viernes, 23 de octubre de 2015

Videogame Thoughts

Wildstar
1) The Tetrad

Story:
The story of Wildstar develops around two intergalactic civilizations, the Dominions and the Exiles. The Dominions are an empire that conquered the galaxy with by destroying and subjugating civilizations. As a result they created multiple enemies throughout the galaxy, a couple of these races banded together and created the Exiles, to protect their people and fight the Dominion. One of the Exiles explorers, Dorian Walker, happened to discover a planet called Nexus, habited by the super advanced Eldan that disappeared from the galaxy long ago. This naturally made both sides very interested in this planet, and so both the Domions and the Exiles set course towards Nexus, to conquered at make it their own. That’s where you come in. You are another citizen from the faction of your choosing and you must fight for your people and uncover the secrets of Nexus.

Technology:
The game runs in PC and was created using an engine created by the game creators.

Art:
The art is very quirky and but it is also very cool. It has a very holistic aesthetic, in the sense that the whole game follows a very consistent theme that gives it its own character. The music is fantastic and all of the sound effects are pretty amazing. The game in super high resolution looks great, but sadly the constant server lag makes it a little bit difficult to play with high settings because it adds to the frame rate issues and so I usually run it on low graphics. But never the less, the graphic designers at Carbine Studios know what they are doing. They used an art stilly that could accommodate the cute and corny on one hand and the awesome and menacing on the other one. This widens the player base as you can now attract customers that want one or the other. Another great thing that they made concerning art is that they created a housing system that works much like Unreal. In game you can acquire décor items to put on your property and these items can be scaled and placed where ever the player desires.

Mechanics:
Because this game is an MMORPG it has tons of mechanics, but I they can be divided into groups. For example the game has combat mechanics. You have a total of 30 abilities off which you can use a limited action set off 8 abilities. There is also a stat granting graph on which you can select a limited amount of nods to infuse your character with new powers. You can change this options around to create your own custom build that fits your playstyle. There are also social mechanics, to encourage and facilitate the interactions between players. These consists mainly on incentives and barriers that can only be earned and overcome when you find and train with a group of your own. The game has also crafting mechanics, market mechanics, and other mechanics that create the illusion of a vibrant world with infinite possibilities.

2) Balance
A game like this requires balance mainly in two very important aspects of the game, combat and resources. The combat is the main gameplay mechanic, so it has to be balanced so that it feels satisfying but most importantly fair. An unfair combat system, where one class is the king of all kings, makes for an frustrating experience. This is a problem that affects the more dedicated part of the community, but I think that this is one of the most important demographics, as they are the ones that live for and promote your game. And so it is very important that all classes feel equally powerful and that the game becomes a exercise of strategic skill and not just an unfair number check.

The other main component that need constant balancing is the resource economy. Players need resources to advance in the game and so MMO designers have to keep in mind that resources need to be challenging to acquire but not to the point of being frustrating. Another important thing is that the designers need to create different ways to get this materials. There can just be one way of getting the materials to advance or every single person is just going to do that and they are going to get bored pretty quickly. You need to spread this resources throughout the content that you think is fun and that is going to engage your player base, so they can feel like they are having fun as they progress.

3) Emergent properties
This game has tons of emergent properties, again because it is an MMORPG. The greatest source of emergent properties is combat. Even though Wildstar combat is not one of the most complicated ones, it is still complicated enough to make is very difficult for designers to imagine every single combination possible. That is mainly because, apart from the previously mentioned abilities that you can chose from, there are a many stats that can be tweaked to create different combinations. Although this is a something brings great work to designers it is ultimately very engaging for players. The most dedicated players enjoy discovering overpowered combinations that are viable until the designers discover it. It creates a very interesting dynamic between players and designers.

4) Interest curves
The game can be played many different ways that have totally different outcomes, but I can retail what I found to be the interest curves in my experience playing the game. First there is the discovery phase. This is the part where everything is new and you are learning all of the different systems and getting a feel for the game. This is one of the most exciting stages as you find yourself always wanting to get back to discover something new in the game. Then you start leveling and it all slows down a bit. You find yourself going around and turning quest, enjoy the music and the aesthetics, but in a more passive way as you make your way to higher levels. When you reach level 15 you can start doing group content with other people. This is the part where the game starts to get hard. Group content on Wildstar requires coordination and so this part can be either frustrating or engaging. I found it to be very fun, it encouraged to learn more about the game and the systems that were behind combat and the monster encounters. This is another pike in the interest curve and you start to really commit to the game. Then when you start to get a hang of the group content is starts to become more second nature and you start to teach other people that come with you to the group content what you learned when you completed it. After that you start to reach level 35 you start getting story quests that have a lot of interesting lore in them. This is when you start learning more about the secrets of Nexus. This quests are another pike as they are engaging with a lot of cinematics and voice acting. After this you reach level 50, which is the max level. At this level you do the hardest content in the whole game. I haven’t done it yet so I can’t say but it takes a lot of work and practice to get to that content.

5) Explain the reasons you like or dislike the game and relate this to Game Design issues.
 I like this game because it is very engaging. The combat is complicated but simple and there is a lot of hand eye coordination skill involved. Also the social aspect is very fun. You find yourself always talking to 10 people at once trying to coordinate to kill a boss or do an adventure. It’s a really big challenge to reach the hardest content in the game, that challenge is what keeps me going personally. The reason why I don’t like this game is that is not very well supported. Their launch was a great success but the player base declined to almost 0 I the months after it launched. Now they relaunched on a free to play model, and up to now they have been pretty successful. I hope that they get more support so they can create more content and fix the technical issues that ruin the immersion in the game.

Darkest Dungeon

1) The Tetrad

Story:
The story is about a noble with a lot of money that because he was bored with all of the partying he had to endure he decided that it was a good idea to instead focus on investigating ancient secrets underneath his mansion. He blows through his savings trying to reach this arcane power just to find out that it was a dark power that could destroy them all. He runs from the mansion and writes you a letter as the last heir to the state telling you to please clean up his mess right before he kills himself. So now you have to manage what resources you have left and send out heroes to fight for you and reclaim your lands.

Technology:
The game runs on PC and was created with a custom engine. 

Art:
The art style is very grim and it adds to the gameplay experience in a great way. The game is mainly about the tolls that dungeon crawling have on heroes and so the art delivers that on that experience. The music is calm but spooky and everything from the footsteps to the light twiddling makes it feel like you are really alone in a dungeon filled with monsters.

Mechanics:
On the core this game is mainly a turn base RPG, but it has many nifty mechanics that add very much to the gameplay experience. For example, every hero has a stress meter that goes up as they walk, if they get hit very hard, or with other procs from monsters. When this meter reaches 200 the character gets a resolve check. If he rolls positive then he becomes inspired and fights on, granting the rest of the party benefits for the fight. If he rolls negative then he becomes insane and brings the party down with him.  

2) Balance
There are many different levels of encounters and heroes, so they have to be tweaked appropriately for it to be fair. Personally, I’ve played the game since it got out and it has become much easier than then. But in the end you have to balance for the regular player so that more people play your game. There are also many different classes in the game and these need to be balance to keep the player interested. If there is one simple answer for what is the best combination to beat the game then you need to balance the classes more, to encourage your player base to try all of the content that you have created.

3) Emergent properties
The game doesn’t have many emergent properties. There is an item system on top of the class system which adds another layer of depth to the game’s combat. This item list is not that extensive and so most probably the designers have most of the combinations figured out, but there is still plenty to choose from. There are tons of ways to mix and match the different characters that you have, which is the main source of strategic play in this game.

4) Interest curves
The game starts off with a peak as it introduces you to the game in the form of a cinematic. Then you reach a valley as you are learning the ropes and getting to know the mechanics. In my opinion there is another peak every time you fight a different boss for the first time. After you beat the bosses the first time you just need to plan your expeditions well and its smooth sailing from there. The fact that bosses just increase their stats as you fight stronger versions off them is a little bit disappointing. Clearing the same boss you cleared the first time but being easier now because you know how to play is not a very good way to challenge and keep the player interested. And so the game losses a lot of its edge after that and land into a valley.

5) Explain the reasons you like or dislike the game and relate this to Game Design issues. 
This game is initially great. The whole introduction and first set of bosses are very exciting and nerve wrecking. This is the part that I liked the most. After this first set of bosses though, the game starts to slow down. It becomes a little bit grindy as you are getting to the second set of bosses, but when you eventually get there and find out that it is easier than the last one, well it just ruins the whole feel of the game. Another thing is that the game isn’t finished, so even if you drag yourself to completing the same bosses three time there is no goal at the end. Overall I think that my main concern is that the game became too easy at the end. If they made it so that I could choose from a set of difficulty level that I want to start my campaign at would be great. 

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