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GameIntrospection

Love and Hate for Gaming @GIntrospection

Month

July 2014

Gaming Data: Metacritic Scores over Time

The whole mess of it. Top is critic score data, bottom is user score data.
Animated summary. Poorly compressed, however...
Animated summary. Poorly compressed, however…

There’s also something to say about the user scores in all of the pictures. There is a trend that Users are grading games more harshly than the past. You can attribute this to the hedonic treadmill, where our future experiences require more novelty in order to get enjoyment due to the worn out novelty from past experiences. Or, you can attribute this to fanboys and ragewars about a game, franchise or console allegiance. Or, you can even attribute some of this to it being easier to hate on something than to find redeeming qualities in a piece of creation.

All data was collected from Metacritic.com around April 30th, 2014, graphed with Tableau.

Let’s Talk about: Shovel Knight

I know I talked about it before, but Shovel Knight is probably one of the few games this year that I was hard-pressed to put down. Aside from being a fun Castlevania-Megaman style Platformer, attached is a great soundtrack, a style that references games of the past but is still able to carve out its own image and gameplay that is never “too easy” or “too hard” but consistently finds the middle ground to keep the player lingering in the “I know I can complete this” mentality.

You've come a long way NES-Dracula. Fighting me in a graveyard instead of near your shining throne.
You’ve come a long way NES-Dracula. Fighting me in a graveyard instead of near your shining throne.

Continue reading “Let’s Talk about: Shovel Knight”

I might’ve had more pictures than this, but the gathering area was entirely too small for the amount of people. Mixing that with the heat wave that participated with the entrants to the con, we were all fighting for cooler locations to photograph. Tried to make better accommodations for other gatherings, but it was a shame that this one had to take the hit as far as quality of quantity

Teaching the Player p2.2 – More on Reactive vs Planned Gameplay

Previous posts in the Series Teaching the Player

And a link to the part 1

Running for Speed

The Speed Running community is a fantastic example of people who take every opportunity to transition all games from a Reaction to Planned Gameplay. They approach every game with its predefined rules and regardless of how well a game teaches you a mechanic, the speed runners put in the time to perfect the most opportune route and routine in getting from the start to the end of the game. They epitomize the idea of “Reaction Gameplay + Time = Planned Gameplay” by learning all of the inadequacies of the player’s abilities and the gamespace’s rules and manipulating them to get a more optimized path for faster completion, and shaving frames, seconds or even minutes off of runtimes by understanding what can be done by the player and what will happen in the gamespace when the player performs the action.

Continue reading “Teaching the Player p2.2 – More on Reactive vs Planned Gameplay”

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