Showing posts with label Reading. Show all posts
Showing posts with label Reading. Show all posts

Monday, April 27, 2020

Reading 4

In this post i'll be looking at analysing certain trends that are common within the sector of direct payment models in video games. The primary trend I've identified is the correlation between the type of game and the type of payment model, as well as how the presence of certain payment models have changed over time.

In recent years we've seen a shift of focus from DLC based payment models to micro-transaction based models, mainly within the time frame of the past 10 years. The most prominent games back then used large scale expansion packs as a form of DLC, games such as COD: Black Ops, Fallout: New Vegas and Skyrim all used this kind of DLC. Looking at the most popular games of today however we can see a clear deviation, Fortnite, COD: Warzone and League of Legends for example are among the most popular games in the world today, they all use transactions as extended content instead of expansion packs. Another thing these games have in common is that they're all free to play. Indicating further that there's a strong trend here.

Based on this information it appears that game developers have decided to give the bulk of their game away for free while locking certain in-game content off behind a pay wall. The reason for this is likely and simply that this method of payment model is far more profitable. Players buy non-existent cosmetic items within games for real-life money and it costs the game developers nothing to produce. In most cases these micro-transactions are not finite, eventually a DLC expanding on the games story will end and after it is complete the player can not buy it again. Micro-transactions can be bought an infinite number of times so the profits gained from a single player of the game are in theory limitless. Plus the development of these expansions cost a lot of money, it's as if you were making another game entirely. While micro-transactions take minimal effort to put into a game. In summary the movement towards micro-transactions and  freemium games is simply the evolution of video games, a natural selection of sorts. Those who move towards it will profit while those who shun it risk losing out on otherwise very easy money.

An example of a micro-transaction in a 
Call Of Duty game.

Tuesday, December 3, 2019

Games Testing

This week as part of our readings we were given material to read regarding game testing as well as how to give constructive criticism, obviously these two things go hand and hand. The first link discussed the aforementioned constructive criticism, it talked about how important it is to give unbiased and valid feedback when criticising a game, this makes sure that the criticism is as valuable as possible. Another point made by the post is to ensure that the feedback is clear, understandable and relevant, this insures that the receiver of the feedback fully understands it and can use it to improve on their game.

The second link we were given talked about game testing, one interesting thing of note that I found in the reading was how it stated that game testing from a gamer is just as valuable as game testing from a fellow developer. While developers would closely examine your game and look for flaws within it a gamer will instead give you first hand feedback. The gamer can also recount to you how your target audience would feel, as you are indeed trying to sell to gamers, not game developers.

(A desk of developers reviewing a game)

Tuesday, November 19, 2019

Week 9 Reading and Writing

Overall the reading and writing assignments that we've been given for this module are going pretty well. Ive been able to get the vast majority of them done and they're a lot more straight forward then other work we do for this module. My favourite reading by far has been the reading that we've done regarding the elements that make a good game (objectives, rules, themes etc.) and how they effect the aforementioned game, mainly because it's an aspect of games that i've never thought about and when you take a good look at it it seems trivial. One example that caught my interest was that the theme can make the rules of the game a lot more clear, in chess if a piece is called a knight it gives no indication that it moves in a L shape, however in a game like Civ 5 if a farmer is called a farmer, its pretty clear that this dude farms.

In relation to the game i'm creating the readings haven't been helping much, mainly just because they're irrelevant to my game since the majority of the mechanics we discussed aren't applicable to said game. However, I have learned a new way to approach games that i'll very likely adopt in the future. Overall i'm happy with the progress i've made on my game so far, i'm still a little bit behind on my 1st playable/alpha but I still think i've done well up to this point. My biggest accomplishment has probably been uploading every post on time for the first 5/6 weeks since i'm now having to neglect doing some posts in favour of working on other modules, those first 5/6 weeks though probably should of gotten me a big percentage of my grade.


(Regarding my favourite image so far i'd probably go with this one. Theres very little images in contention for this coveted award so this one takes it. Reason being is that its from a reading I did that talked about how Diablo 2 is considered a MMO game despite hosting a maximum of 8 people. Just something that caught my interest and something to relates to the fundamentals of what makes a game a certain type of game.)

In terms of looking forward to the future in this module? I'd probably say that i'm interested in how my game will turn out and I think it'll be a lot of fun to finish. I'm still pretty rookie with unity but I think a few more Jimmy Vegas videos should solve that. Otherwise I don't think I have any worries going into the final stages of the module.

Tuesday, November 5, 2019

Games Decisions


For our own research we looked at readings about game theory and other core aspects of video games, one such reading was Building A Princess Saving App by Dan Cook. In this article Dan and several other game designers and producers talked about the mechanics of small scale MMO games, one such example that they mention is the MUD Minecraft, which still has a vibrant community despite its usage of small servers. Dan discusses how a core aspect of these kind of games is the ability of players to connect with each other and form bonds and friendships, therefore a social structure with activities and incentives to come together as a group are necessary in such games. The articles than goes into detail on other mechanics of  these games such as enemies and buffs before discussing the issues that come into play when randomness and RNG are introduced to such a game.

A second reading that we were touted to look at as part of our research was Decision Making and Flow Theory . However the link we were given just provides several other links, mainly for the amazon pages of several books. So i'm not quite sure what to do with it.

One final reading that I looked at was Rethinking the MMO by Neil Sorens, this article discusses the core fundamentals of what makes an MMO game. One interesting note I picked up from this article was that the term MMO and is actually a lot like a marketing term more so than an actual genre. For example compare World of Warcraft to a game like Diablo 2. World of Warcraft can host hundreds of players on the same server, meanwhile Diablo 2 can host a maximum of 8, however both are considered MMO and Diablo 2 is even known as being a major example of a successful MMO.


(MMO Game "Diablo 2")

Tuesday, October 22, 2019

Game GDD

This week I read up on some material about tips on how to improve on the user experience (UI) and rule writing for board games. User experience is how the player interacts with the game, for example the pieces in a game of chess. The research material goes into great detail about this aspect of board games, specifically how it affects the players overall experience of the game. A component of this mentioned in the article was making the pieces of a board game as identifiable as possible. This can be done by altering their color, their shape or in the case of card games, their suits. It was stated that many people suffer from some form of color blindness, so these mechanics can be vital to include these people and since the pieces in games such as card games cant be reshaped, suits over a solution for people who are visually impaired.

The article also talks about using legible font because it can be really annoying to the player if they cant read the cards/rules. One aspect it mentions to include is to differentiate the 9's from the 6's so that they aren't identical when viewed upside down. The material even talks about how different regions write their numbers differently, so for example in some regions a 1 may be mistaken for a 7 in other regions. So its important to put the effort into differentiating these kinds of things. One more thing that is mentioned in the material is the box that the game comes in. While this has no influence on how the game actually plays and how enjoyable it is it must be considered for a view reasons. Mainly for marketing purposes, for example putting the name of the game on both the horizontal and vertical sides of the box in big clear writing, this way the game can catch the viewers attention and the name/logo will be visible regardless of if the store staff stock it vertically or horizontally, this is something that is an aspect that is often overlooked by a lot of board games surprisingly.

("Monopoly", a game widely known for its diversely shaped playing pieces)

Additional Research

An article by Desi Quintans that outlines the fundamentals of user interface and delves into some examples of the best and worst user interfaces in games from recent history.



An article by Alexander Yordanov that discusses the pitfalls of user interface that countless games have fallen into, particularly picking on aspects such as slow UI that plague video games containing them.


An article by Jim Ross that talks about how board games incorporate aspects of user design (specifically monopoly) and what kind of user interface he as a player and customer likes to see in games.

Wednesday, October 16, 2019

Games MDA

There was a lot of useful information within the material that I researched for this article. The material discussed the aesthetics of video games, particularly it delved into the topic of "fun" in games. It talked about how we derive eight different kinds of fun from different games. These eight types are sensation, fantasy, narrative, challenge, fellowship, discovery expression and submission. Finding a game as fun is upon inspection a very loose blanket term, it indicates that we enjoy the game but this could be for so many reasons, this material discussed the reasons why we enjoy them.
It used some examples of games, such as Quake, Final Fantasy and party classic Charades, we like Quake because of its fast paced action (sensation) and its competitive nature between each and every one of its players, but that isn't why we like Charades, we like Charades because of its comradery (fellowship) and its fun nature. There's no solid equation for enjoyment of a video game, instead its a mix and mash of various different aspects. 

Most games contain models, as talked about in the reading material models are a collection of game mechanics, shooters contain fast action gun play while strategy games contain methodical turn based movements. By unifying this information with the aforementioned eight types of fun we can see a link between video games that we haven't seen before, because when stripped to their core these games contain identical fundamentals to others based on their genre alone. This MDA framework helps to break down games and helps people to better understand the relationship between game producer and game consumer.

"Quake Champions"
Source: Polygon.com

Here are some additional readings I did relating to this topic

Why are video games so fun?

A short article by Wesley Yin-Poole on why we find video games so appealing, he goes into detail on the mental aspects, explaining how we into the foreign characteristics we inherit. while playing video games.

Using the MDA Framework as an approach to Game Design

An article by Jenny Carroll discussing the MDA Framework and how it can be utilized in our analysis of video games.

The Game Design Theory Behind Games

An article by "Marco" talking about the core aspects of the MDA framework, which he defines as the bridge between game development and game design.

Tuesday, October 8, 2019

Game Elements

Game Elements

This week we did research on the elements that make up a game, the material we read through talked about what the qualities and elements of a game are and how we can correctly analyse and criticize a game and its mechanics. The material suggests to first look at a games elements without trying to interpret them in a positive or negative way, then we can analyse what direct effect those elements have on the game, before attempting to understand why the designer chose those elements as opposed to others. I think this three step process is effective in critically analyzing a game, mainly because its an alternative approach to more common methods such as simply judging if you like the game or not. 

We also read about each formal element that goes in to making a game (objective, rules, themes etc.) and I think I learned a lot from this bit of research particularly. Not only did I learn new terminology for genres of objectives or levels of player interaction but it also changed the way how I look at certain aspects of games. The theme for example is mentioned as dogmatic in deciding how easy it is for players to understand the rules of the game. For example in chess there is no theme, the names of the pieces are not related to their role in the game, a knight is not called a night because he moves in an L shape. However, in other games such Sid Meier's Civilization 5 builders build and farmers farm, this makes their role clear to the player. 

(Chess)
Source: Publicdomainpictures.net


Here are some additional sources that I found useful in further understanding advanced aspects of game analysis. 

Formal Abstract Design Tools
An article by Doug Church in which he offers information on advanced tools used to analyze and criticize games.

Game Criticism and the Myth of the Objective Review
An article by Micheal Heron in which he talks about how games are criticized in comparison to movies and other media.

The Impact of Fandom on Game Criticism
An article by Josh Bycer in which he discusses the effects that being a fan of a game has in relation to its criticism.

Tuesday, October 1, 2019

Game Design


A Look at Negative Game Mechanics

This article by Josh Bycer really stands out to me, it covers the negative aspects of games as opposed to the more mundane and traditional topics predominately written about in today's gaming blogs. However, in today's video gaming industry this topic is more relevant than ever.

The blog talks about negative gameplay mechanics purposefully put into to games for usually cynical reasons, a classic example of this that is mention by Josh in his blog is the use of difficulty spikes in old vintage arcade machines like Pac-Man and Street Fighter, these games worked by charging per go, so for example you'd pay 50c for one turn. So these games would generate money by having players play numerous times, as opposed to the modern one off payment of 50-70 euro. This would mean that game developers had to consistently keep their customers coming back for more. They would do this by making the games significantly more difficult as the game went on. This lured the gamer into a sense of fun before they lost the game and lost their turn, which fueled an addictive cycle that made this method so effective.

In more modern games this method is employed differently. In mobile games the developer would cause the games to require a certain amount of points to perform an action, these points would be available by either waiting until they renewed or by real life payment. As the game would progress actions would cost more points to perform, eventually halting the player in a stalemate and encouraging them to pay money or have the game they put their time into become unplayable. This is extremely common in mobile games and would become known as micro transactions. Another form of micro transactions would be made famous by game developer EA, in EA's game FIFA 19 for example players would be encouraged to buy packs for real money with the slim possibility of packing a top player and making their team on the game better. This has brought millions of dollars to EA along with plenty of controversy due to its similarities for gambling. Finally the blog also mentions social games, a famous example of this being Club Penguin, in which access was free but 90% of the games features were reserved for "premium players" of course requiring real money. These types of mechanics hinder the game but do so to encourage players to toss their money at them.

(Promotional image of FIFA 18)
Source: Flickr.com



When Digital Versions of Board Games Surpass The Originals

This blog post written by Soren Johnson talks about how the board games of old have been replaced by digital versions on modern day consoles such as PlayStation, PC and/or iPad. Soren mentions how this isn't necessarily a bad thing. The majority of digital board games outsell their original counterpart, some even outsell them 3 times over, this means more money for the games developers and overall a better economy for the gaming industry. A lot of these board games such as Carcassonne and Ticket to Ride were well past raking in any money from a vastly adjusting audience and their digital crossovers completely revitalized their sales.

The improvements brought upon by these digital adaptations are significant. On screens and monitors the actions within the game can be animated and shown to the player as opposed to being represented by an immobile playing piece, this can add a layer of excitement and immersiveness to the players experience. A huge setback of board games is the challenge of getting multiple players to sit down for long hours of uninterrupted play to finish a match, digital games like Sid Meier's Civilization have eliminated this issue by allowing the players to save the game and replay it from the exact point they left off at. In summary the digital era has revitalized board games and has created an entirely new market in the gaming industry, one for players who favor the strategy and skill required by a vintage board game.


Ways to Reflect The "Fog of War"

This is a blog written by Lewis Pulsipher, in the post Lewis details his experience with a game mechanic known as The Fog of War. Fog of war is a common game mechanic used in strategy games that involve player vs player combat, it is used to hide information from the opposing player. For example an enemy player may not be able to see your soldiers when they are past a certain distance, or perhaps he can see the soldiers but he cannot see what level they are, meaning that if he chooses to engage with those units he faces a level of uncertainty about whether he can win that battle.

Its this uncertainty that Lewis talks about in his post, he talks about how uncertainty is a necessity in any good real time strategy game. He details how he ordered a naval board game when he was younger and how each battleship was distinguishable from each other. However this meant there was very little uncertainty in the game, a destroyer would also destroy a cruiser, a warship would always destroy a destroyer and so on. It made the game dull and inspired Lewis to come up with ways to implement the fog of war mechanic. He says how he used concepts such as upside down pieces and block pieces with four sides in an attempt to make this happen, but every attempt had its faults and difficulties. Lewis then goes on to remiss about other board games and how they implemented too much or too little unpredictability before ultimately stating that it all depends on the players preference, with "classic" gamers preferring less unpredictability while "romantic" gamers favored more unpredictably in search for that elusive big play.