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Friday, May 13, 2011

5/13 MMORPG Exercise

1) What is the player experience: PVP MMORPG. All you do is fight other NPC or players 1v1. 

2) What is the nature of interaction within the world? Violence and sociable. 

3) How do players communicate? There is a chat box on the bottom left of the screen.

4) How do players socialize? The walk up to each other and talk. You can also invite players to a party.

5) What happens if/when players logout or are dropped from the game? They are pulled out of the game. If you log out thats it. 

6) What do you have to do within the game?You fight players and every win earns you points which are then used to buy upgrades. You also lvl with the experience you gain from winning. 

7) What do you think of the game? It was slow and turn based. But I did enjoy the visuals.





8) take a screen capture of the game and post it here.

5/13 In-Class Exercise

1.) In the game new players would be protected from veteran players by being put in limited areas that only they have access to. In the game much like factions you have to choose to either be a white blood cell or some aspect of the hosts immune system or the virus that infects it. There is a victory condition where one side will completely fend off the opposing force. The host's immunity can either adapt to the virus/bacteria or the virus can evolve into something too lethal and kill the host. 


2.) Think of the game as the immune system or viruses in real life. They are constantly replacing the old with the new. So if an veteran player or player in general decides to quit someone new will take his or her place as either a virus or part of the immune system. There isn't much free will in deciding which side to be on because the game puts you on the side thats lacking either immunity or virus to keep the numbers or players on each faction in a certain balance to prevent a distinguishing victory. (Game never ends). And if it just happens to come to a close thats why you have expansion packs for with a new host and entirely new fight. 


3.) There isn't an individual score for each player but more like an accumulative score. There are advantages to a faction or side having a higher total score leading to more access to different parts of the body allowing for a stronger spread and closer to ending the host. In this sense the game isn't entirely fair to the losing side but we try and balance it by adding or sending the new players to the losing faction. 


4.) If a player decides to disconnect his/her self from the game whether on purpose or connectivity issues wont prevent a virus or white blood cell from coming over and eliminating them from the game. The battle between the human body and invading virus/diseases isn't peaceful, a very hostile place. So the player in essence must feel the hostility in his/her environment. 


5.) In order to prevent players from stalling once combat has been engaged is by allowing a set number of players entering a battle. We set a timer on the players and the penalty for taking to long to make is a move is by allowing the opposite faction to let in reinforcements. The goal would be to end encounters as quick as possible. If not then the opposing side gets reinforcements. This leads to an endless conflict between the two sides. Because someone will always stall mainly because the timer only gets shorter and shorter so at some point someone will make a mistake allowing for opposing reinforcements. It is possible to afk but know it comes at the risk of being wiped out. 


6.) There will be an implemented chat filter for players along with an ignore system. Also theres a mechanic where if a player gets enough votes from the community as a whole they can be voted out of the faction find of like replacing old or bad blood with the new. This will force alliances within the factions as well as a short cut to switching sides if one player decides to leave the faction he was placed in from the beginning. You also can't speak to players in the opposite faction. 


7.)You can't prevent players from opposing sides in communicating. This system in away allows for corruption to occur. People can organize attacks on each other better by having people on the inside. But even when things are organized the host has its own immunity bots that protect vital organs or "major cities" which aren't player controlled like bots that are AI. These are powerful stronger than any individual player could ever be to prevent total annihilation. 

5/6 Cultural Issues Essay

#3.)

 Video games have played a huge role in my life even if I don't become a game designer. A brief insight to my gaming history: started playing when I was around 6 years old. My first console was the super nintendo. The funny thing is the person that introduced me to video games was my dad who hates that I play today. I first played super mario and castlevania. In the beginning I played solely for fun and didn't make much of the games. As I got older I got more critical about the games I played and would critique the games constructively. At this point I realized that I enjoyed the designing aspect of video games. This realization made me want to pursue game design but the closest thing to it at my school was film. I noticed that games had cut scenes and I figured that learning even the cinematic aspect would make me a better game designer in the long run. After learning as much about film as my school had to offer I went to study Film at UCSC. As I got further into film I felt it was limited and didn't create the same emotion one gets from interacting with the game oppose simply watching. UCSC had its own game design BA under the major of computer science. I wasn't sure if I wanted to jump into it because my family wasn't fond of it. I noticed in the media and all over t.v. commercials that games were becoming insanely mainstream. You could find ads everywhere even in movie theaters. So I decided to take a chance and major in game design. Playing video games has made me realize that I am more creative than I ever knew. I am more analytical. Video games have made me view the world as a source of references for everything I can potentially create someday.

Friday, April 29, 2011

Fri 4/29 Design Practice Questions


1. What entities and resources will be in the game? Which resources are made up
of individual entities (such as a resource of airplanes consisting of individual planes
that the computer can track separately) and which are described by mass nouns
(such as water, which cannot be separated into discrete objects)?

2. What unique entities will be in the game?

3. Which entities will actually include other entities as part of their defi nition?
(Remember that an avatar may have an inventory, and an inventory contains
objects.)

4. What attributes describe each of the entities that you have identifi ed? Which
attributes are numeric and which are symbolic?

5. Which entities and resources will be tangible, and which will be intangible?
Will any of them change from one state to another, like the resources in Age of
Empires?

6. What mechanics govern the relationships among the entities? Remember that
any symbolic entity requires mechanics that determine how it can get into each of
its possible states and how other entities interact with each possible state.

7. Are there any global mechanics in the game? What mechanic governs the way
the game changes from mode to mode?

8. For each entity and resource, does it come into the game world at a source, or
does it start off in a game world that does not provide a source for additional entities or resources? If it does come in at a source, what mechanics control the
production rate of the source?

9. For each entity and resource, does it go out of the game world at a drain, or does
it all remain in the game world and never leave? If it does go out at a drain, what
conditions cause it to drain?

10. What conversion processes exist in your world? What trader processes exist? Do
any feedback loops or mutual dependencies exist? What means have you provided
to break or prevent deadlocks?

11. Can your game get into a state of equilibrium, static or dynamic? Does it include
any form of decay or entropy that prevents states of equilibrium from forming?

12. How do mechanics create active challenges? Do you need to establish any
mechanics to detect if a challenge has been surmounted?

13. How do mechanics implement actions? For each action that may arrive from the
user interface, how do the core mechanics react?

14. For autonomous entities such as nonplayer characters, what mechanics control
their behavior? What mechanics defi ne their AI?

Fri 4/29 Chapter 10 Exercise


4. Define a mechanic for a trap that harms a character when it detects the character’s
presence and then must wait for a period before it can detect another
character. Document the condition that triggers the trap (the nature of the sensing
mechanism), the character attribute(s) that change when the trap is triggered, and
the length of the reset wait period. Incorporate one or more nonuniform random
numbers to determine the amount of damage done and explain how they are computed.
Indicate what states the trap may be in and what causes it to change from state to state.
Include a vulnerability in the sensing mechanism that could either
(a) set off the trap without harming a character or (b) allow a character to move
within range of the trap’s sensor mechanism without setting it off. (For example, a
pressure-sensor in the fl oor would not go off if the character weighed less than a
certain amount.) Propose a means by which a clever player could exploit this vulnerability to avoid the trap.


The trap is a Magnetic trap. The magnetic trap detects any metals within 7yards or 21ft. Once within range the trap triggers its powerful magnetic field to strip the person of all metal objects including weapons. Once the trap picks up an object it resets leaving a 5sec window before it completely resets. The magnetic force of the trap will inflict 
15% of the players health. The damage is only inflicted if an object is stripped from the player. 15% Damage per item taken away. A huge rise in temperature can cause a malfunction with the trap completely disabling the trap. The temperatures will need to exceed 125 degrees. The outer ring in the picture is the detection range of the magnetic trap. The inner ring is the range in which the magnet can strip you of your weapon and inflict damage. 
(Ignore the labels that say radiation)
The character could just toss a metal device into the detection range to trigger the trap and leaves the player a 5sec window to get past the trap. He/she could also use an item that exceeds 125 degrees to cause a malfunction in the magnetic trap completely disabling it. There is no way to avoid the trigger or the trap once within range. The player can only trick and force a trigger to get by it or disable it all together with something really hot. 

Friday, April 22, 2011

4/22 King of Kong

1.)Extreme competitive behavior. Individualistic.

2.)Most core gamers have a low self-esteem to compensate for lacking in an aspect of their personal life.

3.)Not very valid for establishing world records.

4.)Yes. The nature of the competition was clearly captured in this film.

5.)The Twin Galaxies serves as a way to validate scores giving more value to the records being broken. The gaming communities could easily exist without such organizations.

6.)Music tends to give me a boost while playing games online. The beats of the music tend to energize me and normally get me to perform better.

7.)Gordon means that he's always playing mind games and controlling people. He creates this image of himself and how he wants people to see him.

8.)Its more of a good vs evil. Mitchell plays the bad guy always finding ways to avoid stepping up to face Wiebe. Wiebe on the other hand is always trying to do the right thing and prove himself.

9.)Played it maybe once and lost interest rather quickly

Friday, March 11, 2011

Hero Machine 3/11/11 Part 1


For the first character the one with the horns, the player can modify the horns in size and color and is not only a cosmetic upgrade. The horns can be used as weapons amongst the three swords he wields. The clothes can also be changed but they have no impact on the game play other than aesthetic appeal and stats.

The 2nd character is the blue one and his weapons are a shield and claw for offense and defense. The character also has robotic legs, which can be used for melee combat amongst his claw and shield. The visor he's wearing over his eyes are like cyclops from X-Men and can shoot lasers.

The 3rd character is a freak. I don't know his function in life, but he has crazy powers. The player can shoot or generate fire and lightning from both hands and use the huge sword thats on the avatars back.

Wednesday, March 9, 2011

March 4

https://docs.google.com/present/edit?id=0AftDV8j84tG2ZGY2dDVwNmJfMGR3OHd2NGYz&hl=en

Friday, February 25, 2011

In class activity 2/25/11

Include a graphic image of the game you played in your blog entry.


Student Name__Eduardo Sanchez___________________


Today’s Date 2/25/11_______________________


Game Title Examined_Missile Command_______________________


Year of Publication (if known - check thedoteaters.com for details) _July 1980________________________


Game Publisher__Atari____________________


Game Developer (if different from Publisher) _Atari__________________________


1 - What is the game genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero) Shooter.


2 -What is the type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
2D space so its very linear. Flat environment. 
3 - What is the perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character. Isometric. 

4 - What is the actual gameplay – what does the player have to do? The player has to shoot rockets at the missiles that are being shot at your city and u counter attack. 


5 - Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe. Yes. 


6 - Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)The direction of the missiles doesn't but the lvls are the same after each lvl is beat. 

7 - What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published? There is basic sounds. Like the explosions and such. 


8 - Describe your views about the game from the point of view of


1. ease of play
Really easy.2. enjoyability
I enjoyed the game. The explosions were cool to watch. c) level of engagement/immersion
Well you engage with the missiles. It gets really intense as you progress so you have to immerse yourself. 9 - Had you played this game prior to this time? If so, when? I played this game like 15yrs ago when i was a little kid. 

10 - what does playing the game remind you of in terms of other games/media? I am not sure but it reminds me of a radar. Like the radars on submarines or in a military vehicle.

In Class Exercise 2/25/11

1)     Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains simlar characters actions or ideas The Basic idea behind this game is that you play a single cell organism and the goal of the game is to eat things around you that will cause you to grow and evolve. You avatar will change based on what you eat. This will also affect the life span and overall health of the avatar. For example if the player only eats things used for offensive purposes then maybe it will live a longer life span because it developed so many ways to defend itself. (inspiration we love katamari and Flow)
2)     What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The players role is to guide this single cell organism and help it grow into whatever the player whats it to be. The is more then one but your job as the player is to ensure your survival. To adapt to the changes in the environment. The player defines the gameplay based off how they choose to evolve their singled cell organism. If they only eat and take on the elements of offensive traits like poisons, horns, etc then their avatar will be more geared towards combat. But sometimes its wit that will ensure your survival not just pure brute force. 
3)     Does the game have an avatar or other key character? Describe him/her/it The player's avatar's name is generated based on what is eaten and changes as it evolves.
4)     What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to oercome them?Eat for survival. The player faces the challenge of facing other players online. The player will have to use his hand choice of evolutionary traits to out smart all the other single celled organisms. 

5)     What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination? Through the view of the avatar and omnipresent at times like when making customizations. 
6)     What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?The option of 3rd or 1st person view. 
7)     Does the game fall into an existing genre? If so, which one?N/A
8)     Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network? Its multiple players on separate machines. 
9)     Why would anyone want to play this game? Who is the game’s target audiencde? What characteristics distinguise them from the mass of players in general? The target audience is open to all ages. People will want to play this game because its social and competitive. 
10)   What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera? No particular hardware but it will be platformed for the PC. Possibly PS3 and Xbox 360.
11)   What is the game’s setting? Where does it take place?Random terrains around the world.
12)   Will the game be broken into levels? What might be the victory condition for a typical level? Its open world and so far it doesn't end like an mmorpg.
13)   Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two. As of right now no. Its subject to change.

Friday, January 28, 2011

Zelda Online Asssignment

1) How would you describe the level of engagement compared to more action oriented games from the same period?You engage a lot of bushes for either gaining health if you have taken damage. Or you get killed by a spider. Crafty spiders that hid in the bushes. You also engage the enemies that are placed in the forest but compared to action games its minimal. You could choose to engage or avoid the enemies opposed to an action oriented game where the sole purpose is the action aspect of games. The focus in Zelda wasn't the engagement of enemies but moving forward in the story.

2) What role does setting and characterisation play in the game?The character is set into a fantasy world. You run through a forest most of the game. The character is wearing appropriate clothes that match the theme of the game. He wears a green outfit and carries a sword and shield. The setting sets the tone for the character and what should be expected. You have a young hero and you fight monsters as you keep striding forward to your goal.

3) How do spells, pickups and power-ups assist the game play? The shield helps for Defense, but you could run through the whole game if desired by simply avoiding enemies. But they are there to assist you if your health falls low. The sword is purely Offensive and is used to kill your enemies if you decide to engage them.

I,Videogame Part2

1) What kind of company was Nintendo before it made videogame and videogame consoles?
Nintendo used to make toys and playing cards.

2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System) Odessy Console.

3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?
Shigeru Miyamoto was an artist and storyteller.

4) How did the limits of the technology affect the way Mario could be shown?Mario had to wear a hat because designing hairstyles was too difficult. Also they put a mustache to avoid making a mouth. A big nose to determine the face. 

5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?The sales of games died so the retailers stopped selling them.

6) What was assumed to the be the 'next big thing' by electronics manufacturers? The home computer. PC.

7) What did Legend of Zelda bring to gaming that was new? Legend of Zelda was a role playing game, which allowed a character to upgrade and progress throughout the story.

8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames? The early games had a defeatist mentality compared to the current games, which apply all sorts of goals and values.

9) How were the PC games published by Mystery House like King's Quest different from console games? The games included animation and exploration.

10) How did Sega's 16 big Megadrive system change home console gaming?Better graphics and sounds.

11) How did "Leisure Suit Larry" differ from most genre based games of the period? The setting in the time period was set in modern times opposed to the future(spacegames) or mid-evil times.

12) How is this aspect reflected in many games of today?New Target Audience.

13) What is 'motion capture'? The technology was taken from Hollywood and basically captures joint motion which makes the games more realistic.

14) What is the 'uncanny valley'?Is the result of trying to make characters more realistic. The characters looked more realistic but had a dead feel to them. This creates distance between the player and the character in the game.

Friday, January 21, 2011

Videogame in Class Survey


1) Videogames emerged from the culture of the "Cold War" - what does Henry Jenkins from MIT compare the period to in terms of a famous board game? BattleShip






2) a) Who was the inventor of the first Video game according to the documentary? William Higginbotham

b) What was the name of the game? Tennis for Two. 

3) Steve Russell is credited with the first true computer-based videogame (in terms of its use with the 1961 PDP1 mainframe computer) with SPACEWAR - what popular science fiction book series also influenced him? Doc's Smith's Lensman Series. 

4) What innovation did Steve Russell's SPACEWAR introduce in terms of input hardware? The joy stick was the hardware that was introduced thru the game SPACEWAR. 

5) a) In the anti-war and counterculture period of the 1960s and 1970s, what new home entertainment system let consumers finally control what was being seen on the home television? Ralph Baer created the first home console. 

b) b) Who was its inventor/developer? 

6) PONG emerged out of the counterculture spirit of the early 1970s - its natural home was what type of entertainment setting? restaurants/coffeeshops

7) Who does Nolan Bushnell say were generally best at playing the game? Women.

8) "Space Invaders" emerged in the late 1970s as the first game from Japan.
How did the TAITO production team intensify the emotion of the game using the four-note in-game music theme?
Intensify the music as the aliens get closer to the player. 9) Steve Moulder reflects that the first arcade games tended to result in the player's defeat. This he argues in turn reflected the view held by many designers during that time that war itself is defeatist. 

Has this view changed since that time? Do today's latest games still convey this sense? Why? Why not? (use your own words) No, mainly because times have changed and although you still lose in games it isn't a direct image of the times. Also not all games end in defeat most have an ending but reward you with defeating a boss or enemy that you encounter throughout the game. 

10) Have you ever played any of the games shown in this the first episode of "I, Videogame"? What was your memory of playing it? Where were you, when was it? Well I played Pac Man but the game had been out for years. I played it in an arcade but the era of arcades has been dead for years. I remember being very bad at the game but had a ton of fun failing. :)