Showing posts with label Opinion Piece. Show all posts
Showing posts with label Opinion Piece. Show all posts

Friday, September 26, 2014

Affordances In Scribblenauts: Enabling Creativity

I've been posting any game analysis assignments from uni on my blog as I get through my degree, and I've just had another one marked which means it's safe to post here now. This one was for a 3rd year unit, so the level of expectation is a lot higher. I managed to get a Distinction mark though, which I'm happy with. We had to pick one of the early course readings, and tie it into a game of our choosing. I wrote about affordances in Scribblenauts, and how the game's entertainment and puzzles draw on the fact that the player knows how objects behave in real life. It had an 800 word limit which was an absolute paaaaain to work with, because I realised I was almost at the word count just after talking about one level, so I had to restructure my piece to instead focus on just a single case study. Evidently I still did well, but I would have liked to get that illustrious HD mark. Anyway, here's my essay, enjoy:




The tagline of Scribblenauts is “Write Anything. Solve Everything” which accurately describes its premise- armed with a magic notebook capable of summoning anything you write into existence, players must utilise creative thinking to solve puzzles and collect magical ‘Starites’ in order to progress through the game. Objects behave the way you’d expect them to in real life- e.g. wooden objects burn, glue can stick objects together, and policemen will chase robbers. There’s a ridiculous number of options to utilise in your puzzle-solving, but the player will rarely feel like they have no idea how to progress. This is because of the game’s utilisation of key design concepts outlined in Norman’s The Psychology of Everyday Things, namely the idea of affordances, conceptual models and mappings. Through a specific case study of one of the game’s levels, we can see how these concepts come together to form interesting, well-designed puzzles that allow players to stretch their creative muscles without confusing them.

source
 The first action level in the game presents you with a Starite in a tree, and the hint “Get it down”. There are a number of ways to get the Starite, some more evident than others. An obvious idea is to chop the tree down with an axe. The reason we think of this solution is because this is how people quickly remove trees in real life. This single scenario brilliantly illustrates all the previously mentioned concepts. Firstly, it illustrates an affordance because the player has determined the properties of the tree and their tools. Norman describes affordances as “the perceived and actual properties of things”, primarily the important ones that determine an object’s use (Norman 1988, p.9). The purpose of affordances is to allow a user to tell how to operate something just by looking at it (Norman 1988, p.9) - this is evident in level A1-1 because the player has seen the tree and identified it as wooden. Wooden objects can be cut with axes. And so the player summons an axe and cuts down the tree.

This also illustrates mappings. A mapping refers to a relationship between two things, but specifically this is a natural mapping “taking advantage of physical analogies and cultural standard” (Norman 1988, p.23) by applying the functions these objects actually have to the game. The player has conjured two mappings in their head- a mapping between the game objects and their real-life counterparts, as well as between the axe and the tree. The player sees a tree, and links it to what they know of trees in real life. By using an axe to cut the tree down, they’ve identified the relationship between two objects- the axe is used to cut down trees because the tree is wooden, and axes cut wood.

Finally, this level also illustrates a conceptual model. According to Norman, conceptual models “are part of an important concept in design: mental models, the models people have of themselves, others, the environment, and the things with which they interact” (Norman 1988, p.17). They allow you to look at an object or system, and mentally work through how it will operate (Norman 1988, p.12). A well-designed system gives you everything you need in order to understand it just by looking at it and thinking (Norman 1988, pp.1, 13-14). The affordances and mapping in the level allow the user to form a conceptual model of how different items will interact with the space. They know they can chop the tree down with an axe, but they may also think of solutions that don’t involve cutting down the tree. They may instead attempt to bring themselves to the Starite, instead of the reverse. They think of methods they normally use to move upwards, like ladders and stairs- they picture themselves in a real scenario, and because of the mapping between the virtual objects and their real function, they know that the scenario will play out in the same way. They understand how the system works, and can act on that, focusing on being creative instead of worrying about complicated systems.

Throughout the game you’ll encounter less straightforward puzzles than this, but the same concepts still apply. By knowing how objects actually function, players can come up with interesting solutions to a variety of puzzles. The player needs to jump start a broken down car- they summon jumper cables and attach them to a power pole. The Starite is stuck in a narrow passageway- the player can glue a mouse to the Starite, and lure it out of the chamber with cheese. There’s so many creative ways to solve puzzles without having the solution outright stated to them because players already know how objects behave based off their own experiences, and their usage is simplified. Objects are simple to use because they don’t possess a number of complicated functions, and because the controls allow you to easily see and use these functions (Norman 1988, p.25). You don’t have to actually know how to drive a car to use it in the game, you just need to know the standard movement controls.

By looking at Scribblenauts in relation to Norman’s concepts, we can see that it empowers players by allowing them to think creatively and by presenting them with logical systems that can be quickly understood. It also shows that while Norman’s concepts were conceived with everyday objects in mind, they are also very useful to consider when designing videogames.

References

Norman, D. A. (1988). The Psychology of Everyday Things. Basic Books.

Thursday, October 10, 2013

Criticism in Previews


Recently I published a hands on impression of Assassin's Creed IV on Vooks (with a more in-depth preview just uploaded to TGND, which I admittedly did de-snark a bit). It was short because it was going to be combined with other peoples' like how we did our PAX AU  games impressions (heck, I think my ACIV impressions were longer than the impressions I wrote for the other games), so I focused on my key point- that I was one of the people who found ACIII unbearably awful, and that ACIV appears to be the exact same. I backed this up, saying that combat is as brain dead as it was in ACIII (it played the exact same) and that it's unfocused and incohesive, just like ACIII was, with assassinations that aren't really assassinations at all, and mid-battle 'minigames' that decide to pause the action and break the flow of the game. I do actually describe what happened in the demo, I just added why I disliked all of it! Apparently people weren't happy with this! The article got a few negative comments (which apparently never happens on Vooks), and I had a few aggressive subtweets directed at me which I laughed off. Now, this wasn't a crazy Internet outrage, we're a smaller Australian site, but people spoke to me about the review nonetheless. Supposedly I have a bias against the Assassin's Creed series (based off me saying I wish the series would go back to its pre-ACIII levels of quality, even saying I loved the games back then. Go figure!) and my article wasn't objective enough. Well to be frank- no shit it wasn't objective!

I'm Scared of Animal Crossing

I'm scared. I'm afraid to face my responsibilities. I fear that I've done something horrible that I just can't accept. I've abandoned my Animal Crossing town. I couldn't help it. I started missing occasional days, as I'd done most of what I wanted to do in the game, so each daily visit to the town of Scone was just a pleasantry, a chance to mingle with the residents, my wards, my friends. Then I saw the town functioning without me, so I slipped further away. Now most of my time was spent buying and storing turnips before noon on Sunday in order to make a hefty profit and pay off my last couple of house improvements, with the remainder spent checking the prices at Re-Tail. But it didn't stop. Other games began luring me away from my mayoral responsibilities.

Time passed, as I slept inside my house. The villagers began to wonder where their mayor had gone. I decided to venture outside. Isabelle was shocked that I'd been away for so long. The guilt kicked in fast. Weeds and dead flowers were scattered around the town. The villagers all remarked how they hadn't seen me in weeks and thought the worst had happened. My god, I thought I'd only been away a few days. But that wasn't the worst of it. There was a blank space on my map where a friend's house once stood. Angus had moved. He was a stern and grumpy bull on the outside, but I'd gotten to know him well. He'd softened up and I thought we were close. He never mentioned moving. I would have begged him to stay. I couldn't face this town now, not now I'd lost a friend.

Days passed. Days melded into weeks. Weeks turned to months. It's been months since I've set foot in Scone. I fear how it has turned out, what kind of dystopia it's become. I want to visit, but I can't bring myself to do it. What if someone else has moved? What if a new villager has settled in after hearing rumours of a ghost town and has crushed the few flowers that remain? What it weeds have overgrown the fields? I can't bear to look. I can't simply accept these changes and continue on as if nothing had happened. I can't just shake my responsibilities either. There's more to the game I haven't seen. But I can't do it. I'm scared.

Tuesday, June 25, 2013

Assassin's Creed 3 Critique (Uni Assignment)

After the positive response to posting a DayZ essay on my blog that was done for a uni assignment, I figured I'd keep posting any game-related critiques/essays that I do throughout my degree. This was an assignment that was essentially a review, where we had to critique a game on what it does well and not so well, but more from a design point of view than a typical review (we were also told to write it "without the hyperbole you see in some commercial reviews - so keep it sober", lulz). We had to identify the flaws, and analyse how they were in keeping (or not) with the designer's vision of the game, and how they affected the game as a whole.

When we got this assignment, I knew from the beginning I would write about Assassin's Creed III. Anyone who follows me on Twitter knows exactly how I feel about this game. It's my go to example of the faults of the AAA industry approach to game production, and I had plenty of things to say about it. If we didn't have a word count I could have ranted for pages and pages on exactly what the game did wrong, but unfortunately we did, so I had to keep to that.

Hopefully this gives some insight into just some of the reasons I think Assassin's Creed III is a total turd. tl;dr it's a visionless mess

Monday, April 29, 2013

Brainsplat: The Fourth Wall



Brainsplat is a little 'feature' I guess you'd call it that I'll write occasionally and post here. The things I post under this title won't necessarily be arguing a point or be very long and in-depth, rather they'll just be my musings on a particular subject that I feel like writing a short piece on. Often they'll be on my thoughts of a certain design idea or aspect of game design I want to talk a little bit about. It's just my thoughts going 'splat' onto the page for people to have a look at.


The fourth wall has always been something that's interested me. Mostly I've seen it used for humour, like Deadpool whacking people with a health bar in Ultimate Marvel vs. Capcom 3 or characters in theatre performances talking to the audience as a gag. But characters interacting with their audience has so much more potential that can be explored. I remember in the BEN Drowned/Haunted Majora's Mask ARG when players of the game were being called out and 'targeted' it added to the fear and immersion in this game, and it was really cool to see. I recently started reading Deadpool Kills the Marvel Universe and Deadpool Killustrated, where the concept is that in an alternate universe Deadpool becomes more self aware, and decides to try and free his fellow fictional characters by killing them off for good so that they won't be forced to endure the everlasting hardships placed on them by their writers. There's a beautiful moment where Sherlock Holmes deduces that he and Watson are fictional characters, but they decide to try and save their worlds regardless. The idea of self aware characters is just really interesting to me, and I think there's a lot that can be done with them.

Friday, April 12, 2013

The Forgotten Pawn

I've been playing Dragon's Dogma for a long time. Over that time I've recruited many pawns- computer controlled party members created by other players. They've helped me out on many occasions, providing information on quests and taking down tough enemies. When I started up a New Game+ after finishing the game, I decided to recruit low level pawns since my pawn and I were strong enough that we wouldn't be disadvantaged by them, and we could get through the game quickly and take on the tough quests and enemies so that when the pawns returned to their masters they'd have much more knowledge than when they set off.

Monday, January 7, 2013

Mechanics and Imagery in Persona 4's Boss Battles

*CONTAINS MINOR SPOILERS FOR PERSONA 4 GOLDEN READ AT YOUR OWN RISK*


There's a game I've been playing lately that I've fallen in love with. That game is Persona 4 Golden on the Vita. There's something I really like about this game (well, actually, there's many things I like about it, but that's a story for another day), and that's the boss battles. The majority of boss battles in the game are what are called Shadows- manifestations of suppressed thoughts and emotions of a person that take on a monstrous form when someone denies that they're part of them. The boss battles and the dungeons they reside in contain some really powerful imagery that helps you understand the characters and their struggles better. The game’s characters face some difficult issues that you don’t see explored that often in games, and I find them really interesting. I'm not overly far in the game (I say that, but I've played for about 25 hours- it's a long game) but two of the boss battles I've encountered so far have really stood out from battles I've seen in other games- the ones with Shadow Yukiko and Shadow Kanji.

Tuesday, December 18, 2012

Survivor’s Dilemma: Being Disadvantaged by Morality in DayZ

At the end of one of my uni subjects this year, we had to write an essay about a topic related to a game of our choice. We were only allowed 1,500 words (give or take 10%, not including citations, captions or footnotes), and were told we could write it in the style of 'New Games Journalism', but were warned that this would be harder to pull off well. I decided to take the risk because I felt this was a lot like my natural writing style, and it paid off as I ended up getting a High Distinction for the course :) I was really happy with this essay, especially given the strict word count which forced me to cut out a lot of it, and made it harder to word myself properly. I wrote about DayZ, and how it made me ponder about why we act according to real life morals (or don't!) inside virtual worlds. Hope you enjoy it, let me know what you think! :) And forgive the formatting, Blogger's a bit poopy in that regard :P

Tuesday, November 20, 2012

5 PlayStation All Stars Rivalries That Need to Happen Through DLC



The launch of PlayStation All Stars is just around the corner, and Sony have confirmed that the game will most definitely be getting stage and character DLC, revealing the first pair of characters to be Kat from Gravity Rush on the Vita, and Emmett Graves from the PS3’s Starhawk. The best bit is, that for two weeks from their release you can download these characters for free, even if you don’t have the game. So I got thinking about who would be good to see as DLC using both my personal wants and the wants of the fanbase, and decided on 10 characters that would be cool to see and at least semi-plausible because that sounded like a nice, even number. People make lists like these all the time but I figured I’d do something different and come up with pairs of characters that seemed like a good fit together, and come up with a rivalry like in the game, giving them a reason to fight each other. And because I could, I chucked in a mashup stage of the two characters’ franchises. So without further ado, let’s begin!

Sunday, October 7, 2012

I Jumped the Gun with PlayStation All Stars

Update (18/10/12): I'll be posting my thoughts after the new public beta. I'm really conflicted about it at the moment but I'm trying to not judge it as rashly as last time. Edit: Check out my thoughts of the new beta here




I’m more than happy to admit I was wrong about something. And my experiences with PlayStation All Stars are making me do just that. It’s a game that I really didn’t like at first, but after giving it some time I’ve realised it’s much better than I first gave it credit

Tuesday, September 4, 2012

Options Aren't Always a Good Thing




Yay, another opinion piece! I was meant to write this one a while back when the Dragon's Dogma patch was announced and it would have been a bit more relevant, but the points are still important and 100% fact, so don't you dare disgree. I tried as much as possible to not have this come off as an elitist piece talking down to people who like easy games, because that's not what was intended at all. Rather, difficulty levels aren't needed for every game, or can at least be toned down so there isn't a night and day difference between Masochistic Game Overs A-plenty Mode and Enemies May As Well Not Even Be There Mode.

There’s a reasoning I often see thrown around to justify an addition or possible addition to a game, and that’s “It’s optional, you don’t have to use it!” It sounds like it makes sense, right? Adding as many features and options into a game (like difficulty settings) in order to make it accessible to everybody. So why then, do I disagree with the logic? My line of thinking here was prompted by two recent happenings: co-op mode being announced for Dead Space 3, and an easy mode being patched in to Dragon’s Dogma (though there’s a few things I can say about this topic in relation to this game).

Monday, August 27, 2012

First Impressions Are Everything, Make Your Announcements Count


The internet erupted in a fiery explosion of hate this morning, all of it directed at game developers Square Enix. What did they do to deserve this hatred? They announced an iOS port of a much loved game. ‘Wait, what?’ you think, ‘that’s it?’ Well, there’s certainly a lot more to it than that.

Tuesday, July 31, 2012

The Effects Leaks Have On Fans' Reactions to Games


It seems that a lot of developers lately, especially those working on fighting games, have problems with their metaphorical plumbing. Leaks are becoming more and more frequent during the pre-release periods of hyped games, hell, while I was typing this piece this link appeared on my Twitter feed. There are three kinds of leaks- inside sources getting info out, companies goofing up and accidentally releasing information somehow, and fake leaks that are made purely to get attention. With potential customers desperate for information on upcoming games, it’s only natural that people would try to leak out information (or pretend to), either to be a ‘nice’ person or to just get some attention. There’s plenty to talk about on the subject, like whether leaks are ethically right or looking into why people would leak information, but what I want to talk about today is the effect leaks have on hype towards a game. I’m going to reminisce on three relatively recent leaks for games I’ve been following, and have a look at what I noticed on message boards during the pre-release period, and my own personal feelings.

Thursday, July 5, 2012

Battlefield Premium, One Month On- Is It Worth It?


I bought Battlefield Premium on one of the first few days it was released. It was AUD$50 on PC, and the expansion packs are about $20/25 each, so I’d be crazy not to really. I already had Back to Karkand, and Close Quarters didn’t interest me much, but the savings I’d make on the other packs, the teased exclusive content, and being able to try out Close Quarters should I choose won me over. A month on from its release, is Battlefield Premium worth the money? Here’s how I feel about it so far.

Friday, June 15, 2012

Are Video Games a Suitable Medium for War Stories?


Note: This article contains spoilers for Red Dead Redemption and Gallipoli. But if you haven’t finished RDR or seen Gallipoli- REALLY!? Also, it’s talking mostly in regards to FPSes, as they are the most common genre for war games. I don’t play many FPSes, so if there’s anything factually wrong, feel free to tell me, I’d love to discuss this more.

I was watching the Gamespot Australia live stream on Tuesday, and there was a discussion there that really interested me, to the point where I’m actually writing something about it! This discussion was about war and video games, and whether video games really do war ‘justice’. I, myself, don’t play many shooters because I see them as pointless. It’s just mindless killing, with no real goal, no sense of co-ordination of teamwork, nothing. Just killing and more killing for a whole round. And that’s basically what war games are now that they’re focused on the multiplayer aspects rather than creating a singleplayer experience. The games (for the most part) present kills as a good thing you should be striving towards, for which you are rewarded with points, killstreaks or what have you. There’s a clear divide between good and evil. The other team, or the antagonists in the storyline are the enemy. In the case of multiplayer opponents, they have no reason they’re fighting other than it’s fun and they want to win. In the case of singleplayer antagonists, they’re hardly ever well thought out characters, they’re just plain evil, and you need to stop them. And the enemies you kill along the way are just characterless polygons who you have to kill to progress. Everyone in war is a living, breathing human being, enemy or ally.

Wednesday, June 6, 2012

E3 Conference Wrap-Up

So, the E3 presentations have come and gone, and I think we can all agree it was a pretty damn mediocre show. Not good, not bad, just plain mediocre. No-one really blew us away, in fact some managed to fail to even keep us content. It was easily one of the most disappointing E3's ever. For my live thoughts of what happened during the conferences (except EA's which I accidentaly slept through :3 ) check out this post.

Monday, June 4, 2012

Nintendo Direct- Nintendo has grown up


Create something unique. It's the words Nintendo lives by, and it's why I like them so much. They don't concern themselves with what will sell as much as other companies do. They don't find something that works and stick to it. They're always searching for a way to bring a unique experience to gamers. Of course, it doesn't always work out, but when they do something wrong I feel like they genuinely thought it would be beneficial to us. Out of the Big 3, they're the company that looks out for gamers and tries to make them happy, rather than look out for themselves. They've even looking through people's reactions to the conference to see what the consensus is. And before E3 has even started, their Nintendo Direct conference has shown us just how much they've grown.

Tuesday, May 8, 2012

The gaming industry needs to keep kids in mind

Figured I'd take a shot at writing an opinion piece. I have a lot of trouble putting my thoughts into words, so any feedback would be much appreciated! I think the idea of less kid-friendly games these days is a bigger issue than you might think.