Sunday, November 4, 2007

Presentation Critiques #2

3rd Cloud
Mechanics:
• Model: digital game, standard up/down/right/left arrow keys with mouse to attack. Created in RPG Maker: turn-based. Influence: Earthbound.
• Rules: shown on an intro screen.
• Balanced game: semi-balanced at this point. More refinement is needed in order to make this more interesting for the user (see problems).

Dynamics:
• Event trigger: monsters randomly attack.
• Areas to explore and monsters to kill.
• Problems: no auto-equip (users thought weapons were equipped without them having to go to the inventory menu and selecting it); little interactivity with objects and people; not many things to do; not intuitive. A lot of these problems can be solved by having missions built in and making the game more realistic by allowing the protagonist to pick up objects, talk to people, etc. However, it is understandable if there is a limited amount of the latter –there is little time left in the course to implement such things.

Aesthetics:
• Power/discovery/adventure-fantasy based game.
• Cute, anime-style characters, though art is not original (game has built-in features to choose from).
• Emotional response: the playtest group seemed to be mostly confused (equipping of weapon, non-intuitive interface etc).



Food Fight
N/A…this is our team.



Drive-thru Tycoon
Mechanics:
• Model: both paper and digital prototypes. Assumptions for prototypes - Paper: physically moving food pieces; digital: using mouse to move avatars.
• Rules: instructions sheet. 3 sessions.
• Balanced game: overall, seems quite balanced. Learning curve is not too steep.

Dynamics:
• Getting the right orders to the right people. Gradually, the player must be faster as more cars come in.
• As stated in lecture, the game seems very influenced by Diner Dash, a fun, casual game.
• Problems: game needs more dynamics (ex: time limit); not enough variety. Vehicles could also move at different speeds for more challenge. In my opinion, having some upgrades might be beneficial (ex: speed boosts) for higher levels.

Aesthetics:
• Challenge-based game.
• Though the art isn’t final, it conveys what the team intends.
• Emotional response: the playtest group seemed to be pretty at ease with the gameplay mechanics.



Circular Strife
Mechanics:
• Model: paper prototype. Required remote-controlled cars, cardboard obstacles, bombs, bomb pickup locations.
• Rules: told by team (?). 4 sessions (last is a time trial).
• Balanced game: quite balanced and fun. Like any other game, it has its minor quirks.

Dynamics:
• As the players tried to encircle the buildings with bombs, they found that precision and good controls were necessary. Intuitive gameplay.
• Adding a multiplayer mode could mean more fun.
• Problems: game needs smooth handling and controls; having a brake/reverse function might help; whipping bombs around buildings could be easier. In my case, if I were playing this game, the controls aspect would be the most important –in some games, that feature is hard to handle.

Aesthetics:
• Challenge/action/strategy-based game.
• Haven’t seen any art so far.
• Emotional response: the playtest group seemed to be comfortable with the game fairly quickly.

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