Thursday, 28 January 2016
Group Critique Forms
Group Critique Forms
General Knowledge
Quiz
With this idea, my original game would ask questions about a
celebrity. The problem with this is that if the game was asking a question
based on a celebrity that isn't as well known then it would be hard for the
player to actually answer it, as the questions may be too specific. Shiam had
an idea that rectified this. If the game was to actually just ask general
knowledge questions, with the intent to narrow it down until you get the
answer, then it may make the objective of the game more attainable without
removing the challenge.
Alternative Elvis
Choices
Shiam wanted me to follow facts about Elvis to see if it
would still play out the same if certain choices in his life were different. As
an example, if Elvis were to take this opportunity in his life as opposed to
another one, then his life may play out differently. These opportunities that
are presented in the game are related to the questions that are asked so that
is how it would tie into the game as a whole. I feel like this idea is
creative, but I’m not going to implement it because I feel like it distracts
from the idea of the game as a whole. The game isn't about one person in
general, and it varies from people to locations, so because of this I feel like
the idea may not even be able to be implemented without completely changing the
game’s concept. As an example, it may work with Elvis, but it wouldn't work if
the question was based on guessing a location, or a less known celebrity.
Friday, 22 January 2016
Research For My Theme
What was your theme?
My theme was based on Puzzle
games and educational games. I took inspiration from a lot of portable games to
create the concept drawings for my pictures. I tried to make everything as
colourful as possible as I felt it fits with the theme of 2D drawings. A lot of
older, classic games have a very bright colour scheme, which really made the
art style pop out, even if the graphics weren’t that amazing. Something like
Tetris uses its colour scheme to make the different objects pop out at you,
because the different pieces are supposed to stand out from each other, while
another game like Donkey Kong contrasts its black background with bright pink
walkways.
My game is portable, so I should be
looking at Nintendo games from the 80s as part of my theme instead of modern
games that are on the next gen console for the most part. The reasoning behind
this is the comparison in graphics that classic Nintendo games and portables
offer, due to the limited graphics that a mobile phone or portable device can
have in comparison to a next gen console.
A lot of the Nintendo DS games
that were released during the mid-2000s are a good reference for how games can
both look and function when working on a portable device, especially with the
amount of touch-screen games that are available on phones at the moment. Big Brain
Academy was available on the Nintendo DS, and it allowed you to highlight and
answer questions that you wanted to by clicking on them, which cut out a lot of
the hassle that would have possibly been in the game had it opted for a scroll through
the menus system.
Games that are available on
touch-screen phones at the moment take full advantage of this, with a game like
Clash of Clans having everything completely controllable from the touch-screen.
Clash of Clans takes this to such an extent to the point where you can’t even download
the game on phones that have keypads. The complete functionality of the game is
designed to be played on a touch-screen which would ideally be the way in which how
my game would be played. You would have the whole screen show the game (as
opposed to the Nintendo DS which had two screens, one for viewing, and one for
the touch screen) with certain boxes on the screen which would allow you to
access certain menu functions. This would hold the best functionality for a
game which is based on asking and answering questions in my opinion.
Here are some
examples of games that relevant to my theme
Big Brain Academy
Big Brain Academy is my main reference for most of the things that would be in my game, as it is a solid template for what I need in order to make a question based game fun and interesting. Big Brain Academy is a great game to reference because the game is simply based on questions and answers, with minimal gameplay that is based on the technical skill of the player. I think this is one of the main reasons why it found such a huge audience which spanned across multiple generations due to both its versatility and its ease on the technical skills that the player needs. The graphics are also a great example that games that are question based can follow, because I think that the simplicity helps the game. If the game's graphics were too much, I think that it could overpower the game's overall objective and take away from the quiz show, competitive atmosphere that the game has.
Donkey Kong
The original Donkey Kong had a
black background that really contrasted the bright colours that were shown
everywhere. The game obviously has graphics that aren't meant to be taken
seriously within the context of its own universe, but are instead designed in
the way that they are as a means to highlight the different things that are available
on the screen. The ladders are usually a very bright colour, whereas the
platforms are usually a very contrasting darker colour with some pattern design
on them which allows you to distinguish one from another. Donkey Kong himself
is multiple colours, with his fur being a dark brown, while his skin tone is a
mix between a light brown and pink. This is just another way to distinguish the
character from the background. If Donkey Kong was one solid colour, then there
could be some situations that would have Donkey Kong blending into the
background. If that happens to throw the player off for even a second, then it
could mean the difference between the player living or dying, which could then
contribute towards the player not enjoying the game because they died due to
something that is out of their control.
Clash of Clans
Clash of Clans is one of the most
popular games available at the moment, and it is a perfect example of how a
game can take advantage of touch screen functionality. With the main game being
played in the background on a visual level, while the functions of the game are
overlaying this visual with a number of menus and things that the player will
have to physically press in order to access.
Thursday, 21 January 2016
Analysis of games styles
Analysis of games
styles
For games that rely on audience
knowledge, there are a few games that I felt were very helpful in giving me a
reference in what makes an educational game both fun and challenging. I've also
looked at the platform of the medium of what my game is played on. In this
case, I've looked at some mobile phone games as a way to analyse what games I
feel really capture the addictive essence of the games that are popular.
Big Brain Academy
This is one of the most popular
games that are considered educational. This game had a very wide audience,
which ranged from avid gamers to newcomers who may not play games on a regular
basis. I feel like one of the combining factors for its popularity which really
identified with most people is the challenging aspect of wanting to get a high
enough score. Without any actual physical reward, people are encouraged to come
back and play over and over again.
Temple Run
When Temple Run was at the height
of its power, a lot of people were playing it both casually and competitively.
The game had a system where you had a score depending on how well you played
and how far you had gone, which made the game have such an addictive nature.
Super Why!
This is a much smaller game than
any of the other games that are on the list, but I feel like it’s a great
example of an educational game that can be played with a both a minimalistic design
and execution. The game includes interactive storybooks in which kids are
instructed to plug in the correct words to complete sentences. Another feature
that the game has is that it lays out words which kids can then learn how to
trace, as a way to learn how to spell words correctly.
Clash of Clans
In Clash of Clans, the addictive
nature comes from the both the co-operative and versus nature of the games. The
game encourages players to play against each other to earn resources, items and
trophies. The reason why I've included this on the list is because I feel like
it’s interesting that one of the most popular games available is a game that
stresses both a competitive nature and a co-operative nature in equal measure.
The way games are played is changing and I feel that online is becoming an
interesting component that should be noted because of its availability in most
games that are played. Online play isn't in my game, but I think that a game
based on questions could work
Tuesday, 19 January 2016
PEGI Ratings
PEGI Ratings
PEGI 3 – A PEGI 3 game is a game that is given
this rating because it’s suitable for all ages. Subject matter shouldn’t
include anything that is violent, scary or has too much of a negative connotation
when connect to things that the child may see in real life. No bad language
should be heard within the game, whatever the context may be. Violence may be
acceptable if the violence is comical in its context, with an example being the
Lego video games or the Tom & Jerry cartoons.
Some examples of PEGI 3 ratings
-
Mario
Kart
-
Lego
Star Wars
-
The
majority of sports games
PEGI 7 – A PEGI 7 game is any game that would
usually have a PEGI 3 rating, but contains certain mild frightening scenes or
sounds that could be deemed to not fit into a game that is aimed at a PEGI 3
audience.
Some examples of PEGI 7 ratings
-
Minecraft
-
Pokémon
PEGI 12 – A PEGI 12 game is allowed to show
violence to a slightly more graphic nature depending on the context of the
situation. The game is allowed to show violence towards a character that can
easily be identified as fantasy, so long as there is a clear distinction between
the fantastical and real life. Characters that can be identified as more
realistic must have violence that leans towards the non-graphic side. Mild bad
language is allowed, but must fall short of sexual expletives.
Some examples of PEGI
12 ratings
-
The
Sims
-
World
of Warcraft
PEGI 16 – A PEGI 16 game is applied to a game
once the depiction of violence or sexual activity reaches a stage that looks
the same as you would expect in real life. In this case, most bad language, the
concept of tobacco and drugs and the depiction of criminal activities in a game
can be shown.
Some examples of PEGI 16 ratings
-
Halo
-
Titanfall
PEGI 18 – A PEGI 18 game is applied to a game
once the level of violence reaches a stage where it becomes a depiction of
gross violence or shows violence in a specific way. If a game has a PEGI 18
rating, it is basically allowed to show anything that can be shown in a game as
it is an adult rating.
Some examples of PEGI 18 ratings
-
Grand
Theft Auto
-
The
Last of Us
-
Gears
of War
Monday, 18 January 2016
Photoshop Concepts
Here's some initial concepts for my game. In these pictures, my idea is shown in two pictures. The first picture in the game will have a grid that is one colour. Following this, questions will pop up that are related to the person who is hidden behind the tiles. If you answer the question correctly, you will have a part of the picture revealed. The challenging part of the game comes from the time limit that is set. You will need to answer enough questions to be able to guess who the person in question is. Once you have guessed this, you can move onto the next "level". You will be judged on your score based on what level you get to.. In this example Elvis Presley is shown so questions would be related to Elvis Presley, which would allow the player to identify the person that is hidden under the tiles.Initial Ideas
Initial idea
Idea 1 -
My initial idea is that the game will be a puzzle game,
which will use leader boards as a tool to allow players to compete, as well as
allowing players to come back to the game, due to the addictive nature of
trying to beat statistics in games.
The objective of the game is to solve questions regarding
general knowledge. There will be multiple categories that a player picks at the
start of their answering session, which the game will then proceed to give
questions involving this subject to the player.
As an example, the player would
be given 5 different categories (e.g. sports, music, history), and will proceed
to pick one. Depending on how many you get, you stack accumulative points. The
more points you get, the higher you get on the leader board. This score can then
be compared against other players.
The problems are solved on a timer. The other obstacle is
that the problems that are given to the player will be at random. This is to
avoid players redoing the same problems over and over again and learning to
solve the problems through repetition.
The target demographic I am aiming at for my game is the
demographic of people who will be playing games on their phone, or at the very
least on portable devices. This means that the game needs to be quick, fun,
interactive and most importantly, addictive.
Idea 2 (Updated version of Idea 1) -
While I want to retain a lot of the core components of my
original game, I felt like the player would have to have a very specific
interest to be able to answer some of the questions. A lot of people know of
Elvis Presley, but how many would be able to answer questions about his
birthplace, or the year that certain albums of his were released without
looking it up? With this in mind, I've now changed my idea to allow the player
to have more of a chance.
Instead of questions coming up that are so very
specific, the game will be played with through process of elimination.
Questions will be asked with three multiple choice answers. Whether your answer
is correct or incorrect, you will move onto the next question. The game will be
played on an overall timer, and depending on how many questions you were able
to answer once the timer runs out will decide what score you get. The faster
you answer the questions, the sooner you'll move onto the next question, which
in turn can help you get a higher score through answering a higher amount of
questions.
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