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What makes a successful game and level.
Guys, recently I've been doing a report about game design at UNI (university if you don't know that).
The report itself is just about finished but I would very much appreciate it if you guys could take a look at it yourselves and tell me if anything needs fixing.
This report REALLY counts to me as it counts to "40%" of the actual grade, meaning if I get this right I've about passed this thing already, so it's like really important to me.
Again, much appreciated.
--------------------------------------------------------------------------------------
Introduction
We were asked to create a report for research on two different subjects, the first being what makes players derive pleasure from games, such as the uniqueness of different games and what “elements” they contain and what makes a successful level.
The second topic goes over how the HUD display is used in different games, which features a players health, currency, etc.
Part 1- What makes a Successful game and level?
Why do people like games?
In the World of gaming gamers now-days have a wide selection of different games to choose from, the difference being however that those different gamers will favour certain games more than most.
So why is this exactly, what makes a gamer choose from one game from another?
Well that could depend on what gamers actually like in a game, maybe they could like a game for it’s raw gameplay and will be played to death, or perhaps it’s beautiful graphics which makes gamers view it as an art gallery.
We think it may have something to with the “Elements and Features” placed within the game, such as actual items and different characters, which make the players, enjoy games.
For instance, in the game “DOOM”, a typical reason for a player to like this game would be because he could be let loose in a room full of zombies armed with a chainsaw!
Now let's take Thunder Force IV (TFIV) for example, for starters it has familiar gameplay from other shooter games such as R-type and Gradius.
Like these games and other basic Vertical shooter, TFIV sets the player against wave after waves of enemies, the flip side being you have a large variation of different weapons to be used, so long as they have the skill.
This kind of gameplay would be suitable for those who like raw action in a game as well as a lot of concentration (If you ever played any of the Gradius games you would agree!)
“While it is visually a new experience, conceptually it isn't.” - Rob Bright (2)
Although technically it doesn't have anything new to separate itself in gameplay with other Horizontal shooters, what TFIV does is improve on this “mould” by introducing hardcore soundtracks and unique graphics that are far superior to the third instalment, TFIII.
By doing this it could draw further gamers to be interested in this game, namely those are quite found of music and/or those who admire the quality of the graphics in the game.
Conclusion
It is best to that think depending on the game different people will be attracted to it for several reasons, whether they are a music fan, or just looking for some hardcore thrills, there will always be something for everybody.
“Games are a matter of taste!” – Wolfgang Kramer (3)
It's impossible to get everybody to like the same game, for instance some games may like driving in games, while others gamers may like shooting in games.
So what would happen if there was a game if it combined the two?
Some may like it and some may not, opting only for one or the other.
What makes a successful level in a game?
Well considering there can be many ways to making a successful level in a game, it can come down to several things such as the quality of the graphics of the level or the actual game elements placed in the game.
Surprisingly, not many gamers do actually notice the “quality” of the graphics of a level in a game a good example would be the vast number of games featured on the “NES”, opting more for gameplay rather than trying to look pretty.
So maybe graphics aren't that important in a game, we have already had many classic games that do look terrible.
“Now, don’t get me wrong. We’ve had games that look like c### and become masterpieces. Pac Man, anyone? “- Matt (4)
However, there can be times when the these graphics can set the right set of mood in a level to give the player a sort of “immersion” feel and set them on edge, for instance in Silent hill the graphics were very dull and dreary looking, but “that” was the main idea , Silent hill was not intended to be a pretty game anyway.
“Thinking of Ravenholm (referring to Half-Life 2) , you didn't keep going because forward was the only direction; you kept going because you wanted to get the f### out of there.” - RonBurgandy2010 (5)
Game “Elements” can also be important in a good game level, these elements could consist of enemies, weapons, items, bosses and several other NPC character's that the player can interact with.
For instance if there were enemies in a game the player would prefer it if they knew there was a way to kill them, preferably by hitting/shooting them in the head with something.
Now take Doom for example (yes again, now shut up), as you progress through the game the different enemies become more frequent and more harder, so to compensate more weapons would be needed to retaliate against the enemies.
This is pretty relevant as the as the bigger the weapon, the more chance you had of surviving.
Conclusion
Both the graphics in the level and the different elements featured in the level can both be used to create a really successful level in a game.
It's just a matter of knowing how use them together properly.
For instance these could be used properly if they were set to a certain “theme”, if the level itself was based under water, you would expect to find under water elements and environments, such as fish and lizardmen.
“Levels have to fit the setting and action appropriately. Don't give me an underwater level if the game is based on the moon.” - Gbreaux (6)
References
(1) http://bioshock.wikia.com/wiki/Enemies
(2)http://www.meanmachinesmag.co.uk/review/394/thunderforce-4.php (3)http://www.thegamesjournal.com/articles/WhatMakesaGame.shtml
(4)http://videolamer.com/graphics-over-gameplay-is-it-really-all-that-bad
(5,6)http://www.destructoid.com/blogs/Tactix/dtoid-community-discusses-pt-15-level-design-132667.phtml
--------------------------------------------------------------------------------------
ok that's it
Just for the record, I'm not actually sure if I can post this here so if I'm about to get into trouble at UNI over this it will be deleted
The report itself is just about finished but I would very much appreciate it if you guys could take a look at it yourselves and tell me if anything needs fixing.
This report REALLY counts to me as it counts to "40%" of the actual grade, meaning if I get this right I've about passed this thing already, so it's like really important to me.
Again, much appreciated.
--------------------------------------------------------------------------------------
Introduction
We were asked to create a report for research on two different subjects, the first being what makes players derive pleasure from games, such as the uniqueness of different games and what “elements” they contain and what makes a successful level.
The second topic goes over how the HUD display is used in different games, which features a players health, currency, etc.
Part 1- What makes a Successful game and level?
Why do people like games?
In the World of gaming gamers now-days have a wide selection of different games to choose from, the difference being however that those different gamers will favour certain games more than most.
So why is this exactly, what makes a gamer choose from one game from another?
Well that could depend on what gamers actually like in a game, maybe they could like a game for it’s raw gameplay and will be played to death, or perhaps it’s beautiful graphics which makes gamers view it as an art gallery.
We think it may have something to with the “Elements and Features” placed within the game, such as actual items and different characters, which make the players, enjoy games.
For instance, in the game “DOOM”, a typical reason for a player to like this game would be because he could be let loose in a room full of zombies armed with a chainsaw!
Now let's take Thunder Force IV (TFIV) for example, for starters it has familiar gameplay from other shooter games such as R-type and Gradius.
Like these games and other basic Vertical shooter, TFIV sets the player against wave after waves of enemies, the flip side being you have a large variation of different weapons to be used, so long as they have the skill.
This kind of gameplay would be suitable for those who like raw action in a game as well as a lot of concentration (If you ever played any of the Gradius games you would agree!)
“While it is visually a new experience, conceptually it isn't.” - Rob Bright (2)
Although technically it doesn't have anything new to separate itself in gameplay with other Horizontal shooters, what TFIV does is improve on this “mould” by introducing hardcore soundtracks and unique graphics that are far superior to the third instalment, TFIII.
By doing this it could draw further gamers to be interested in this game, namely those are quite found of music and/or those who admire the quality of the graphics in the game.
Conclusion
It is best to that think depending on the game different people will be attracted to it for several reasons, whether they are a music fan, or just looking for some hardcore thrills, there will always be something for everybody.
“Games are a matter of taste!” – Wolfgang Kramer (3)
It's impossible to get everybody to like the same game, for instance some games may like driving in games, while others gamers may like shooting in games.
So what would happen if there was a game if it combined the two?
Some may like it and some may not, opting only for one or the other.
What makes a successful level in a game?
Well considering there can be many ways to making a successful level in a game, it can come down to several things such as the quality of the graphics of the level or the actual game elements placed in the game.
Surprisingly, not many gamers do actually notice the “quality” of the graphics of a level in a game a good example would be the vast number of games featured on the “NES”, opting more for gameplay rather than trying to look pretty.
So maybe graphics aren't that important in a game, we have already had many classic games that do look terrible.
“Now, don’t get me wrong. We’ve had games that look like c### and become masterpieces. Pac Man, anyone? “- Matt (4)
However, there can be times when the these graphics can set the right set of mood in a level to give the player a sort of “immersion” feel and set them on edge, for instance in Silent hill the graphics were very dull and dreary looking, but “that” was the main idea , Silent hill was not intended to be a pretty game anyway.
“Thinking of Ravenholm (referring to Half-Life 2) , you didn't keep going because forward was the only direction; you kept going because you wanted to get the f### out of there.” - RonBurgandy2010 (5)
Game “Elements” can also be important in a good game level, these elements could consist of enemies, weapons, items, bosses and several other NPC character's that the player can interact with.
For instance if there were enemies in a game the player would prefer it if they knew there was a way to kill them, preferably by hitting/shooting them in the head with something.
Now take Doom for example (yes again, now shut up), as you progress through the game the different enemies become more frequent and more harder, so to compensate more weapons would be needed to retaliate against the enemies.
This is pretty relevant as the as the bigger the weapon, the more chance you had of surviving.
Conclusion
Both the graphics in the level and the different elements featured in the level can both be used to create a really successful level in a game.
It's just a matter of knowing how use them together properly.
For instance these could be used properly if they were set to a certain “theme”, if the level itself was based under water, you would expect to find under water elements and environments, such as fish and lizardmen.
“Levels have to fit the setting and action appropriately. Don't give me an underwater level if the game is based on the moon.” - Gbreaux (6)
References
(1) http://bioshock.wikia.com/wiki/Enemies
(2)http://www.meanmachinesmag.co.uk/review/394/thunderforce-4.php (3)http://www.thegamesjournal.com/articles/WhatMakesaGame.shtml
(4)http://videolamer.com/graphics-over-gameplay-is-it-really-all-that-bad
(5,6)http://www.destructoid.com/blogs/Tactix/dtoid-community-discusses-pt-15-level-design-132667.phtml
--------------------------------------------------------------------------------------
ok that's it
Just for the record, I'm not actually sure if I can post this here so if I'm about to get into trouble at UNI over this it will be deleted
Re: What makes a successful game and level.
holy *** thats quite a post
fooey- Moderator
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Re: What makes a successful game and level.
i didn't read it.
fooey- Moderator
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Re: What makes a successful game and level.
...to get the f### out of there.” - RonBurgandy2010 (5)
2 bad choices in one sentence. First off you used a curse word, second off you quoted from some randoom guy on the internet. That detracts from the profesionallism of the essay.
Now take Doom for example (yes again, now shut up),
That is a little to casual for a formal paper like this.
Other than that it seemed well written(yes I actually read the whole thing). It seemed a little short, but I assuming there was a word limit.
Hope you get a good grade!!!
2 bad choices in one sentence. First off you used a curse word, second off you quoted from some randoom guy on the internet. That detracts from the profesionallism of the essay.
Now take Doom for example (yes again, now shut up),
That is a little to casual for a formal paper like this.
Other than that it seemed well written(yes I actually read the whole thing). It seemed a little short, but I assuming there was a word limit.
Hope you get a good grade!!!
Re: What makes a successful game and level.
Thanks JS
There was a word count, about 1200 word but you were allowed to go above or below 20%, (don't ask, the guys who set these are nuts)
The 1st sentence was used to pretty much explain my point as effectively as possible,...... .... maybe I should get rid of it...yes I will.
The 2nd sentence I also got rid of because it took up space in the word limit, so thanks for that.
I don't know when I'll be told what grade it is, but when I do I'll post it
There was a word count, about 1200 word but you were allowed to go above or below 20%, (don't ask, the guys who set these are nuts)
The 1st sentence was used to pretty much explain my point as effectively as possible,...... .... maybe I should get rid of it...yes I will.
The 2nd sentence I also got rid of because it took up space in the word limit, so thanks for that.
I don't know when I'll be told what grade it is, but when I do I'll post it
Re: What makes a successful game and level.
ok, I got the blasted thing marked...it marked at 45%
It doesn't sound bad actual as it's well above the minimal requirement for a pass
It also means I don't need to work as hard for the other 60% of the total mark, I only need to get 20% on the second assignment to pass the whole thing(I 'll be posting about this as well).
It doesn't sound bad actual as it's well above the minimal requirement for a pass
It also means I don't need to work as hard for the other 60% of the total mark, I only need to get 20% on the second assignment to pass the whole thing(I 'll be posting about this as well).
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