Case Study #4: The Genre Switch

Super Smash Bros. And Final Fantasy

Control: I decide to put a battle meter/system in smash bros. to indicated a fight or hhow to battle. To attack the player would have to choose an attack and for special attacks is the same. when you hit slash Marth will do a slash.

Feedback: The battle meter placed on the screen shot will be used for combat, to select health, attack, power-ups, defense and etc.

Case Study #4: Got Drama?

 

Game Title: Muramasa: The Demon Blade

Developer: Vanillaware

Publisher(s): Marvelous Entertainment(jp), Ignition Entertainment(na), Rising Star Games(eu)

Platform:Wii

Genre:Action role-playing game

Dramatic Elements:

Premise: You play as two characters Kisuke, a young ninja who lost his memory and Momohime, a young princess. Kisuke is a fugitive being chased for a crime he no longer remembers and trying to find a certain katana. Momohime is possessed by the soul of foul swordsman, so she is forced to flee her castle and accept the swordsman’s offer to complete his plan.

Setting: A conflict over immensely powerful swords, the demon blades, occurs. The swords are cursed and are said to bring tragedy, madness and untimely deaths. As the chaos from the conflict spreads creatures from the netherworld are summoned by these blades, along with dragon and demon Gods.

Protagonist/Antagonist: protagonist are Kisuke, Momohime, Yuzuruha and toramhime. Antagonist are Jinkuro Izuna, Kongiku, Rankai and Kuzuryu.

In this game the characters backgrounds like kisuke and momohime show how th gameplay is by showing that they are both ninjas fight for a specific reason and how the demon blades revolves around them. The environments of their world show how it drives the gameplay by show how kisuke travels and while he’s traveling on his quest, henchmen or whoever comes to take him away.

Case Study#3: Off with their HUD’s!

Active – Turning the wiimote veritical will let you see the game/environment in first-person then by turning it (back) to horizontal you can see the game in a side – scrolling view.

Passive – Samus’s health and the number of her missles would be passive because they are used but not controlled.

Static – When samus shoots missles they go into the direction you’re going in or that you point in.

Dynamic – Samus has super missles that can be charged and shot at many enemies. She also has lethel finishing moves when taking on certain enemies, mini bosses and Big bosses.

 

Diegetic: Like when samus charges her missles, and when she walks you hear grass or foot steps on metal. When a mini boss or big boss is coming.

Non-Diegetic: HUD, Missles, Health

Spatial: When she gets in her morph ball and has to look around for the morph ball tunnel/highlight.

Meta: Only in First person, when taking damage the screen starts to turn/flashing red.

In the mock ups all I did was put a map at the bottom of the side scroller view like a wrapper, to go in and out. I also in the first person view I made it where when you take damage, Samus’s suit starts to flicker with electricity to indicate that she is getting severe damage.

Game: Metroid: Other M

Developers: Nintendo, Team Ninja, D-Rocket

Publisher: Nintendo

Genre: Acton-Adventure

Platform: Wii

Case Study #3: Systems……and their Dynamics!

    

Game: Super Smash Bros. (64)

Developers: HAL Laboratory

Publishers: Nintendo

Game Type: Fighting

Game System: Movement, Combat

The combat system consist of punching, kicking and grabbing. Combat is used as a one button type fighting system. Meaning that you make combos up as you go, like doing four powerful kicks into one devastating blow. To me there are two system elements in this game and they are objects and inventory. (though the inventory is temporarily in this game). Objects like the super mushroom make you huge or the smoke screen makes you and/or the opponent blind. Inventory like the franklin badge which reflects projectiles and the star-man to become invisible to anything for a short amount of time. All the player(s) need to do is get their opponent(s) perecent to a high, then finish them off with an powerful attack.

Case Study #2: GOOOAAAAALLLLLs!

Name of Game: Assassins Creed Brotherhood

Publisher: Ubisoft

Developer: Ubisoft Montreal

Genre: Third person action, Sandbox

Primary Goals:

Feedback: The enemies that you have to avoid, and the amount of heatlh that you have that is on the top left side.

Progress: When your heatlh is low you have to either restore it but if you don’t have any more vails of heatlh you have to play more defensely to stay alive.

Instructions: The instructions in assassins creed is given at the top left of the srceen right below your heatlh.

Control: When you’re doing combination attacks sometimes you’ll be ask to perform a certain action like to kill an enemy by pressing X.

Street fighter IV Arcade Edition

Publisher: Capcom

Developer: Dimps/Capcom

Genre: Fighting

Secondary Goals:

Immersion:  people play this and get so in tune with it. And are dedicated to learning the moves, combos and techniques to the game.

Atmosphere: Atmosphere for Sf4 would be competitive. Each player wants to win the match in the quickest, and best way possible.

Audio: Playing street fighter without sound or imaging the sound effects off wouldn’t sound as exciting to the player(s) as it would if you had the sound on listening to a Hadoken being shot.

Case Study #2: Developers, Developers, Developers.

 

Name of URL: http://curve-studios.com/fluidity.html

Name of Company: Curve Studios

Name of Game: Fluidity/Hydroventure (known as in Europe)

Premise: You play as a pool of water that has to help save a magical illustrated encyclopedia known as “Aquaticus”. Using other forms like ice and steam, Help aquaticus from the evil vail of ink known as the “Influence”.

Game Genre: Puzzle, Hydro Action

Platform the game is or will be on: Wiiware

Mechanics:

Movement: Tilt the wiimote left and/or right to move and lift the wiimote up jump.

Combat: water form, hold the 1 button to cause an explosion of water drops to take out enemies.

Environment: There are machine parts laying around for you, the pool of water to stream along with you to put them back together.

 

Name of URL: http://www.thedishwasherdeadsamurai.com/

Name of Company: Ska Studios

Name of Game: The Dishwasher: Dead Samurai

Premise: A dishwasher fights through a wave of enemies getting stronger by the minute. Until he fights the boss at the end of the level(s).

Game Genre: Side-Scroller, Beat’em up, co-op

Platform the game is or will be on: XBLA

Mechanics:

Movement: Running, Jumping, and Attacking

Combat: Starting weapon meat cleaver, Cleavers, a Katana, a Uzi/shotgun combo and a chainsaw.  Fighting is done through using either a basic attack, a strong attack, or a grab move.

Environment: Combo’s are so intense and put together, they blend well with the environment (background).

Case Study #1: Evolution of the Mechanic

The Game fanchise I chosen was Mario. The three game mechanics I chose was Super mario 64, Super Mario Sunshine and Super Mario Galaxy. In super mario 64 the A button was to jump, if pressed three times he’ll triple jump. The B was used to fight two punches and a kick. the Z button was used to crouch and if A was pressed while holding Z mario would back-filp. In super mario sunshine the controls were the same as super mario 64 except the B button now let mario do a body slam, instead of pressing the C buttons for the camera the gamecube controller had a C-stick which allowed you to now turn the camera. And the new addition to Fludd which used the R button to use it and the X button to switch nozzles. In super mario galaxy uses a newly introduced Wii controller and Nun-chuk, On the wii remote Instead of pressing B to attack, you now had to shake the wii remote to attack enemies. The B button now shot out Stars that mario coolected along side coins. On the Nun-chuk when you got a special ability, you can shake it to do a move with that ability. For Example when mario gain the fire flower, shaking the wii remote would allow him to throw with his right hand and the nun-chuk with his left. The Z button still couches but when held down and shaken with the nun-chuk it allows mario to do special moves such as ice-skate, grab and throw objects and climb vines and other areas. In all three games the Joy stick is used to move mario.

Case Study #1: Sad Interface

The picture Is a Radio. I feel this has a sad interface because this radio has alot of buttons that seem kind of unnessesary. You have to figure out how to turn to each station without accidently thinking that you’re about to insert a cd. Or turning up and done the volume. The stop, rewind, fast forward and play buttons are a little too small or to small to read.