone pick it up and enjoy it mainly appealing for casual gamers. Also by making it easily accessible to allowing more ways on being able to play the game, allowing more people to play it in what they see comfortable for playing the game.
Platforms
Canabalt Infographic:
players put the game into motion through their pursuit of the goals using actions and objects within their playspace, governed by the game rules.
Core Diagrams:
Canabalt:
Genre
The game can be described as a fast paced 2D Side Scrolling, Action Platformer game. But it's main genre is Endless Runner.
Narrative / Story line
The main premise surrounding the game can be made up for the players liking but from what is being presented in the background which involves your character running away from some sort of alien invasion destroying the city, however the story can be made up from there to the players mind, but the main premise is around aliens invading.
Production process
Adam Saltsman the creator, coder, designer and artist for Canabalt. The game was completed and finished in 5 days for a monthly themed gameplay project, which then the game was given a large following on it's release. Began as a web browser game, quickly making it's way to different platforms.
Characters
The main character of the game is the one in which you play, the character is wearing a black suit to help stand out from the dark grey background. However, there are optional characters to choose but they still wear black to stand out. Not much is know about the character, allowing the player to form there own narrative.
Gameplay
The gameplay is very simple as for it is only a one button game which allows your character to jump, the game automatically makes your character run, but it's the players decision on when to jump between buildings and over objects.
Target Audience
Adams target was to make it enjoyable for all ages by allowing the game to be simple with its one button mechanic letting anyone pick it up and enjoy it mainly appealing for casual gamers. Also by making it easily accessible to allowing more ways on being able to play the game, allowing more people to play it in what they see comfortable for playing the game.
Platforms
- Internet flash game
- App Store
- iPhone
- iPad
- Andriod
- Playstation 3
- PSP
- PS Vita
- Ouya
- Commondore 64
Canabalt Infographic:
Genre
The genre of the game is based around a few, the main one being a Platformer. The other genres which describe the game are: Action-Adventure, Puzzle and Racing.
Narrative / Story line
The story based around Donkey Kong is pretty simple, since back then games were still challenges for high scores rather than a story telling tool. But it is a classic damsel in distress story in which the character in which you play, 'Mario' is on a quest to dodge barrels and jump up scaffolding to rescue the lady, 'Pauline' from the gorilla kidnapper 'Donkey Kong'.
Production process
The founder of Nintendo Fusajiro Yamauchi looked for new game ideas to be released into america after the failed attempt of there Japanese hit game 'Radar Scope'. He turned to ideas from everyone in the company to then discover Shigeru Miyamoto who was a staff artist at the time. Yamauchi then pared up Miyamoto and Gunpei Yokoi. Yamauchi wanted to base a game off a popular character to create more sales, around the time a movie about the character Popeye was coming out. Yamauchi desired to gain the rights for the character of Popeye to create the game based around the characters but failed. In 1981 2 Donkey Kong machines were placed in a bar in Seattle and gained mass success which led to expanding the machines to arcades and gained $180,000,00 in it's first and year, and another $100,000,000 in it's second.
Characters
The game consists of 3 characters, all the characters from within the game are based off characters from 'Popeye'. the main one in which you play is the character Mario who was based off of 'Popeye' himself. The name Mario originated from the warehouse owner for Nintendo America in 'Tukwila, Washington'.The character on which you intend to save, the damsel in distress is called 'Pauline', based of the 'Popeye' character 'Olive Oyl'. The name 'Pauline' came from Nintendo America's warehouse manger 'Don James', who's wife is named 'Paulie'. Finally the character named after the game 'Donkey Kong' who resembles and based of the 'Popeye' character 'Bluto'. Donkey Kong gathered his name from Japans and Americas movies based around giant movie monsters and the name was given after 'King Kong'.
Gameplay
There are only three options of movement for the character in which you play as in Donkey Kong, which are in of the context of the game: running left and right to dodge falling barrels a prepare yourself in which way you are jumping, jumping over barrels which fall from the top of the scaffolding by Donkey Kong which can either fall straight down, down ladders, and makes it's way down the gaps at the end of the scaffolding and climbing ladders to reach higher up the scaffolding towards 'Pauline'. The game acts rather as a fast paced game which requires fast thinking and acting out quickly, adding towards the challenge.
Target Audience
Target Audience was mostly set towards younger people, primarily boys as for during the game period of it's time games were mainly centred for male players. And is more set out for the younger age for it's fast pace and challenge which adds to pointless fun and most likely brought in more money for this target audience. However, that didn't stop the target audience for just being set for younger ages since Donkey Kong got it's success and kick start in America for it's first public machines being set in a bar in Seattle.
Platforms
Turned old 'Radar Scope' arcade machines into 'Donkey Kong' ones manually.
Target Audience was mostly set towards younger people, primarily boys as for during the game period of it's time games were mainly centred for male players. And is more set out for the younger age for it's fast pace and challenge which adds to pointless fun and most likely brought in more money for this target audience. However, that didn't stop the target audience for just being set for younger ages since Donkey Kong got it's success and kick start in America for it's first public machines being set in a bar in Seattle.
Platforms
Turned old 'Radar Scope' arcade machines into 'Donkey Kong' ones manually.
- Arcade
- Game & Watch
- Intellivision
- ColecoVision
- Atari 2600
- TRS-80 CoCo
- Atari 8-bit Computer
- TI-99/4a
- IBM PC Booter
- Commodore 64
- Commodore VIC-20
- BBC Micro
- MSX
- ZX Spectrum
- Amstrad CPC
- Atari 7800
- Nintendo Entertainment System
- Famicom Disk System
- Game Boy
- Super Nintendo Entertainment System
- Nintendo 64
- Game Boy Color
- Game Boy Advance
- e-Reader
- GameCube
- Nintendo DS
- Wii
- Nintendo 3DS
- Wii U
Depression Quest:
What is it trying to achieve?
I believe what the game is aiming to achieve is for helping people who deal with depression, by putting the character in which you play normal scenarios but through the eyes of depression. While this may be seen to someone who doesn't deal with depression, if you look through the eyes of someone who has depression who is playing this game, it could be used as a wake up call. This game constantly reminds you at the bottom these 3 things over a static display, reminding the player that they are extremely depressed, their not seeing a therapist and their not taking medication for this. So I see this game as a wake up call to people suffering with depression, kind of a reminder that their not alone and you can get help for what your feeling.
Is it successful?
I believe so, I believe that they manage to put you in the feet of this character extremely well and feel empathetic at the same time. I like the use of the limited things to say or make your character do as you go through the game, rather than the game giving you full freedom on your choices, it's rather showing how limited people who may suffer with depression make their options feel.
Proteus:
Is Proteus a game?
I would say so that it's a game, from first play I can see why some might not consider it a game since there's a lack of instructions to do. But as you continue to play the game, rather than the game itself set a goal for you, you set yourself one instead.
The point of Proteus?
I believe the game is centred around the beauty of the outside life, while the main focus of it seems to just be walking around in the outside. I see the maker of the game noticing the popular demand of today's entertainment being around on computers and how far technology has become, so they centre their point of how beautiful the outside world is through the use of popular entertainment and media.
Enjoy about Proteus?
I think the most enjoyable part of Proteus, is the sense of freedom and the different things and ways on doing things can be a different experience for everyone. And while is may not seem like it, after noticing it the first time you always have a goal of waiting for the day to end and see how the change of seasons effect the environment of the game.
Most confusing, challenging, frustrating thing about Proteus?
I think the most confusing part about the game was starting it, I felt like I had to quickly make myself do something to get interested in the game. After finding something to do like follow a bunch of chickens I worried that I was going to be bored quickly which I did, but later after exploring and seeing a meteor shower, my patience grew bigger as I appreciated more of the games environment.
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