Games Decisions

Games Decisions

The first reading was from a man by the name Dan Cook.

This document was massive it covered so much that I can barely remember and I had to take notes between each topic. when usually I take notes simply when reading through. 

He first goes on to talk about the rescue Princess enterprise his first attempt being in 2008 being something that looked like a simple windows executable with descriptions of Mario is the rescuer Luigi is the alt and the rescue Princess Peach you've  three options. To save meaning to save the game or to save the Princess, execute jumping? is to mean execute someone by jumping on them or simply by executing yourself by jumping into the pit of lava that I know is in a Mario game? or to cancel. 

 

I think his argument is that that game is very easy and he goes on to talk about skills and experience matched up against gameplay leading to an argument about skill and user experience in video games. 

 

Overall the document is hard to understand I feel his examples used aren't actually that relevant. for example he speaks of Mario and Metroid two games that don't easy uinta gameplay really. you use the same skill set as you learn in the first level throughout the entire game and there is no new developments other than new enemies and variations in area. these principles can be said for Metro toooverall I felt the video essay I'm talking about next put what he's talking to in a much needed conform and precise context. 

 

 

 

 

The next was “what is flow theory in game design the basics part one” 

This is a YouTube channel run by a man known as game design with Michael. It was a video essay discussing wash flow theory is. from my learnings I understand that flow theory is a mix between the difficulty the player is to receive during a period in the game correlating with how their skills and understandings should gradually develop with using the game blending to create a game flow as seen in this graph here taken from the video. 

 

 

He reveals then that this isn't how one should represent flow theory being getting the player into a flow where they don't notice hours have gone by due to their fascination and fixation on the game. the pinnacle of player engagement. no he believes it's more of a flow channel where even in mid parts and end parts of the game the difficulty should be lowered and hired in adjustment but the games narrative and story itself creating an unsteady and more interesting and less predictable game environment. 

 

Both were amazing reads but I really appreciate the depth that this YouTube video essay creator has put in. he's capable of explaining it in a very digestible way without walls and walls of text something I personally struggle with having dyslexia. 

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