Textual analysis questions
Of the key narrative elements discussed so far in the course (interactivity, level design/linearity, moral choice/non-linearity, character), which do you think is the most prominent, important or interesting in your chosen game?
Honestly if i was told what of these are the most important it would have to be level design , interactivity and choice . These three are important to any game as the freedom of choice allows a game to become very engaging , while interactivity allows the player to gain more options to use their choices of a meaningful way like as an example . Killing a person or not killing , if you kill them you gained a better weapon and more EXP and Level but it changes your character , makes the game harder , or you can not kill that NPC and actually end up maybe getting them as a companion or even may craft you a much better weapon in the end . Each choice and interaction of a player can change a outcome of a game . Even if it's a neutral evil or good route choices and interactions are extremely important for a game . Also Level designs is a crucial part of any game as the design allows theme of a game to play a role and helps character design and progression as a grungy steam punk era world will go strongly in the story of a steam punk themed character along side it and will build off features from that themes core aspect alone .
This can be related to last weeks readings in the last blogs reference to Bates into the woods with steps 4-6 which ill explain a bit later
One game that does this successfully is "Amnesia: The Dark Descent" a survival puzzle horror game a game that will most likely make you pee your pants in fear . You play as a character named Daniel who has lost his memory by his own doing and you go on a mission to stop what's happening and you slowly begin to learn what's happened as you progress and encounter horrors as you progress . Due to its successful level design it instills a horrendous sense of fear for the player even though you don't encounter enemies until around twenty minutes into the game . But the design of the levels with its creepy sounds put you on edge all through this horror adventure and keeps you always frightened or scared during the play through .Example of this being empathized is the water monster puzzles where you are in knees deep water with an invisible monster that will attack and chase you if you even touch the water . Later in the game you learn quickly that you're interactions do have consequences as in the game you almost have all free will and choice to mess with almost any object like books , limbs, barrels and boxes are examples . You end up learning you can't mess with these objects too much as the noise can attract monsters to attack you .
This gives players harder choices next to certain puzzles as you either can ignore trying to find resources and try managing them without too much risk to their health but increase risk of your sanity meter dropping or losing oil to your lamp. Or you can choose to find and stock up with items lessening the risk of sanity loss or supply issues but risking your own health to monsters as you make yourself a easier target to be attacked. Like the water monster or the Gathers which will hunt you till they lose sight with you . But this does show that interactivity , choice and level design can play crucial parts in a games overall elements and Amnesia can show this in the most horrifying way possible overall as the steps 4-6 of " into the woods " can show this. As were given a character we know almost nothing just like him and are forced into this situation with no way out. Which allows the player to begin to bond along side with him gaining empathy and determination to help this character and in a way we become the character with Daniel being an avatar for us to share our accomplishments and extreme fears with as we make our way to the end knowing this is a mission of redemption .
http://animation.onlearn.co.nz/pluginfile.php/2709/mod_resource/content/0/Bates%2C%202005%20-%20Into%20the%20woods.pdf
Of the key narrative elements discussed so far in the course (interactivity, level design/linearity, moral choice/non-linearity, character), which do you think is the most prominent, important or interesting in your chosen game?
Honestly if i was told what of these are the most important it would have to be level design , interactivity and choice . These three are important to any game as the freedom of choice allows a game to become very engaging , while interactivity allows the player to gain more options to use their choices of a meaningful way like as an example . Killing a person or not killing , if you kill them you gained a better weapon and more EXP and Level but it changes your character , makes the game harder , or you can not kill that NPC and actually end up maybe getting them as a companion or even may craft you a much better weapon in the end . Each choice and interaction of a player can change a outcome of a game . Even if it's a neutral evil or good route choices and interactions are extremely important for a game . Also Level designs is a crucial part of any game as the design allows theme of a game to play a role and helps character design and progression as a grungy steam punk era world will go strongly in the story of a steam punk themed character along side it and will build off features from that themes core aspect alone .
This can be related to last weeks readings in the last blogs reference to Bates into the woods with steps 4-6 which ill explain a bit later
One game that does this successfully is "Amnesia: The Dark Descent" a survival puzzle horror game a game that will most likely make you pee your pants in fear . You play as a character named Daniel who has lost his memory by his own doing and you go on a mission to stop what's happening and you slowly begin to learn what's happened as you progress and encounter horrors as you progress . Due to its successful level design it instills a horrendous sense of fear for the player even though you don't encounter enemies until around twenty minutes into the game . But the design of the levels with its creepy sounds put you on edge all through this horror adventure and keeps you always frightened or scared during the play through .Example of this being empathized is the water monster puzzles where you are in knees deep water with an invisible monster that will attack and chase you if you even touch the water . Later in the game you learn quickly that you're interactions do have consequences as in the game you almost have all free will and choice to mess with almost any object like books , limbs, barrels and boxes are examples . You end up learning you can't mess with these objects too much as the noise can attract monsters to attack you .
This gives players harder choices next to certain puzzles as you either can ignore trying to find resources and try managing them without too much risk to their health but increase risk of your sanity meter dropping or losing oil to your lamp. Or you can choose to find and stock up with items lessening the risk of sanity loss or supply issues but risking your own health to monsters as you make yourself a easier target to be attacked. Like the water monster or the Gathers which will hunt you till they lose sight with you . But this does show that interactivity , choice and level design can play crucial parts in a games overall elements and Amnesia can show this in the most horrifying way possible overall as the steps 4-6 of " into the woods " can show this. As were given a character we know almost nothing just like him and are forced into this situation with no way out. Which allows the player to begin to bond along side with him gaining empathy and determination to help this character and in a way we become the character with Daniel being an avatar for us to share our accomplishments and extreme fears with as we make our way to the end knowing this is a mission of redemption .
http://animation.onlearn.co.nz/pluginfile.php/2709/mod_resource/content/0/Bates%2C%202005%20-%20Into%20the%20woods.pdf
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