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

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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.

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.

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: 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: 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.