PHASEgaming

Jason Pook's Games Design Blog


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SSX- Game Theory

 

SSX is a snowboarding game which required you to race whilst pulling off tricks, the main part of the game is the tricks as you gain boost and amount high scores through landing the tricks. It was released in 2012 by Electronic Arts (EA) for PlayStation 3 and Xbox 360 as the latest addition to the SSX series. It features single and multiplayer online, so online leaderboards and co operative trick races etc could be done to compete against eachother.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to SSX through score and skill, In SSX you have to use skill, timing and control to pull off the jumps, grinds and tricks to the highest of quality and gain large scores, the more combinations of tricks you landed it would fill up your “Tricky” meter and once this was full you would activate in when you wanted to pull of your characters most ridiculous stunt for massive score. To achieve flow it required alot of practice, the skills were performed by a combination of precise analog stick movements and buttons this wasn’t picked up easily as alot of memory was needed. Otherwise you was just doing your best you could by randomly attacking your controller to see what happened. When you was on a big downhill mountain with alot of jumps and grinds and you could pull off your best tricks (different ones each time as otherwise your score was knocked for being repetitive) then you really enjoyed the game and hit the big scores.

flow

To link to the diagram for SSX one game mode was a deadly descent now this would involve the most dangerous snowboarding downhills possible it had a different theme each time such as trees, rocks and darkness” some would require flying with wing-suits to get over huge chasms in the mountains. Every time I played these it Anxiety, I had high skill level on the game but when it came to a deadly descent you never knew what was coming and if you switch off at any point it was over and restart the drop. Soon as you reached the bottom the sense of achievement overwhelmed you as it was done, over and you had won through skill, luck, and persistence most of the time from failing. Then flow would occur on your favourite downhill where you knew how to hit the big scores but wanted to beat your previous 64 million score as your friend ad just text you his 66 million score.

Categories of Play:

For Roger Caillois’s ‘categories of play’ SSX would fall under primarily ‘Agon’. Agon is games of competition, Your goal in the game is to go down the mountains to gain as much score as possible through tricks and be awarded with medals for your efforts, this would give you credits to buy better gear and improve your downhill performances. Also the online multiplayer allowed you to race against other players or friends to get to the finish line but you had to do this in style as boost only came with completed tricks otherwise you would be slow, then the leaderboards visible to see how your friends did on that particular single player mountain would want you to beat their score or even boost your own so they have no chance.

It also falls under ‘Alea’. Alea is games of chance, on the deadly descents as I explained it required alot of skill to time jumps and avoid obstacles but you never knew what was coming around the corner, when its hundreds of trees and your just hoping to make it through without being knocked of your board and restarting.

Illinx can be applied in the boost feature or damage. Illinx games of vertigo/ confusion, when you boosted it blurred the screen around you distorting your vision, then if you landed a stunt badly or hit an object your screen would flash red as if you was hurt. Also on one deadly descent if you stayed in the shadows too long you was too cold and your screen would freeze over distorting vision more and more until you failed as your character had frozen to death.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being score/skill based it would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win. You always want to win the race but to do that you must also do it with tricks in style to gain boost and score. The added multiplayer features increase competition through leaderboards and co operative play.

‘Socialiser’ also applies as the game is multiplayer, mainly through the leaderboard system that compares your scores to your friends or the world if you change the settings. You are trying to achieve but also scoialising with other people by submitting a score or time to a mountain track.

SSX has always been one of my favourite games, despite the tricks being rather gravity defying and unrealistic the game is simply awesome. The challenge of learning the tricks to maximise player experience and achievement is the type of game I get fully immersed in, when it required time to learn and master the game its always rewarding for me to complete the game. Currently I no longer own SSX due to selling it to a friend but after replaying it for Game Theory I will be reinvesting in a very good game.

Here is some gameplay of SSX with all the features I have explaining with tricks, racing and score from GameSpot’s YouTube channel:


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Mario Kart 64- Game Theory

 

Mario Kart 64 is a racing game developed by Nintendo for the Nintendo 64 console as the latest addition to iconic character Mario’s list of games. The game is multiplayer compatible so you can play with your friends on your Nintendo 64 console if you had extra controllers through split-screen. You could play as 8 playable characters from previous Mario games Mario, Luigi, Princess Peach, Toad, Yoshi, Bowser, Wario and Donkey Kong.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to Mario Kart 64 through racing, when you race you want to win to be first place in every race is the main target for any gamer. To finish 2nd or 3rd and be presented on a podium with a silver or bronze is only a downgrade from what you really wanted that ultimate racer 1st place. To race in the game it requires you to drive around 1 of 16 circuit tracks which have obstacles, corners and pick ups (weapons or power ups), you have to be focused on the game to overcome any challenges you are presented with whilst on the track. Personally for me to achieve flow in mario kart whilst racing against 3 other students we was on Rainbow road the hardest track on the game with opportunities to fall off the track and lose position on nearly every corner, control of your kart is difficult and needs high skill for the challenge. This is to be repeated for 3 laps whilst other players fire shells at you leave banana’s on the track and so on, winning this race was a proud moment for me i felt in flow throughout the race and nothing was going to get in my way of my 1st place goal.

flow

To link to the diagram for Mario Kart when you are losing or keep getting hit by everything coming near you, it loses your want to play the game you enter apathy as you feel rubbish at the game but dont feel you should be in the position you are so its not like the game is hard. Or you could be racing against people in your group claiming to be mario kart 64 professionals on the hardest track and beat them to win the race entering flow throughout (that was me against Barrie).

Categories of Play:

For Roger Caillois’s ‘categories of play’ Mario Kart 64 would fall under primarily ‘Agon’. Agon is games of competition, with Mario Kart 64 you are playing to win the race or beat your best times. The added feature of muliplayer interactivity in this game adds to the competition as you want to beat your friends. There are in game cups to add to the competition as you want to win the championships in your kart to prove you are the best racer by completing the game.

It also falls under ‘Alea’. Alea is games of chance, with Mario Kart 64 chance is a big part. One corner a banana may have been left but you serve round it to see a red shell coming for you (homing missile) but it hits the banana, this is one of many examples first place may get hit by a blue shell (homing missile just for 1st place) before the finish line and you take the lead.

Mimicry also applies as Mario is a fantasy character and you race in Mario’s fantasy world and settings which the circuits are based on, you play as the avatar you select in the race to experience this fantasy world.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win. You always want to win the race or the championship either against the computer or your friends so achieving that is your aim.

‘Socialiser’ also applies when muliplayer gameplay comes into it as you are racing with your friends or family around the circuits, this can be an enjoyable experience which can also cause bonding or the opposite as you hit your Dad with that red shell on the final corner to the take the win and he storms off as “you didn’t deserve it”.


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Pac-Man-Game Theory

pac-man-logo1

Pac-man is an arcade game that was developed by Namco and released in 1980. Pac-man is a little yellow circle with a segment missing (mouth) which believe it or not was a design from a pizza with a slice taken out. Pac-man runs around a maze to pick up as many of the dots as possible whilst avoiding the ghosts (Blinky, Pinky, Inky and Clyde). If you get caught by any of them pac-man dies and you lose a life, once all your lives are gone the game is over and your score from how many dots you collected is revealed.

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to pac-man as the arcade game requires the player to deal with collecting dots whilst navigating around the maze quickly or intelligently to avoid the enemies, If you eat a big dot you can then eat an enemy but only for a limited amount of time as they return to the ghost enclosure to come back to get you again. The aim is to collect all the dots and gain as many points as possible, the difficulty is the same but you can get yourself into difficult situations where the ghosts are closing in on you and your reactions really have to be sharp to get away otherwise its a life lost. I achieved flow in pac-man due to playing against class students to try get the highest score possible so I was really focusing on every move made and how I can get to the next set of dots without being caught.

flow

Using Csikzentmihalyi’s flow diagram Pac-man can fall into any of them categories it depends how addicted and immersed you in the game. Some cases of flow when Pac-man was released were quite extreme, in the documentary “Thumb Candy” they meet the makers of Pac-man to discuss the popularity of the game 24minutes into the video is the section on Pac-man. 28 minutes in they mention it made “60 billion yen, so roughly 60 million dollars…in one year” for Namco.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Pac-man would fall under primarily ‘Agon’. Agon is games of competition, with Pac-man you are playing to achieve as much points as possible which will require you to survive longer and gain a high score. The replayability to make this a competition with others includes leader boards and also trying to beat your own personal best. An example of Agon would be when we was asked to play free online PC games to later analyse through game theory and in teams of 4 we was to also play against each other for score then rank through score before moving onto the next game.

It also falls under ‘Alea’. Alea is games of chance, with Pac-man the movement of the enemy that the game presents you with is that chance, you could be pinned in a corner by the enemies but somehow manage to escape the navigate randomly but primarily try to chase you but if not they patrol the maze. So chance has a part to play with the enemy, some would say skill is a large part of avoiding them but sometimes you just need that bit of luck to reach the big dot in time before they catch you and eat them all to give you space to continue.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal to an ‘achiever’ style of player due to the points system and the survival aspect.

But it also links to the “Killer” category as Pac-man is a predator, he eats all the dots and if a big dot is activated can eat his enemies which rewards you with bonus score. Therefore it does have killer aspects to the gameplay and rewards.

Socialiser can also link in as when Pac-man was a hugely popular arcade game people would go down to the arcade to play with or against each other, at the end a leaderboard would reveal and you could enter your initials so you was constantly competing with others if you should so choose to treat it that way.

My personal playing of pac-man was that I was either really good at it or just rubbish, when I doing well I enjoyed the game alot and wanted to play more but when i was doing badly it just frustrated me and i wanted to move onto another game. Emotional reactions to the game shows this game has a psychological effect on the player through performance. This is arguable present in all games but this proves the game could be critically analysed using psychoanalysis as a perspective.


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Tetris- Game Theory

Tetris is a puzzle game originally designed and programmed in Russia by Alexey Pajitnov in 1984, since then this has been a hugely successful game franchise spanning across most platforms.

To apply Game Theory I had to play Tetris and then make an analysis on its features and how you can apply game theory to the game.

 

Flow:

Mihaly Csikzentmihalyi’s theory of flow applies to tetris as the seemingly endless puzzle game requires the player to deal with each incoming block, the blocks vary in shape on a random basis and the goal on the game is to create as many ‘lines’ as possible to gain score and ultimately last longer. As the game progresses the longer you last the harder it gets, the blocks come down with more speed in each level requiring quick reactions and in some cases sacrifices to leave a gap in your lines in order to make a new line. Due to this focus at all times is a must to achieve anything in this game.

flow

Personally I can see Tetris being a game version of the flow diagram, in Csikzentmihalyi’s flow diagram (see above) you are determined in different states whilst playing a game dependent on challenge and skill level. With Tetris it starts really easy and slow so you get a grip of the game (relaxed) then as you progress through the challenge level increases slowly so you will gradually go through control into flow where you are so focused on the game whilst glancing at upcoming pieces to plot your next move. Then as it goes further it will ultimately get too hard for any player and create anxiety to then make the player fail and lose.

Categories of Play:

For Roger Caillois’s ‘categories of play’ Tetris would fall under primarily ‘Agon’. Agon is games of competition, with Tetris you are playing to achieve as many lines as possible which will make you play for longer and have a high score. The replayability to make this a competition with others includes leader boards and also trying to beat your own personal best. An example of Agon would be when we was asked to play free online PC games to later analyse through game theory and in teams of 4 we was to also play against each other for score then rank through score before moving onto the next game.

It also falls under ‘Alea’. Alea is games of chance, with Tetris the randomly generated shapes that the game presents you with is that chance, you could be waiting for a long time stacking up shapes on all sides for that long line piece so you get a combo of lines but it may never come and you ultimately reach the top with shapes and lose. So chance has a part to play with piece randomisation being kind or not to how you set up your blocks.

Bartle Test:

To link this into Bartle’s test which defines you as a player through a series of questions this type of game being puzzle based and score based would appeal more to an ‘achiever’ style of player rather than the others due to the achiever always wants to win, or reach that high score before anyone else so with Tetris and the points systems through collecting lines and survival of rounds will appeal much more to an achiever.

To give a personal experience of Tetris to apply to game theory, I have played Tetris nearly all my life from my Game Boy to on my phone to on my PC at school. Tetris has always been a game that has kept me engaged, switched on and immersed. No matter how well I do on my last play I always want to play again to beat my best score, this game has an addictive nature about it due to the complexity of the puzzles and feeling that “what if” whilst playing, what if that square shape had come down or that line piece I may have beaten my high score due to the line combo score it would have given me. That feature of the game will always have me coming back for more to try out achieve myself.

Tests from Dr Richard Haier suggest that by playing Tetris you are increasing your brain’s efficiency and have a thicker cortex. This research was determined by monitoring brain activity whilst subjects played the game, the images showed improved brain results. Here is the document.

Here is a humorous video titled “The Tetris God” by CollegeHumor claiming that there is an evil tetris god that calls out the shapes into the game to purposely torture players waiting for that one piece to get a high score of lines and progress:


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Manic Moles- Studio Game Jam 2

Continuing on from the previous Game Jam (Plant Trap) our tutor decided to organise another game jam to once again give people the opportunity to gain extra credit. With this Game Jam my team was Me, Phil, Mark and Shane. The topic for this game jam was an application (mobile game) and we have to have 1 main character, 1 main mechanic and 1 environment. We could do this however we liked to build any game we wanted along as it tailored to these categories. To begin the design process as always we planned our what makes a good game. We went down the route of mobile games being addictive, fun to play and easy to pick up. Due to this we collectively thought of examples of games on our phones:

  • Flappy Bird
  • Bloons: Tower Defense
  • Paper Toss
  • Angry Birds

These are just a couple of examples, from this we determined that animals in games birds and monkeys etc. So from that we tried to list as many animals as we could that potentially had or hadn’t been done. From this we narrowed it down to a Mole, obviously games like Whack-a-mole are in existence but we could do our own game with a mole character. From this somehow we decided it would be fun to make him a funky disco mole with huge sunglasses and an Afro who has friendly disco moles and rival gang moles trying to sabotage his funky life. Alongside other moles trying to sabotage his mole hill we looked into common predators for moles, this came back with snakes so another enemy designed was a snake. Then to gain a life we had what moles like to eat which is worms once you collected enough worms you gained a life. My personal involvement in this project was in 3D and HUD, I designed the main character also known as “Molevin” it was a really simple design but could be edited and re-textured to create other characters. Which is what I turned Molevin into the enemy character who had different attire wearing a vest and a top hat with a flower in, then for a boss I scaled it up added a bandanna, match in his mouth and a bomb in hand with gloves on. Simply by reusing and editing the initial main character I created 3 characters for in game use good, bad and boss. I also created a tree stump that i projection painted using a mudbox preset to be used for the environment which wasn’t implemented in the end due to it being a unnecessary obstacle on a small environment game but it was used in the Game Over screen to add a visual. The environment is a field and the mole sits in the middle in what was supposed to be a mole hill but its more of a ditch at the moment. It has randomly place assets of grass and stones in the level just to add to the visuals.

This is my work for the HUD designs, using Photoshop to create simple circle icons, i took images of the characters to link it directly to the game, good guy is people saved, worms are lives, and the enemies are how many you have killed throughout the game. Very simple icons but still useful for covering the HUD elements in the game and also with it being a mobile game we didn’t want too much going on to get in the way of the game so small simple icons were effective in avoiding too much distraction from the game.

Here is the in game screenshots of the working HUD and game with my characters in. The menu system, game over and leaderboard design was made by Mark using the custom typeface we created by using a paint brush to go the font on paper then scan them in to be textured on the signposts. Mark used assets from all team members to piece together the menus, start featured everything, game over features the bad guys to symbolise they won and you lost, then the leaderboard was just visual models like grass, rocks and tree stumps. This game I had quite a prominent role in the modelling due to my increased skills over the year and primarily being the more advanced modeler in my group. As for HUD designs I was pleased with my products as they was simplistic but worked well with the theme of the product. As for the game to evaluate it we was very pleased with the end product it was fun and addictive players had to click (or tap for mobile which didn’t work) the enemies to kill them (1 for standard enemy and 2 for the snake). This racked up your score for kills and the aim was to last as long as possible as move and move waves of good and bad characters came into the level at varied speeds and difficulty as it progressed. Only disappointment I had was that my boss character never got time to be implemented but like the other game jams if we had time to progress we would implement a boss level for example. This was my personal favourite of all the game jams as i liked the style of game we had created. I’m looking forward to next next game jam which is in Cambridge Jun 2015.

Here is the video footage of game play from Mark Shaw’s YouTube channel: