interesting games. tetris alexy pajitnov not nomal puzzle normal puzzle static never change...
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Interesting Games
Tetris
Alexy Pajitnov Not nomal puzzle Normal puzzle
Static Never change solution Never react to player action
+action element Each time is different
Tetris excitement
Accumulated threat From at low-position and slow speed to high
position and faster speed Constant, although at first slow, threat Player feels good when he/she gets out of bad
situation Higher scores for better skill
But higher scores means more risks
Tetris as classic arcade game (1)
Single screen No hidden surprise Player won’t blame or hate the game if
he/she does badly Infinite play
Player can get better as he/she keeps playing, thus pulled by Tetris
Tetris as classic arcade game (2)
Speed, slow to fast, gradually Allows players to learn the game and
improves While still challenge
High score Easy to pick up No story
Tetris Technology
Low tech Any new addition, such as 3D Welltris
More complex gameplay But not much more fun – so people turn back to Tetris
Designed for computer Tetris can’t be a board game It can exist only on computer
Tetris AI
Random number generator Pick the next piece
AI only needs to be as smart as the game mechanics need
The point is -> we need AI to challenge player. As long as the player is kept challenged, simple AI is OK
Still competitive, even though 2 players play a different games due to randomness 2 players can compare scores, because time and
spaces allow the blocks to even out in numbers (only 7 types of blocks anyway)
Simplicity and Symmetry
What about using 5 squares? Too many pieces to manipulate Does not go well with the time a block falls Too complex
There is always a piece for every type of gap
Each type corresponds to one permutation of 4 squares
Loom
Brian Moriarty Adventure Includes only challenges that are
critical to the story The game focuses on story, no easy
game over
Loom Game mechanics
Using SCUMM story system Used in Secret of Monkey Island Inventories
No Branching dialog tree Select the sentence that we want to
speak in Loom, we can’t control the talks, but
all talks are in cut scenes
Loom user interface
Mouse and 1 button Easy to learn
Click on the location we want our character to move to
Allow only useful actions a player can do to object. This is the origin of examine button
Drafts System
When touch an object Tune displayed on screen, on the staff Remember it and play the same tune
on the staff to use magic The tune always changes for every
adventure Music is an integral part
Difficulty
Normal adventure Killed + stuck
None of that in Loom Very easy for beginner
Story
For children but adult can enjoy No story that is just made for gameplay Not too much detail in text
So player can use their imagination Hero is inside cloak
Players can imagine themselves in the cloak Hero personality is important to player’s interest (should not
have too strong personality) He never says things that annoy players Cloud, Squall and Zidane
Myth: The Fallen Lords
Jason Jones 1997 Strategy (Warcraft, Command & Conquer) Myth made it 3D with 3D engine
Terrain height adds a lot to strategy Gravity, physics engine Bomb can change landscapes See battlefield wider, rotate camera, zoom in and out
Characters are sprites More units on screen than with real 3D Can’t zoom out much because frame
rate will drop Camera rotation means we can get lost
Myth: Game focus
Normal RTS -> build resource and combat Myth -> only combat We are given a quantity of units, fixed
number Combat ->more detail than other games
at the time Make players care for units and life
Storytelling
Cut-scenes Mission briefings The level matches the briefings Your troops and people in town can
talk and drives the story during game time. This is very good
Hard-Core gaming
Made for expert RTS player only Because the makers are the expert The control takes a lot to learn, but
hard-core gamers are willing Game is hard too To conclude, make the game that
you know you’ll like
Multi-player
Core engine Network, play with each other until
they are fun (not yet worked on single player)
Deck trading, team play Once we know what’s fun, single
player is easier to do
Special touch
Survived units get stronger Footprints, tracking down enemies
The Sims (2000)
Will Wright Players create characters with
personality attributes Keeps character happy by filling
need indicators (hunger, energy, comfort, fun and social)
Strong points (1)
Players tell their own story There is no goal given by the designer
(sort of like Tetris) Players know about houses, etc so they
can get started right away, and feel good because they can achieve something immediately
Bad point about realistic things -> everything must be realistic
Strong points (2)
Safe experimentation with life Lots of choices to do for continuity
This is essential for Tell-your-own-story type of game
So the player can keep experimenting E.g. no 2 houses are the same, or expanding
career Focus at the right scope (home life only)
Sim City vs The Sims
Human better than object Emotional bond with the simulated person If things are a little like human, although
imperfect, people will humanize them But if things are a lot like human, we will
find the flaw and reject those things
Interface (1)
Player picks up right away This must be due to lots of testing Helps are embedded throughout Functions like Windows (user already
knows Windows, so learning is easy) But looks different. This is important in
order to prevent player thinking of working on Windows
Interface (2)
Easy pop-up head menu But looks very different Human head means closer relationship wi
th the sim
Controlled & Autonomous
Sims can do things by themselves Can praise or complain about new house items t
o let us know the happiness degree Because the sim is not completely controlled, it i
s interesting to watch And it frees player of worry
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