Friday, January 28, 2011

Legend of Zelda

1) How would you describe the level of engagement compared to more action oriented games from the same period?

The level of engagement is a lot higher in this game compared to other games of the same period. With games like Super Mario Brothers, There is was a set path which you had to follow as well as little story behind the game. With Zelda there was a world you could explore to find items adventure through the world as you followed the story.

2) What role does setting and characterisation play in the game?

The setting allows the player to have to find their way through the woods. Rather than having a set path that the player must follow, the player is immersed in a forest through which they must navigate and find the correct path. This setting gives the player the feeling as thought they are on an adventure. 


3) How do spells, pickups and power-ups assist the game play?

Spells, pickups and power-ups allow the player to use more strategy and allow for longer game play. You can decide when to use spells and power-ups to your advantage rather than them being used automatically when you pick them up. Other pickups such as life and weapons allow you to grow stronger and attain more life when you are low.

"I, Videogame" Part 2

1) What kind of company was Nintendo before it made videogame and videogame consoles?

It was a producer of plastic toys and card games

2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System)

 Odyssey game system

3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?


Artist/Designer- Art and storytelling

4) How did the limits of the technology affect the way Mario could be shown?

They gave him a hat because it was difficult to do hair, he had a mustache because it was difficult to do a mouth, he had a red jumpsuit to make him recognizable

5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?

 Sales died and atari crashed.

6) What was assumed to the be the 'next big thing' by electronics manufacturers?

PC computers

7) What did Legend of Zelda bring to gaming that was new?

An adventure style of gaming, equipment, leveled up, had a story.

8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames?

The games became more story driven. Also while parents would by computers to create spreadsheets, younger people would buy computers to play games

9) How were the PC games published by Mystery House like King's Quest different from console games?

They had graphics. The games were also different adventure aspect.

10) How did Sega's 16 big Megadrive system change home console gaming?

 It had double the processing power, superior sound and graphics.

11) How did "Leisure Suit Larry" differ from most genre based games of the period?

It was the first racey content game and the first game to use real world characters and enviroments.

12) How is this aspect reflected in many games of today?

It pushed the creation of games with real world characters and more realistic games.

13) What is 'motion capture'?

It is a process in which you put markers on a person and capture their movement.

14) What is the 'uncanny valley'?

When animation and robots look and almost act like actual humans

Friday, January 21, 2011

Cartoon Network Game Creator

A) What options are available to you as a 'game designer'?
Game Starter,  Backrounds, Heros, Goal, Level Design, Test

B) How are these options provided?
They are provided in 6 steps beginning with game starter.

C) What types of elements are provided for you to use to 'build' the game?
You can choose how the level will look, the background, he heros, what the goal is such as collecting orbs or killing enemies. Then you can place obstacles, enemies, orbs, etc. to finish the level/.

D) What limits are set on the level of the game play able to be customized
You cannot choose what the characters attacks will be or how they move about.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.

The game must be difficult to provide entertainment but also achievable otherwise the player will get bored.

"I, Videogame" Part 1

1) Videogames emerged from the culture of the "Cold War" - what does Henry Jenkins from MIT compare the period to in terms of a famous board game?

Battleship

2) a) Who was the inventor of the first Video game according to the documentary?

William Higginbothom

b) What was the name of the game?

  Tennis for 2

3) Steve Russell is credited with the first true computer-based videogame (in terms of its use with the 1961 PDP1 mainframe computer) with SPACEWAR - what popular science fiction book series also influenced him?

Docs Smiths Lensman Series

4) What innovation did Steve Russell's SPACEWAR introduce in terms of input hardware?

The joystick

5) a) In the anti-war and counterculture period of the 1960s and 1970s, what new home entertainment system let consumers finally control what was being seen on the home television?

The MAGNAMOX Oddessy

b) b) Who was its inventor/developer?

Ralph Baer

6) PONG emerged out of the counterculture spirit of the early 1970s - its natural home was what type of entertainment setting?

Bar, restaurant, coffeeshop

7) Who does Nolan Bushnell say were generally best at playing the game?

Women

8) "Space Invaders" emerged in the late 1970s as the first game from Japan.
How did the TAITO production team intensify the emotion of the game using the four-note in-game music theme?

 They sped up the tempo of the music as the space invaders got closer

9) Steve Moulder reflects that the first arcade games tended to result in the player's defeat. This he argues in turn reflected the view held by many designers during that time that war itself is defeatist.

Has this view changed since that time? Do today's latest games still convey this sense? Why? Why not? (use your own words)
 
I believe that this view has not changed but it is perhaps not as direct. When playing a game like Resident Evil,   there are many enemies trying to prevent you from finishing the game. These enemies are trying to defeat you and while you can now continue from save/checkpoints, the game is still based on you trying not to be defeated and completing the game.

10) Have you ever played any of the games shown in this the first episode of "I, Videogame"? What was your memory of playing it? Where were you, when was it?

Yes I have. When I was younger I would play Pac Man whenever i was at an arcade.