Tuesday, November 20, 2007

Crits on the last 4 games: Nov. 13th

Aquila:

Mechanics:
Each unit has a certain amount of space they are allowed to move. Each unit has a specific # of damage. The game ends when all of 1 unit dies. Each player takes turn to move. There is AI which tells the units to move and kill certain units. There are different units which has different statuses.

Dynamics:
Everytime a player makes a turn, they will be able to choose to attack or defend. Everytime the unit attacks another unit, the unit that was attacked will lose hp. When all the hp are gone, the unit will disappear. When all the units of one team are gone, the game is over and the team with no units loses. The level changes when the user wins.

Aesthetics:
The aesthetics this game mainly goes for is challenge as player has to strategically think to win. It also has a part of fellowship as well when played with multiplayer. If the game is based on world war theme then it also holds a very slim part of Fantasy.


Chop Stick Chung:

Mechanics:
The mechanics are pointing and clicking, collision detecting for certain motions, and depending on what kind of minigames they input, the mechanics will vary. So far the rules are certain task must be done in a level.

Dynamics:
Every level has a unique task to be done. when the task is done, the level will change. Each unique task will have a time limit or some kind of constraint so that you must complete them with some kind of challenge.

Aesthetics:
The aesthetics for this game is most likely challenge for user to get a high score. There is also submission because the games are short and it's very easily used to pass time.



Deep Field:

Mechanics:
It seems like the mechanics of this game will be using a lot of collision codes. Some clicking and pointing mechanics, and I believe it has a clock mechanic as well to keep track of time. There will be AI as well which the purpose of it is still unknown.

Dynamics:
When a ball is touched the ball will be thrown back and will knock whatever it is that needs to be knocked back. There is a time limit, and I believe you have to push back a certain amount of stuff. Actually i am not quite sure because it wasn't really explained how the main gameplay works. There will be level changes for sure however.

Aesthetics:
Since they took away the story, this is one of those addicting game that will be part of submission. I don't really think there is another aesthetics here except that because it seems like it's just mindless clicking and throwing for high scores. Maybe there will be challenge as well as the level progresses.


Dynasty:

Mechanics:
Looking at the game, it seems like and adventure game. There will be points and clicks. There will be triggers which will be hit when certain objectives are reached. If there will be Dungeon and Dragon elements, then there must be some kind of damage system and some kind attack system.

Dynamics:
When a objective is fulfilled or when a puzzle is solved, then a new puzzle or area will surface. When every puzzle is solved , a new era/stage will appear. The user will collect information as they progress the game to solve the puzzle and activate new triggers. When all the triggers are activated and puzzles solved. The game will end.

Aesthetics:
This is fantasy, expression, discovery, and narrative all into one. Players will explore and find out more about china in a fantasy era which will be narrated. The player will learn more about themselves when they learn about China.

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