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GameIntrospection

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Game Design: Introducing your characters (what rapport do you speak of?)

A foggy night with a pale moonlight shimmers among still water. Murmuring in the distance interrupts the tranquil silence. A ripple in the water catches your eye and you trace it back to where you think it came. The camera closes in on your face as you try to make out what could be ruining the tranquility of the scene.

Introducing your character into a story is important to give a grounding for who the player will control and their significance to the story. Will I be analyzing my character or the story around them? Will I be able to impose any free will through them? Are they reliable, are their perceptions to be trusted?

You not only establish a rapport with the character but you establish the ground rules for interaction with them.

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Let’s Talk about: The Evil Within

The Evil Within

The Evil Within

For a game with such a great ambiance, able to illicit a darkened intrigue in the splattered scenary, macabre imagery and imaginative reality bending, the game shows that it has a clear vision for itself in some aspects. The problem is that this clarity is only in its presentation, but the game’s execution is all over the place.

Evil Within:scenary
Dark Mental Hospitals, a clear sign of good things to come.

 

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Game Design: Always with the Family Issues

Load up a game, any one that is story driven, and find yourself in a world where your main character is either a mercenary/soldier, a camera vehicle for a larger story, or a single white male father/ex-father figure type.

camera-on-car

Call of the Battlefield is a vehicle for set pieces.

Ambiguous man is a vehicle for some story that you’re just a bystander in, watching the main actors propel the story forward. You go from scene to scene where the other actors talk to you, but are giving you the plot points that they’ve enacted at this point in the story. Sometimes you impose some driving force, but the story isn’t necessarily centered around you.

Mannequin

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(YT) Game Design: Dissociative Camera (Electric Super Joy)

This is your Gaming on Data: League of Legends vs Dota Trends

Search Trends of Google

Insight on what’s popular                                                   

But only relative

 

The popularity of the Action Real Time Strategy (ARTS) or MOBA games have shifted around between two main contenders ever since the genre took off with DotA (Defense of the Ancients) in 2004–2005 as the popular Warcraft 3 mod and picked up as standalone games due to their popularity. Now there are only two contenders for the most popular ARTS/MOBA games, League of Legends and DotA 2.

What I originally set out was to see how popular these two franchises are because in the US and much of the gaming communities that I frequent, there is a very strong influence of League of Legends and Riot Games over DotA 2 and I wanted to see if this was persistent across other areas of the world.

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Game Design: Enemy Agency Changing Player Agency

Broad agency is important to have in a video game. The ability to change your environment and change how you interact with it helps to set the game apart from how the player will experience one game over other games. That’s not to say that agency is the ultimate goal in all games. Plenty of games have very minimal agency and are still fun, ala Super Mario Bros. Agency is just another vector to follow in the pursuit of why we enjoy certain games. But the point of this isn’t to write about the player’s agency because that gets entirely too much focus. The agency of those that the player interacts with is equally important to focus on because it determines how the player will interact with the environment as well. The agency of the NPCs (non-playable characters) changes the agency of the player by changing the rules of interaction within the game.

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Illusion of Non-Linearity in Final Fantasy and other RPGs

The Final Fantasy series gets a bad wrap about its problem feeling too linear over the past couple of games. Japanese RPGs (J-RPGs) in general get this label attached to them. A big problem is that these games shifted how the player explores the world from a “make your own path“-style of traversing their worlds to a “connect the dots“-style – going from town A to town B and so on until you get to the end of the game.

[Expansive overworld] Final Fantasy 7 - The one where someone dies
[Expansive overworld] Final Fantasy 7 – The one where someone dies
Final Fantasy XIII - The one where your soul dies when associated with ancestors
[Linear overworld – exaggerated has no overworld] Final Fantasy XIII – The one where your soul dies when associated with ancestors
But, I guess what I want to discuss is that Final Fantasy games and JRPGs as a whole have never really been open-ended and non-linear but older JRPGs just did a better job at hiding their linearity from the player. It all depends on the scale of which you explore each area before moving to the next.

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Dubbed TV Shows and Fixing Voice Acting

I’m leaving Prague right now and have spent ample time on the TV finding something to pass the time during the moments when your legs and feet hurt just a bit too much to keep the adventure going for the day. With a small selection of channels to keep my viewing attention, I was able to catch some Czech TV when the BBC Entertainment and news channels couldn’t hold my interest. This meant I happened across a few dubbed TV shows from the States and UK like Doctor Who, a minute of Big Bang Theory and some South Park among a few other shows and movies being rebroadcast over in the Czech Republic. If you were watching a documentary or a series of facts, the voice over seemed very normal. But because I was watching Dramas and Comedies, the movies were not-bearable.

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The Room of Riddles (Escape the Room and being present in a game)

In a little town called Amsterdam, in the heart of Holland, just outside of the busybody-ism of its downtown by Amsterdam Centraal Train Station is a building with many floors. On the top of those floors there are many rooms. But of these rooms, there was one in particular designed for people to find solutions to get themselves out of the room. You’ve found the Room of Riddles.

Room of Riddles Logo
Room of Riddles Logo

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