Sunday 2 November 2014

bibloagraphy task

Jesse Schell (2008) The art of game design A book of lenses
CrC press Taylor and Francis group  New York

Scott Rogers (2010) Level Up The guide to great video Game Design
A John Wiley and sons, ltd  Chichester west Sussex
Battleships
so in lecture we where asked to play the well known board game battleships we were asked to play it and analyse what we liked and what we disliked about it and then we were asked to play the game again but after we added are own twist on the game however we saw fit

The game with its standard rules and the way it has been played I found it to be very slow paced but while having a very competitive objective did not give a lot of excitement to the game more frustration also I found that on the paper boards we were using the more points you started reading out and started putting down for your opponents misses the grid started getting more and more confusing but the game itself was enjoyable to play don't get me wrong

when I played the game the second I added in the rule that if your two space ship remained undamaged then every three turns it can shift one space in any direction and if your five space ship is still alive damaged or not can carpet a 3 space line in a straight line these rules certainly made the game a lot more competitive and upped frustration considerably well at least the carpet bomb did I couldn't really shift the little ship as it was wiped out within two turns it didn't so much help with the board eventually becoming confusing but it certainly speed the game up a bit much and was a lot more fun

that's basically the changes I made the game and I think that they where a success
my interview questions responses
we where asked a while back to ask a partner a specific set of questions while in return being asked the same questions here are my responses to said questions

The last fictional book I read was part of Darren Shans demonata series which was a great read and would highly recommended it for anyone looking for a good easy to read set of  horror books

The current non fictional book I'm reading is a book called level up the guide to great video game design  by Scott rogers  and I also switch to Jesse Schell The art of game design a book of lenses which are both very good books a provide very helpful information

I have never actually attended any form of live performance so this one was hard to comment on really

The last title I watched on DVD was how to train your dragon riders of berk now as childish as it sounds I personally love the series and the films its a very light hearted and enjoyable series

I also do not read paper so again difficult to comment on

the last museum that I visited was the Duxford air museum which was a considerably long time ago maybe going back to or three years

to estimate the time I spend on video game is like asking Picasso how long he spends painting now I know that is a very poor analogy but I spend a lot of time playing video games probably most of my time I found it a great way to relax and a amazing stress reliever

leading off from that I don't really play any other form of non video games occasionally if the opportunity arises I may play a few card games but its very rare

hopefully this will tell u a bit more about me and my activity's
   

Games Britannia

During are lecture we watched a documentary that is part of a three part series called game Britannia presented by Benjamin Woolley the episode we watch was called dicing with destiny
he spoke about how games no matter from what age whether from 1st century Britain to the Victorian age all the every game was played to benefit the player in some way whether it is played to give the player a sense of fun or whether the player is winning something that will end up benefitting them some how looking at these ancient games and then comparing them to modern games there is really no difference in the reasoning people play games whether it be for a sense of reward or just for fun 

He also talks about games that have a lot of choice involved within them and a single choice can change the whole tide of the game in your favour or your opponents
He also talks about the well known game snakes and ladders that is a old family favourite once represented a Hindu journey to enlightenment  and he explains how he sees this as a perfect analogy for how the games sacred energy which once imbued the game had eventually disappeared away by commercialisation     

caillois's terminolgy

paidia games are games are the user/player plays and has completely free roam on where they go and what they choose to do and what not to do and the game will change depending on the players action for example if you kill a certain character within the game perhaps later on in the game perhaps a group of people may hate u for that action the fact that a game could be different every time u play would also go into this category

An example of this would be Bethesda's Skyrim. Skyrim is a game that is completely driven by the player's actions whether it be who they kill or what quests they complete there is no order in which the quests have to be completed and no set way on how you do it as most of them have multiple ways and every action has an opposite action which could be somehow negative or positive towards the player

a second example looking at a game that changes every time you play in which increases the re playability is the binding of Isaac which is a dungeon crawling pc game which every time u play the map completely changes and the enemies and items that inhabit them also changes this gives the user the feeling of freedom

a ludus game is the complete opposite it is a game that the user/player play along a set story line and by a set of rules this is usually seen in most linear story games there is a set path in which the player must follow and there is no swaying off of the path that the developer has set out for you some games may give you multiple choices or multiple ways to complete a certain mission but at the end of the mission they will end up coming to a close with the same single outcome

An example of a game like this or more like an entire franchise would be the call of duty games they always have a campaign with a set storyline that the character must follow but will have certain missions that will allow you to approach something differently for example whether you take a more stealthy approach or go in all guns blazing

Most Fps games work of this system as they normally have a very linear story and a set path that you are made to follow by the developers