Friday, May 13, 2011

MMORPG's Online

http://browsermmorpg.com/

http://www.freebrowsergamer.com/


http://www.urbanjunglegame.com/

1) What is the player experience

The player experience is that of an open world crime game in the vain of Grand Theft Auto presented in a browser-based interface. The player chooses from a list of actions while in the same game world as other players



2) What is the nature of interaction within the world?

The nature of interaction with the world is handled through selecting from a list of actions through a web browser and consequences are dealt with accordingly.





3) How do players communicate?

Players communicate through the use of a mini-chat menu on the website.




4) How do players socialize?

Players socialize primarily through chat. Players may also work together to commit crimes.




5) What happens if/when players logout or are dropped from the game?

The game world still continues through the action of other players who are still logged-in.




6) What do you have to do within the game?

The player has to work their way from the bottom to the top of the criminal underworld and accumulates wealth, power and skills along the way.




7) What do you think of the game?

The game is pretty funny. I kept trying to steal candy from a baby, but my skill wasn't high enough and I kept going back to prison.




8) Screen Capture of the game.

Answer these questions & post to your blog for each of the three games. 

http://wordsquared.com/

Design Practice 2011.05.13

Imagine the game you developed for your item to submission was online in a massively multi-player mode.

Agera: Factions


1. How do you plan to deal with the issue of new players arriving in the middle of
a long game? Get rid of the victory condition, or find a way to make sure that players are matched with those of similar ability?

New players arriving in the middle of a long game, the persistent world, will undergo the basic tutorial missions. The tutorial missions will guide the player through the basic gameplay mechanics and mission structures and types with an ease-in pace. In the tutorial missions the areas that the player will transverse through will be instanced, they will be free from the intrusion of other players more accumulated into the world. Player grouping is a social game mechanic that will keep players evenly matched in PVP. As the player moves through the world, only other players in a similar range of level will be allowed to fight each other. A similar process will be used and calculated in groups.



2. What will happen to the gameplay when a player vanishes? How will it affect
the other players’ experience of the game (what they see and hear)? Does it disrupt
the balance of the game? Will it make the challenges easier or harder? Is the game
even meaningful anymore?

When the player vanishes the persistent world will still go on. When disconnecting from the server the player will fade out of the game world with a pixelated effect that will be reminiscent of older game's glitches. Other players' experiences will continue to go on. When a player vanishes it might disrupt the balance of gameplay if the player is in a group and the group is in a mission, dungeon raid or PVP battle. The challenges will become harder depending on the group's players' levels. PVE opponents' levels are initialized to the original group's levels. A similar process occurs in PVP. The game becomes more or less challenging and the game's meaning changes.



3. What happens to the game’s score when a player vanishes? Is the game still fair?

When a player vanishes, the game's score still continues as is to the remaining players. During a solo experience the game keeps track of the player's progress, and the player can continue where left-off, within the boundary of non-combat areas. In a single one on one PVP situation the remaining player gains an automatic win, and the vanishing player forfeits the battle. In a group PVP battle the game's fairness is dependent on the skill of the remaining players.



4. Does your game offer a player an advantage of some kind for intentionally disconnecting himself (whether by preventing himself from losing or by sealing his
own victory)? Is there any way to minimize this without penalizing players who
are disconnected accidentally?

The game does not offer an advantage to a player that intentionally disconnects them self. Players who are disconnected accidentally receive an indication in the disconnection stat instead of a loss stat indication during PVP to minimize the penalty of accidental disconnection.



5. In a turn-based game, what mechanism will you use to prevent a player from
stalling play for the other players? Set a time limit? Allow simultaneous turns?
Implement a reasonable default if the player does nothing?

In a situation where the game is turn-based, there will be a timer for the players complete their actions before the next player's turn to prevent stalling. When the timer is complete, an default auto-action will occur.



6. If you offer a chat mechanism, what features will you implement to keep it civil?
Filters? A complaint system? An ignore system? Or will your game require moderated chat spaces?

In the text chat system, there will be a built-in profanity filter that will be updated as necessary by the development team. The filter may be turned-off by players. To regulate player behavior  there will be a complaint system that will be vigorously over-seen by a special task force of the development team, referred to jokingly as the thought police. There will also be an ignore system.



7. Is your game designed to prevent (or alleviate) collusion? Because you can’t prevent players from talking to each other on the phone as they play, how will you
address this? Or can you design your game in such a way that collusion is part of
the gameplay, as in "Diplomacy"?

The game is designed to alleviate collusion by player behavior complaints. The thought police also handles these complaints and distributes punishment accordingly. Bad complaints will be noted and that player's credibility and priority will diminish slightly with bad complaints. The opposite will happen with good complaints. Because players are able to talk to each other on the phone as they play, there will be in-game chat features to make the game fair.

Friday, May 6, 2011

Virtual Values Made Real, Video Game Cultural Issues

Fontecha, John Phillip
Game 100
6 May 2012
Cultural Issues Essay
Virtual Values Made Real

    The world of media is headed towards a common convergence points. The old traditions of media is that a film and television and advertising were their own separate entities. As time passes the lines continue to blur and the various types of media from film to games to even print are all integrated and interactive with each other. Single films are not created today, but the idea of franchises are planed from the very inception of an intellectual property. Films or television series of games no longer are single separate types of segregated media but are instead mixed together into a multi-media experience. Games and video games are affecting contemporary mainstream media such as television, film and advertising in that people expect properties to manifest themselves through a game, through film and they expect advertising to be interactive like a game. Game-like mechanics are no longer restricted to pure board games and video games, but game mechanics are even showing-up in stores and even simple life tasks.
    Films are not limited to one market and isolated, but rather one film from Hollywood gets translated into various languages, and different cultures from all over the world see Hollywood films. Films are a transmission of culture and culture is transmitted the other way also and films start to reflect the world’s various cultures. The same interaction of cultures even happens between films and the culture of video games. There is a large cross-over of both movie-goers and video game players, a base that grows larger with each generation. This has led to a culture of fans that expects that there will be an accompanying game with major action movies and summer block-busters. When a major action film comes out in current times, it is an exception rather than a rule that the film does not has some kind of accompanying game. Furthermore; the consumer base expects movie-based video games to release day-and-date to coincide with the release date of the film, if not earlier. In the early days of video games during the time of the Atari 2600, video games came much later than the film. Empire Strikes Back for the Atari 2600 came three years later,1983, from the release of the film, 1980. The E.T. game came months later in December from the film’s release, June. In today’s market the games based on films come out at the same  time as the films, Enter The Matrix and all The different iterations of the Harry Potter stories. Major films are not released today, multimedia experiences are released today.
    With the popularity of video games, it is natural that there is a demand and want for films based on the stories of video games from fans. It is a great dismay that there are very little good films are translated  from video game material. Game elements; however, have found their way into advertising. The old way of Hollywood was to have television commercials and print ads, but because the world is changing due to influences such as video games. The audience moves towards playing games and old advertising techniques have become less effective and efficient. Viral marketing or augmented reality games are a new type of advertising products from films to television shows to pretty-much anything. What makes viral marketing effective is that it is essentially an game. Viral Marketing has interaction, goals, and game mechanics, such as only the next stage of the game will only unlock when a certain amount of people complete a task. It is an interesting concept that viral marketing presents an opportunity for players to feel like they are apart of the film’s world in that they sometimes get to interact with a film’s characters. Examples of successful viral marketing range from The Dark Knight’s  Harvey Dent campaign and Tron’s Save Flynn campaign.  There are even alternate reality games based on television series like Heroes or Lost. Advertising is no longer advertisers dictating copy from Madison avenue, but rather modern advertising a grass-roots interactive game.
    Advertising has changed in other ways due to the influence of video games. The market has changed and company’s have realized that in order to sell products they must go where the market is, in games themselves. There are many instances of real-world products appearing in virtual video games. There is the benefit to the suspension of disbelief in a video game if the names of company's and branding are real. On the other hand there is the detriment of in-game advertising in that it may be distracting and can take you out of the experience if it is not a good fit. An good example of advertising beneficial to both a game and the product is in the use of real cars in a racing game. People do not want to drive fake brands, but many instead delve into the fantasy of driving the super exotics, or even cars they can afford. There are times when advertising may leaning towards the bad side. In the game Dead Space 2, there is advertising for Dr. Pepper; luckily it comes in the form of armor in the Dr. Pepper color scheme. Bad advertising would be if the main character had to open a new Dr. Pepper can every time in order to restore health. Video games are greatly influencing contemporary advertising. The video game market contains a large segment of the overall young consumer population. Video game players are the target market of advertising.
    In contemporary society there is a convergence of media, and video game and video game mechanics are at the forefront of media. Created stories are no longer restricted to one type of media, but rather the idea of creating an interactive experience is the norm. Everything is essentially becoming a video game. Films, television, advertising and video games are not going to diverge, but instead film, television and advertising will come closer and closer to each other and in the future it may be hard to tell the difference.

Friday, April 15, 2011

Pinball

Pinball game links:

http://www.onlinepinball.net/

http://internetgames.about.com/od/webgames/tp/freepinball.htm

http://www.thepinballzone.net/game.php?id=online_pinball


http://www.guzer.com/games/pepsi_pinball.php


Pepsi Pinball

http://www.onlinepinball.net/htm/games/pepsi.htm



1) What is "good gameplay" when it comes to pinball game design?



2) How do pinball playfield designers create exciting experiences?
Ratatouille: Rat 'N' Roll

http://disney.go.com/disneypictures/ratatouille/games/rat_roll/index.html


1) What is "good gameplay" when it comes to pinball game design?

2) How do pinball playfield designers create exciting experiences?

Short Circuit Pinball (Favorite)
 
http://www.thepinballzone.net/game/short-circuit-pinball/?play=true

1) What is "good gameplay" when it comes to pinball game design?

2) How do pinball playfield designers create exciting experiences?

Friday, March 18, 2011

Excercise 1 3/18/2011

Game writers often find themselves asked to write content with very limited
information, and they have to make it up as best they can. This is an exercise about
writing dialog in such a situation. Assume the following scenario: An adventurer
arrives at an old ruin. The main entry gate is guarded by a huge stone golem that
has to be convinced to let the adventurer pass through. The player might take three
different approaches to the conversation at hand: intimidation, admiration, or subterfuge.

TASK

Write a scripted conversation for this situation in which, at each menu, the
player has a choice of three options corresponding to each of the three approaches.
Your conversation must include no fewer than four exchanges, counting introducing and parting dialog lines. If the player chooses a consistent approach
throughout the conversation, the golem opens the gate; if the player does not, the
golem refuses and the conversation ends.

Post your completed set of menus plus the conversations that stem from each as separate branches as a diagram to your blog. You may use freemind (on the applications folder of the macs in room 474) or some other tool such as google draw or photoshop or illustrator - any tool that lets you create a diagram of possible branching path options - a flowchart, basically.

Click Here For MindMap

Friday, March 11, 2011

Today's in class exercises - based on Chapter 5 of Ernest Adams

Today's workshop

part 1:

Go to:

Hero Machine - make your own hero

In class exercise number 1 - create three different kinds of hero for an imaginary videogame - e.g. RPG, MMORPG, FPS, etc. Consider scale, gender, body type for each of the three and try to vary them as much as possible.

RPG - Zaibatsu

     Zaibatsu is a Japanese term that refers to the businesses in the Empire Of Japan that controlled a significant share of the national economy before the end of World War II. A newly created street gang has taken the title Zaibatsu to warn rivals of their power and their destined future. This RPG places you into the shoes of a up and coming member as you climb the gang's ranks and make your name known in the criminal underworld.
Source Code: http://www.ugo.com/games/heromachine-ordinary-joe-edition?txtName=Kai&varLoadString=CEA66B,d,F7EBE7,b,FF0000,m,00B2F0,b,FFFFFF,0,AC8ABC,n,FFFFFF,0,FFFFFF,d,00B2F0,0,FFFFFF,v,FFFFFF,d,333333,0,333333,a,00B2F0,a,000000,h,AAAAAA,m,

Kai: Kai has several meanings in Japanese: change, the action to correct, taker and receiver. Kai lost her family to a tragic building fire. With no other family she was picked off the streets and raised by Zaibatsu members. As the game's story starts she is given her first assignment to prove her loyalty to the gang and their cause.

Cosmetic Attributes: Shirt
Functional Attributes: Shoes (modifies movement speed), skirt (modifies agility), coat (modifies defense), bandanna (modifies stealth), sword (modifies melee damage)

Players can modify the character through her cloths and choice of weaponry.

  • Shoes mainly determine player movement speed in the game. The player might pickup different types of shoes to use in the game. Heavy boots provide a defense boost, but also restrict speed. Wearing high-heeled shoes boost kick damage during combat. Players might find special shoes that allow silent movement that draw less attention to the player during assignments.
  • Bottoms mainly effect the agility of the player, the allowable amount of actions per turn in combat. Choosing a skirt instead of pants allows more actions per turn, but reduce defense compared to pants.
  • Outerwear mainly determines defense stats and inventory. Wearing a large trench coat allows for more hidden weapons to beat carried, but having too many weapons encumbers the player and effects movement speed. Leather jackets greatly effect defense in combat.
  • Bandannas are used to modify stealth. Wearing a bandanna during assignments reduces the chance that rival gang members will recognize the player out of combat and start a fight on the streets. On the other hand, wearing a bandanna out on the street will attract the attention of police.
  • The choices of weaponry are numerous and modify the amount of damage dealt. Players can chose different martial arts styles. There are several types of katanas and knives. Shurikens are available for more distance stealth kills. For more modern geared players there are various guns, some with silencers or some without for times when damage is preferable over stealth.
  • Tattoos later play an important customizable aspect in the game. As the player rises the ranks in the Zaibatsu organization they are given their own crew. The markings that you chose to wear identify your crew within the organization furthers player choice and creativity.


Friday, March 4, 2011

In-Class Exercise Friday March 4th 2011

Game Concept

Ariel, Christian, Jeff, John
Game 100 - Exploring Game Worlds
Instructor Cox
F 12-4
03.04.2011
Game Concept

What if you were given the power to change the world what would you do? The codename for this game is Project Agera. Agera is Swedish for “ to take action” and that this the basic premise for the game. Agera is a single player action role-playing game set in the modern world with a twist on expectations and is for the PC, Microsoft Xbox 360 and Sony Playstation 3. The game takes inspirations from many different sources including Japanese RPG’s, anime and the video game culture in general.
The player controls the game through a first year high school student as he progresses from year to year to eventually graduating. The student is a part of the video game subculture and a geek in general trying to get through the gauntlet that is the high school social scene. On the other hand he also has stumbled into a secret war between different factions for the control of the world and has to choose which side to align himself with. As the story unfolds the player becomes more powerful and gains new skills, but the final outcome of the story is determined by player choice.
Though the tone of the story is grand and world altering, the tone of the actual story-telling is light hearted, unexpected and even referential to the culture of video games. The story starts off in a simple narrative structure, but as the game progresses there will be different branching paths presented through the choices that the player makes. For example as you complete missions for your faction and learn more about what they stand for another faction will try to tell you their perspective on the situation and try to persuade the player to change sides. Another way that the narrative changes is by how the player chooses to act or respond when presented certain situations. For example the player could choose whether or not to be nice to a specific character and, depending on how the player acts, that character would either help you in a time of need or completely change allegiances and become your enemy later down the line.
    The story takes place within a modern city that is an amalgam of a fictional
metropolitan area mixed with various elements of real world locations. The most important location and where a good part of the story takes place is at the high school where the player goes. The story of the game starts during the modern time and progresses into the near future. The game is an open-world game, so there is a non-linear path of how and when to do things. There are overarching missions for the player to complete, which contain smaller mission type experiences. In addition to the persistent story mission there are missions that are activated by several triggers which include, starting missions from non-player characters, passing -by when certain events occur, random encounters and starting mini-games. The typical win condition would be to get the task done, for example get to this place before it’s too late or fight off all the enemies in this area. There is no game over state, and if the player fails a mission the story is modified to reflect the mission outcome, but the persistent story’s mission can not be failed or the game will revert to an earlier checkpoint. The persistent story is broken-up into the four years of high school, which is further divided-up into chapters.
      The player’s interaction model is through directly controlling the main character in the story. The game’s primary camera model is third-person auto-follow with player controlled options to pan the camera around when necessary. There are other camera models that will be present in the game. For example the camera will go into a zoomed-in over the shoulder view when the player needs to aim at a specific target. Another example is that the game might go into an overhead view during a particular mission as a homage to another game. 
     Project Agera is aimed particularly at players who play a lot of video games and will appreciate the various references and in-jokes to other games. It is a project that is made as a love letter to the collective of video game fans. There is also a broader audience that the game will appeal to with the game’s Anime art style and story telling tone, so anime fans or people who enjoy crazy stories should find something to look forward to in this game. In fact everyone should play this game. Project Agera is a different type of game that deviates from the standard hoard of first person shooters or by the books role playing games. It is a game that is not strictly categorized into a particular genre but rather it takes elements from various types of video games to create something fresh and enhance the player experience. It is a game that doesn’t follow a linear story but instead does what only a game can do in that it allows the player to totally immerse themselves in a fully realized universe and decide how the story will unfold.

Friday, February 25, 2011

In Class Exercise 2/25/2011 Atari

Go to http://www.atari.com/play


Play one of the classic vintage arcade games (but NOT a facebook game!) online via a browser - e.g. asteroids, battlezone, centipede etc


(image and game from http://www.atari.com/play/game/centipede)

Student Name: Fontecha, John Phillip

Today’s Date: 02.25.2011

Game Title Examined: Centipede

Year of Publication (if known - check thedoteaters.com for details): 1980

Game Publisher: Atari, Inc.

Game Developer (if different from Publisher): Atari, Inc. (Ed Logg and Dona Bailey)

1 - What is the game genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
The game genre is  a shoot-em-up.

2 -What is the type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
The type of environment is a flat environment.

3 - What is the perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
The perspective taken is top down in relation to the main player controlled character.

4 - What is the actual gameplay – what does the player have to do?
The gameplay is to shoot up as a gun from the bottom of the screen aiming at an approaching centipede from the top of the screen before it reaches the bottom, spiders appear that the player also has to shoot.

5 - Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
The gameplay is intuitive, because an aiming reticule is shown on screen and the player clicks and shoots are fired.

6 - Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
The gameplay is patterned.

7 - 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?
The type of graphic approach used and the audio shows that the processing power of computers were limited to simple representations of what is happening and what it would sound like.

8 - Describe your views about the game from the point of view of
1) ease of play
The ease of play is easy in concept, but would be hard to master as the game gets faster and faster.
b) enjoyability
The game is enjoyable as a simple distraction. One the game is over the satisfaction is gone, because there is no progression system, negating the possibility of reaching a high score.
c) level of engagement/immersion
The level of engagement and immersion is based on twitch gameplay, which means you have to be attentive and not distracted in order to survive in the game and not get a game over screen instead.


9 - Had you played this game prior to this time? If so, when?
 I have played this game prior to this time as a Xbox Live Arcade release on the Microsoft Xbox 360.

10 - What does playing the game remind you of in terms of other games/media?
 Playing the game reminds me in terms of other games of Millipede, as the game's predecessor. The game also plays a bit like Galaxian and Galaga as fellow contemporary shoot-em-ups.

In Class Exercise 2/25/2011 Game Concept

Once you have a game idea in mind, these are the questions you must ask yourself in order to turn it into a fully fledged game concept. You don't have to be precise or detailed, but you should have a general answer for all of them.

1)     Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains simlar characters actions or ideas
 An action RPG about a high school student who gets caught up in an war between factions.

2)     What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The player's role is to be the high school student and to gain skills as the character learns new skills from his teacher. The player's role helps define game play by controlling the avatar in the environment.

3)     Does the game have an avatar or other key character? Describe him/her/it
The game has an avatar, who is the satire of the nerdy geeky video game high school player.

4)     What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to oercome them?
 The nature of the gameplay is an action RPG hand to hand combat. The challenges the player will face will be other characters in the the story.

5)     What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
The player's iteration is direct  control through the avatar as the character evolves through the story.

6)     What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
 The game's primary camera model is third-person. The player view will be auto-follow with player controlled tweaks when necessary.

7)     Does the game fall into an existing genre? If so, which one?
 The game is an JRPG inspired action RPG.

8)     Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
 The game is primarily single player at this time of development.

9)     Why would anyone want to play this game? Who is the game’s target audience? What characteristics distinguise them from the mass of players in general?
 Anyone would want to play this game, because for it's crazy story. The game's target audience is the core video game player, especially for those who would recognize in-game references to other games. The game's unique story telling sets it apart from the average save-the-this RPG.

10)   What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
 Microsoft Xbox 360, Sony PlayStation 3.

11)   What is the game’s setting? Where does it take place?
 The game's setting is a high school in the modern day.

12)   Will the game be broken into levels? What might be the victory condition for a typical level?
 The game will generally be broken-up into the four years of high schools which will be further divided into chapters.

13)   Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.
The game has a narrative story. The plot is that high school boy gets drafted into crazy secret assassin's guild.












Chess Variant - Chessthair

Chess Variant - Chessthair
Group members: Cory, Christian, John, Jeff

Game Objective: Place all of the pieces, excluding the pawns, back onto the board.

Playtime Average: 2-3 minutes

Rules: Each player begins the game by placing their king anywhere on the board. The two kings are incapable of taking each other out, but are allowed in adjacent squares. The two players take turns placing their remaining pieces on the board. At the beginning of your turn, you must move your king out of check and then place your next piece. Each piece placed must put the opposite colored king in check. The game ends when all pieces have been placed on the board, or if either king is unable to move. The players win if the kings survive after all pieces are placed on the board, and lose if either king is locked in check mate.

Play Example:



White player places his king on E2
Black player places his king on B6
White player places rook on B1, black players king is in check.
Black player places moves his king out of check to C6, then places his knight on C1.

Originally Posted by fellow group member, Cory Boyd

Friday, February 11, 2011

US Versus IT Rules

US VS IT.
Robot behavioral ruleset.
IT takes no more than 4 actions per turn.  
If an enemy is within range of ITs lazer eye, it will use it's lazer eye attack.
Lazer eye damage scaling to range: 0|1|1|2|2|3|3|4
Then IT will move forward 1 square, if path is unobstructed.
If an enemy is within IT's new range, it will use it's Fist attack. 
Damage scaling to range like so. 
1|2|2
0|0|3
1|2|2
The extra action is only used in atomic mine situations and is normally subtracted from the list of actions when IT has taken appropriate damage. 

If IT takes 2 or more dmg in a turn, then IT immediately drops an atomic mine on its turn damage scaling to range like so:
2|2|1
0|4|3
2|2|1
Then uses it's lazer eye unless reduced to 3 or less health. 
uses the rest of its actions to move forward.

The player starts with 8 tanks. 
4 On the 'offensive' side of the board.
4 On the 'defensive' side of the board.

The Robot blows up damage scaling to range like so:
10|10|10|10|10
10| 0 |  0|  0|10
10| 0 |  0|  0|10
10| 0 |  0|  0|10
10|10|10|10|10

Originally Posted by fellow group member, DickPowell

Answers to Questions for "End of Analogue - a history of videogames"

1) Who invented the first computer game on the PDP1?
Steve Russell, Martin Graetz and Wayne Witaenem invented the first computer game on the PDP1.

2) What was the name of the game?
The game wars Spacewar!

3) What was the name of Morton Helig's amusement device that let you smell, hear and see in 3D filmed experiences?
Helig's device was The Sensorama.

4) What early 1970s movie does an arcade console machine of Spacewar appear?
Spacewar appeared in Soylent Green (1973).

5) What was the name of the man who developed the first TV tennis game?
The man who developed the first TV tennis game is Ralph Baer.

6) Who was the man whose company Atari commercialized the idea of the arcade computer tennis game?
The man who commercialized the idea of the arcade tennis game is Nolan Bushnell.

7) What was the name of this version of the game?
The version of the arcade tennis game is named Pong.

8) What are vector graphics?
Vector graphics are representations of images by the computer using mathematical equations.

9) What types of games do vector graphics lend themselves to?
The types of games that vector graphics lend themselves to are space shooter games.

10) When home computers were first made available, how did owners load games into them?
Owners loaded games into the first home computers by users entering copying the source code from games via print media such as magazines.

11) What is the name of the 1985 film in which a young Matthew Broderick starts World War III with his home computer and modem?
WarGames is the film in which Broderick starts World War III in his home computer and modem.

12) From what sources did the designer of the Space Invaders aliens draw inspiration?
Tomohiro Nishikado, the designer of Space Invaders drew inspiration from The War Of The Worlds, Star Wars and Breakout.

13) What is the name given to the contemporary subculture of 8 bit music made with gameboys and other 80s game technology
The subculture of 8-Bit music is called Chiptune.

14) "Escape from Woomera" was a videogame which was used to draw attention to the plight of inmates at a remote detention center in desert town in what country?
"Escape from Woomera" draws attention to the plight of inmates at a remote detention center in a desert town of Australia.

Friday, January 28, 2011

Play Legend of Zelda Online

1) How would you describe the level of engagement compared to more action oriented games from the same period?


The game has more exploration elements compared to more action oriented games of the time like Super Mario Brothers or Contra. The controls do not depend on super reflexes and do not require super precise movement, so it is not as hard. The pace is not as fast in the process, and it is more relaxed.

2) What role does setting and characterisation play in the game?


The setting is ideally supposed to immerse the player in the game world. The directionless gameplay and lack of compass adds to the exploration and wonder element of the game. The opening set-up and link tend to identify with a fantasy setting. Tingle, the other character in green, is an odd character, kinda whimsical. The octoroks, octopus enemies are fantastical in that they are similar to fighting mythological animals in a Dungeons and Dragons game.

3) How do spells, pickups and power-ups assist the game play?


The pick-up of hearts assist players to regain health and make the game easier. If there were no heart pick-ups, then  the game's difficulty would be harder. the The bomb pick-up turns the game into an escort mission. There were no spells.

(one paragraph per question)

I, Videogame Part 2 - In-class Questions Answered

As you watch the documentary, write comments about the film based on the questions supplied for each. These will be used as the basis for a post-film class discussion.


1) What kind of company was Nintendo before it made videogame and videogame consoles? 


Playing Cards and toy company

2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System)


Game And Watch

3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?


Artist and aspiring storyteller.

4) How did the limits of the technology affect the way Mario could be shown?


The large nose was used to indicate the face. The mustache was used to better indicate that he had a mouth. A hat was used, because it was hard to use hair-styles. Red was an engineering trick to make the character pop and be more noticeable on the screen. These were all in response to limitations of the technology at the time, such as the small screen.

5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?


The video game crash of the 1980's. People were sure that PC's were going to be the future.

6) What was assumed to the be the 'next big thing' by electronics manufacturers?


Personal Computers (PC)

7) What did Legend of Zelda bring to gaming that was new?


The gameplay progression from pen and paper role playing games. There was a a character changed as the game was played. The game was also the first to have save state storage inside the game cartridge.

8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames?


It was a response to conservative values and it was now ok for adults to buy these "toys" and to play games, priorities changed.

9) How were the PC games published by Mystery House like King's Quest different from console games?


They were more adventure games compared to console's action games. They were not direct control. You had to point to were the character had to go. There was more text and were more story oriented.

10) How did Sega's 16 bit Megadrive system change home console gaming?


It started a new generation of consoles, the 16-bit generation. The graphics processor was faster and the sound processor was better.

11) How did "Leisure Suit Larry" differ from most genre based games of the period?


The game had adult themes and mature content. It had a sense of humor and was based on real-ish people in a modern time and a modern setting.

12) How is this aspect reflected in many games of today?


There are many M rated games. Mature content in games are more the norm than the exception. The idea of realism continues today with new games continually moving graphics closer towards realism..

13) What is 'motion capture'


It is a process in which performers wear motion capture suits with reflected balls. The performance data is translated onto a wireframe figure and used in games for animation.

14) What is the 'uncanny valley'?


The uncanny valley is a point at which the graphics of a game character get more realistic and as the closer the character gets to absolute realism the more people notice the little tiny details that make them not quite real and in the process the character looks odd to the viewer.

Friday, January 21, 2011

Cartoon Network Game Creators

A) What options are available to you as a 'game designer'? 


The options available to a game designer are to select a background for the level, the character to use as an avatar, the endgame goal of said game in order to beat it. Also you are able to add borders and to place different objects, such as power-ups or enemies on the game's level.

B) How are these options provided?


Simple click to select and click on an area to place the object in the game world.

C) What types of elements are provided for you to use to 'build' the game?


Walls, switches, collectables, enemies and monster closets.

D) What limits are set on the level of the game play able to be customized


There are specific gameplay types to select from, for example you can't make a racing or R.T.S.

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.


The process teaches game creators to make a game that it is challenging enough to be rewarding, but not too difficult as to be frustrating and make the player quit. 

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!)


It was fun and wasn't too hard to play

2) If so, why? If not, why not?

The game would be fun for young children ages 5 and up, because it is easy learn and play.
3) What could be done to improve the level?

The sound effects could be better, but it isn't apart of the options provided by the game-making tools.

Email the answers to the above three questions to the student who created the game.

Answers to questions while watching "I, Videogame" episode 1

As you watch the documentary, write comments about the film based on the questions supplied for each. These will be used as the basis for a post-film class discussion.



1) Videogames emerged from the culture of the "Cold War" - what does Henry Jenkins from MIT compare the period to in terms of a famous board game?


Battleship

2) a) Who was the inventor of the first Video game according to the documentary?


William Higinbotham

b) What was the name of the game? 


Tennis For Two

3) Steve Russell is credited with the first true computer-based videogame (in terms of its use with the 1961 PDP1 mainframe computer) with SPACEWAR - what popular science fiction book series also influenced him? 


Edward E. Smith's Lesman and Skylark

4) What innovation did Steve Russell's SPACEWAR introduce in terms of input hardware?


Joystick

5) a) In the anti-war and counterculture period of the 1960s and 1970s, what new home entertainment system let consumers finally control what was being seen on the home television?


Magnavox Odyssey

b) b) Who was its inventor/developer? 


Ralph Baer

6) PONG emerged out of the counterculture spirit of the early 1970s - its natural home was what type of entertainment setting?


Bars

7) Who does Nolan Bushnell say were generally best at playing the game?


Women

8) "Space Invaders" emerged in the late 1970s as the first game from Japan.
How did the TAITO production team intensify the emotion of the game using the four-note in-game music theme?


Using tempo in tandem with the proximity of the invaders to provoke nervousness and a faster heartbeat.

9) Steve Moulder reflects that the first arcade games tended to result in the player's defeat. This he argues in turn reflected the view held by many designers during that time that war itself is defeatist. 

Has this view changed since that time? Do today's latest games still convey this sense? Why? Why not? (use your own words)


Yes. There are actual endings to games now compared to the coin machines of yesteryear. You can actually finish games in a way rather than reach a kill screen. In terms of war itself being defeatist there are a few modern games that still reflect this view. For example the game Fallout 3's tagline is, "war never changes". The game's setting is post-apocalyptic and there is very little life left on Earth but still war is present and people kill over ideology and limited resources. Another example I can think of is the ending of Halo: Reach. The Halo games are about elite space marines, and in that particular game the general audience knows ahead of time that things don't end well from reading the earlier book of the same name. Throughout playing that game you get the sense that everyone is going to die, because in the end the characters are inevitably  just cogs in the gears of war.

10) Have you ever played any of the games shown in this the first episode of "I, Videogame"? What was your memory of playing it? Where were you, when was it?


Yes, I have played Space Wars way after when first available in reaction to the game constantly being mentioned about every time a history of video game article comes out. I played a java based emulation online. I was at home on the computer and it was a few years ago. I have played Space Invaders similarly online.  Also I've played Pong on an Atari home compilation. I've played Tetris on the Game Boy. I own Pac-Man, Ms. Pac-Man as Live Arcade releases on the Xbox 360.