Game analysis

Game Play Analysis

I chose Fortnite because It’s a really fun game to experience. It’s one of the most popular games out there if not the most popular game.

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameFortnite
The platformConsole,Pc and mobile
Time played (should be at least 30 minutes)4 hours
If you could work on this game (change it), what would you change and why?I would change the employees that work for the company running the game
PlayersNOTES
How many players are supported?100 in a game, 16 in a lobby
Does it need to be an exact number?no it does not
How does this affect play?the more people the more fun it is
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?they are trying to kill each other
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanicsyou can build cover, you can edit cover, its a battle royale so there is zones that close in as the game progresses, and last one standing wins
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?keyboard and mouse, or a controller
Was there a clear introductory tutorial?not really you have to play the game more and more to understand it
Were they easy to understand or did you find yourself spamming the controller?^^^
Resources & Resource ManagementNOTES
What kinds of resources do players control?Players control how much materials they have, ammo and heals
How are they maintained during play?you have to kill people to get more loot
What is their role?Those are the three most important elements in the game. you cant win without those.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?you can only see from so far as a player on the map.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?usually someone sees another player on the map, they shoot at them, and then they fight.
How does play flow from one action to another?usually there is multiple elements that can change how the basic sequences works. and more than 60% of the time is happens. Theres usually another player that comes into the fight and third parties. So you have to learn how to play against that.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?no not really
Is it based on a historical event (or similar)?^^^
Does the theme or narrative help you know how to play?^^^
Does it have emotional impacts?^^^
Also, look for en media res (does it start in the middle of the game)?
The Elements in MotionNOTES
How do the different elements interact?
What is the gameplay like? Its a cartoon looking game
Is it effective?
Are there any points where the design choices break down?Yes because they recently switched their graphics engine and it requires more high end hardware. This leads to more frame drops and stutters in game.
Design CritiqueNOTES
Why did the designer make these particular choices?Their goal is to make the graphics look better
Why this set of resources?
What if they made different decisions?Then everyone would be happy
Does the design break down at any point?yes because everyone wants to go back to the old graphics engine
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes it does.
Did you find any bugs or glitches?yes but there arent many
What about sound?the sound was fine
Can you spot any technical shortcuts?
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?
Is the game fair?The game has a lot of luck involved in it but it also requires a lot of thinking. for the most part yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
What is the intended audience?
What is the core, the one thing you do over and over, and is it fun?

Introduction to analysis

I stayed inside and played video games

Image from bananatreelog.com

Make a balanced diet is going to be really important during this time. The practicing self care part of the guide is really just to keep your mind in a healthy state so that you dont stress out easily. The cope with stress and anxiety section just explains that stress and anxiety is completely normal during this time and is common. And the last part just explains how to maintain a daily schedule.

  • Play game(s) of your choice for the analysis part of this week

WHAT I LEARNED and PROBLEMS I SOLVED

  • Today I learned a few things from the covid guide. The schedule part is really important to have especially during this time.

changes week 13

SUMMARY

  • I stayed inside and played video games

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

  • The applications written in #C use the .NET FRAMEWORK

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
  • Dynamics
  • Aesthetics

Eight types of aesthetics

  1. Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  2. Fantasy (Game as make-believe): Imaginary world.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  6. Discovery (Game as uncharted territory): Urge to explore game world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  • At least one idea per category, but feel free to add more you your favorite categories
  • Write a short sentence for each idea with these three elements included in each description
    • Someone or thing fighting/struggling against Someone or thing for Someone or thing

DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • you player can sense when someone is around it
  2. Fantasy (Game as make-believe): Imaginary world.
    • a different galaxy that has multiple alien civilizations
  3. Narrative (Game as drama): A story that drives the player to keep coming back This could be a super hero type of theme where he keeps coming back until he reaches his goal
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • There can be an option to replay a level so that the person can get better at it
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • The player will make the community intact and alive so that the game does not die out
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • people will have the ability to customize and create their own characters
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

STUDIO (CREATIVITY)

Screenshot from Construct.net
    • coding a video game is a lot harder than it looks

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  •  Using a web-based service like GitHub means their service acts as the server.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that coding a game is really a lot of thinking and time consuming