Stick Ninja
Mechanics:
The mechanics for this game are the set values that the character has and the abilities that the character gains throughout levels. The character also has cards to will add on to the set values the character possesses. There are also 2 types of character (ethereal and physical) that will give the game a different mechanic depending on the character chosen.
Dynamics:
The dynamics of the game are the change in character abilities everytime a character is defeated. Similar to megaman except you don't see that hidden ability until you encounter the enemy. There is a set amount of enemies to defeat before the level advances/progresses. In order to advance further, the character must defeat certain enemies.
Aesthetics:
The fun I think the game is trying to achieve is challenge and maybe a bit of Expression and submission. If it is just enemy onslaughts, then it definitely is submission. The people who made this game probably wanted to challenge the users to defeat levels that gets progressively harder with weapon up. Therefore, it will create addiction.
Zodiac War
Mechanics:
The mechanics for this game is that each character has a set move and each move has a frame rate, hit box, and priority value. Each character will have a set amount of hit point and a time limit. The player must deal enough damage within the time limit in order to win. The player must stay within the stage set for the character.
Dynamics:
The player will be executing different movesets when playing. Depending on hit box and priority, the character that execute a move that out prioritize the other character will do the damage. The player will be forced to do as much damage as possible before time runs out so that the player would not lose.
Aesthetics:
The game is focused on Challenge, and Fellowship. The point of fighting games is to make friends and play against them to test if oneself's skill. I guess that also falls into Expression as well. The game makes the user memorize all the movesets and learn to determine the time and place for a good execution of the moveset.
Crack Quest
Mechanics:
The mechanics are the characters have are coded to do only certain actions. The type of actions changes as you gain weapons. These actions will increase certain values of the function. For example, speed or power values may increase. Enemies will spawn at certain coordinates. Player must win by either shooting up all the enemies or completing a certain level by reaching a certain coordinate.
Dynamics:
Players will win within a time limit and as the player shoot the addicts, the player will gain points. Enemies spawn in certain locations and they will oppose or prevent the character from achieving his/her goal. When the player gets a new weapon, the player will have a new change in their power spped or whatever values they have inside the player.
Aesthetics:
The type of fun this game is engaging is Challenge, narrative, and maybe submission. The challenge is to overcome all obstacles to reach a target. The narrative is the story behind this game. They even want to put cut scenes in so that the story is more engaging. I thought it was submission as well because of the mindless killing.
Tuesday, November 13, 2007
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