Sunday, November 11, 2007

Presentation Critiques #3

Stick Ninja

Mechanics:
• Model: paper model, using physical dice rolling and paper figures on a large board; 4 levels with a final boss level.
• Rules: attached to board.
• Balanced game: seems balanced. Operates on a power mechanic (blunt weapon/sharp weapon, physical characters/ethereal characters -> blunt beats ethereal characters -> sharp beats physical characters. Strategy involved.

Dynamics:
• Weapons have special abilities (from pic: lance + 2 strength(?))

• Obtaining weaponry/characters after defeating enemy ->
• Problems: test group confused about attack point system (weapons’ abilities made it more complex than hp vs hp), but as the game progressed they figured it out. The group seems to have no problems with the game at all, though continually testing early versions of the game might help make sure this stance is strong.

Aesthetics:
• Power/strategy/fantasy based game.
• Art is basic, though guessing by the title, it’s not a big stretch.
• Emotional response: initially confused, then gradual interest. Personally, I want to try this game too, as it seems rather fun.


Zodiac War
Mechanics:
• Model: paper based game, standard up/down/right/left arrow keys with mouse to attack. Digital version will be a 2D fighter.
• Rules: explained to test group (?)
• Balanced game: turn-based board game. AI/player controlled; choose action, present to other p. Very rock-paper-scissors: punch-kick-fireball. Overall, it seems balanced.

Dynamics:
• Special move: defeats all three attacks. Player will need to strategise when to use it.
• More wins = more points = more special move points.
• Problems: main problem is that there is not much variety in the attacks (limited to three). I think adding to these might help: sweeping lower kick defeats mid punch, for example. Other problems: keeping the game at a reasonable pace, and making sure the controls are clear.


Aesthetics:
• Power/strategy based game.
• Basic stick-figure-like art. The presentation and pieces were very clean and neat, I liked them.
• Emotional response: the test group seemed to grasp it fine, and were immersed overall.


Crack Quest
Mechanics:
• Model: digital game, standard up/down/right/left arrow keys; player throws syringes and crack grenades.
• Rules: 2 testers were given controls, 1 wasn’t.
• Balanced game: game seems to require more dynamics at this point; sort of imbalanced (too easy on the player’s part).

Dynamics:
• Story-driven game: trying to get player’s girlfriend out of therapy so she can continue to be a crack addict.
• Problems: ultimately the game is too easy –it requires more challenge for the players, as simply shooting is too easy. There needs to be more enemies that pop up and a larger variety of weapons would be nice. Skipping dialogue was also an issue raised. I think that this game could be greatly enhanced if the team added levels and more enemies as well as a boss at the end of each one (say, 3 levels in the game). It seems fun to play.

Aesthetics:
• Adventure-fantasy based game.
• Unique and bizarre art style –fits the narrative of the game.
• Emotional response: the test group seemed to want to get to the “meat” part of the game –that is, the gameplay itself, and wanted to skip dialogues. Overall, they found it straightforward and easy to grasp.

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