Case Study 7: There can only be one!

  

Game Title: Diddy Kong Racing

Developer(s): Rare Ltd.

Publisher(s): Nintendo

Genre: Racing

Platform: Nintendo 64

This game has good mechanic to be played on such a strange controller type. To some the fact that the controller was like that made it impossible to play this game (or any for that matter). But to most the controller was just a good fit for most of the N64 classics.

Mechanics:

A: To acelerate

B:Brake

C:Change interface view

Z:Shoot weapons

And the Joy-stick was made to control your racer

Case Study 7: Let the Menu’s do the talking!

Playstation 3: The interface of the ps3 is exactly like the interface of the psp. To me the menu seem a little dull at times unless you add a wall paper but in all their choices are alined really good and kinds of remines you of the ps2 (alittle) and that you’re playing a bigger verison of the psp.

Nintendo Wii: This interface is pretty good because of the fact that the controller resembles a t.v remote the blocks of content acts like channels when you filp through them. This menu also has a kid feel/look to alot of people, because of it only color and cartoony Mii’s (avatars) people don’t seem to be attracted to this menu as the others.

Xbox 360: This interface seems as if it appeals to everyone, (well anyone who likes 360). Over the years the 360 has had a good three or four new interface change and a new one on the way, this menu screen look/feels good to players of all ages.

Case Study #6: ICONS :)

Game Title: Gears Of War 3

Publisher: Microsoft Studios

Developers: Epic Games

Screen Shot 1:

Screen Shot 2:                                                                                                                                                                        

The light red represents an ally that’s on your team.  The Blue represents the enemy and vise versa if you were a gears instead of an locust. The yellow represents an member of your team to share ammo with. The Dark red represents a fallen ally in battle.

Case Study#6: Press PLAY to start…..

Game Title: Super Smash bros. (64)

Publisher: Nintendo

Developer: HAL Laboratory

Genre: Fighting

PlayTest Scenario: Group

Questionnaire pt1:

1: With the limited amount of characters, do you think we could of included more into the game?

2: Do you feel like the game stages are a good feel to the characters and how the interact with the stages?

3: Does this game feel as if it is a game of skill or a game of just-fun-to-play, if yes explain and if no explain?

4: Does this game provide a challenge to the player (you) in a sense of gameplay?

5: Super smash bros. uses a one button fighting system, How does this mechanic feel to you?

6: If this game were to switch with the likes of Capcom’s “Streetfighter series” would the mechanics for this game be a hit or miss?

7: With our development team we have made multiple ways of play in this game, which mode in smash brothers is needs inprovement and which does not?

8: Super smash brothers includes the likes of items, like red shells, bumpers, starmans and the hammer. Do you feel that these items are a good fit for the atmosphere of the game?

9: In smash bros, we allow our players to brush up on skills or unique ways of play. Do you feel, the AI is tough enough for new-comers entering the world of smash bros. and is the AI just as tough enough and willing to adapt to the skill and different gameplay of more advance players?

10: In the story mode each character follows the same path, at the end players face the warth of “Master Hand” the final boss. What do you think of this boss and is he just as tough as he “looks”?

Questionnaire pt2:

1: With the limited amount of characters, do you think we could of included more into the game? (1st)Maybe just a few more. (2nd)But that would throw the game off just a bit. (3rd)It would make the game even more exciting.

2: Do you feel like the game stages are a good feel to the characters and how the interact with the stages? (1st)the stages feel good.(2nd)some kind of bother me, but in a good way. (3rd)I like all of them.

3: Does this game feel as if it is a game of skill or a game of just-fun-to-play, if yes explain and if no explain? (1st)To me its a game of skill, because once you get good you can just destroy your opponent. (2nd)It’s a game of skill because there’s so many advance techniques to be learned and figured out. (3rd)In my opinion it’s both because anyone can play and its just a great party game, maybe one of the greatest. and the reason its skill because once all four players learn those skills it could be one exciting match to see.”

4: Does this game provide a challenge to the player (you) in a sense of gameplay? Yes (all three) (first playtester) it almost feels like they get hard sometimes or depending on the stage we go to.

5: Super smash bros. uses a one button fighting system, How does this mechanic feel to you? (1st) It feels good a lot better than some of the other fighters out. (2nd) agreed with the 1st. (3rd) Its different from other fighting games, other fighting games have to use a light, medium and heavy system that confuses me and makes me not want to play and get into the game’s mechanics.

6: If this game were to switch with the likes of Capcom’s “Streetfighter series” would the mechanics for this game be a hit or miss? Miss (1st and 3rd)  (2nd) maybe, because to see mario do a super jumo punch with the direction of a shuoyken would be pretty cool.

7: With our development team we have made multiple ways of play in this game, which mode in smash brothers is needs inprovement and which does not? None all the modes are really good. (all three)

8: Super smash brothers includes the likes of items, like red shells, bumpers, starmans and the hammer. Do you feel that these items are a good fit for the atmosphere of the game? (1st) Definitely. (2nd) The items in this game is too fun and funny. (3rd) I enjoy using the hammer to beat the crap out of people.

9: In smash bros, we allow our players to brush up on skills or unique ways of play. Do you feel, the AI is tough enough for new-comers entering the world of smash bros. and is the AI just as tough enough and willing to adapt to the skill and different gameplay of more advance players? (1st) the cpu’s are really tough and they seem like the only get tougher. (2nd) When I first played this the AI kicked my butt but when I got better I won some matches but overall they still kicked my butt. (3rd) At first the are almost unbeatable but after a while of playing against them everyday they get easier, but if you play then stop for a long period of time they’ll be unbeatable again.

10: In the story mode each character follows the same path, at the end players face the warth of “Master Hand” the final boss. What do you think of this boss and is he just as tough as he “looks”? (1st) He scared me when I firsted fought him but I eventually beat him… it just took several trys. (2nd) I had a good and hard time fighting master hand, he’s tough but he doesn’t look that tough though, I mean he’s a floating white glove. (3rd) He’s really hard to beat especially when he mixes his moves/combos up and confuses you. and he looks tough to beat to be a hovering glove out of thin air.

Analysis: With my three playtesters, playing super smash bros. (64) on both systems the nintendo 64 and nintendo wii, they seen to like and enjoy the fun and exciting gameplay of super smash brothers with all its cartoony ways.

Apple Project: Phase 3: Mock ups

       

Apple Project: Phase 2: Black Boxes

Case Study #5: Your Face is a Prototype

 

Game Title: Mr. Runner 2

Premise: you play as a fur ball and run to keep your momentum from fading from the different courses.

Objective: the objective of this game is to run and jump and collect coins to save time from running out on you so you can keep your momentum at a steady pace.

Victory Conditions: Get to the end of each stage/course in the best or fastest time possible.

Game Mechanics: Running: using the arrow keyes and jumping using the up arrow key or space bar.

Features: This game features achievements, two player action (co-op, tba) and will be playable on Psn and Xbla.

Control Scheme

Case Study #5: Modes and Systems

    

 

Game Title: Crysis 2

Publisher: Electronic Arts

Developer(s): Crytek Frankfurt, crytek UK

Genre: First person shooter (Fps)

Platform: Pc, Ps3, 360

Game Modes: Opening, Action, Cinematic and management

Opening: New Game, load game, options and Multiplayer

Action: The story and the mutiplayer (online). Story you can find out who or what the super soldier is and in multiplayer this is where you play against friends and anyone. and you can level up your rank.

Cinematic: The begining story and cut scene throughout the story.

Management: When you go to change or alter something for your character he goes to look at his hand to change a weapon or an attachment.

Game Systems:

Movement: Because of different cloaking devices, invisiblity, steath mode, armor mode and etc. Movement is used differently then most fps.

Inventory: When playing (like all fps) you can pick up weapons as you play with or against friends and Npc’s.