Go to http://www.atari.com/play
Play one of the classic vintage arcade games (but NOT a facebook game!) online via a browser - e.g. asteroids, battlezone, centipede etc
And answer the following questions (CUT & PASTE THE QUESTIONS INTO A PERSONAL BLOG ENTRY AND PROVIDE ANSWERS WITHIN SAME BLOG ENTRY)
Include a graphic image of the game you played in your blog entry.
Student Name___Ariel Valencia__________________
Today’s Date______2/25/11_________________
Game Title Examined________Tempest________________
Year of Publication (if known - check thedoteaters.com for details) _______1981__________________
Game Publisher_______Atari_______________
Game Developer (if different from Publisher) ______Atari_____________________
1 - What is the game genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
Shoot-em-up
2 -What is the type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
flat enviroment
3 - What is the perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
Third person
4 - What is the actual gameplay – what does the player have to do?
The player must clear the level before being killed.
5 - Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
Yes. It is very easy to figure out the goal of the game and how to play.
6 - Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
The gameplay is random.
7 - What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
It tells me that it was difficult to even program the machine to do what it did.
8 - Describe your views about the game from the point of view of
1. ease of play
It was fairly easy to play and the game play was intuitive.
2. enjoyability
c) level of engagement/immersion
Since the game was random and not patterned, the game was very engaging keeping the player on their toes and completely immersed in the game.
9 - Had you played this game prior to this time? If so, when?
No I had not played the game before.
10 - what does playing the game remind you of in terms of other games/media?
It reminds me of a puzzle you have to complete in rachet and clank in order to unlock a door.
Friday, February 25, 2011
2/25/11 - In class excersise
Once you have a game idea in mind, these are the questions you must ask yourself in order to turn it into a fully fledged game concept. You don't have to be precise or detailed, but you should have a general answer for all of them.
1) Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains similar characters actions or ideas
It is an action RPG with with main character being a High School student who gets caught up in a feud between two assassin groups.
2) What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The main character is forced to join an assassins group and train as well as help the group stop the enemy from summoning a creature
3) Does the game have an avatar or other key character? Describe him/her/it
The main character is a nerdy, horny 18 year old boy who is a bit of a loner.
4) What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to oercome them?
The player will have to travel to other friendly assassins bases and secure ancient artifacts and preventing the enemy from gathering the relics. In his quests he will have to fight off enemies as well as gain trust in his fellow assassins.
5) What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
The players interaction model is through an avatar.
6) What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
3rd person camera as well as first person when aiming certain weapons
7) Does the game fall into an existing genre? If so, which one?
It is an action/adventure RPG.
8) Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
Single player with co-op. The co-op will allow you to play with someone next to you on the same console or online with other players.
9) Why would anyone want to play this game? Who is the game’s target audiencde? What characteristics distinguise them from the mass of players in general?
They would want to play this game because it is an action RPG with a good storyline to keep the player hooked and on the edge of their seat. The target audience are males ages 16+. Entertaining story seperates this game from others.
10) What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
It is a console/PC game that uses the controller that comes with the console.
It is a console/PC game that uses the controller that comes with the console.
11) What is the game’s setting? Where does it take place?
It takes place in modern day world.
It takes place in modern day world.
12) Will the game be broken into levels? What might be the victory condition for a typical level?
The game is broken into levels seperated by years and adventures.
13) Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.The game is broken into levels seperated by years and adventures.
It has a story to go along with it.The story takes place in the present and follows the story of an 18 year old boy who gets sucked into a world of assassins and needs to join their ranks in order to save the world.
Friday, February 11, 2011
End of Analogue - History of Videogames
1) Who invented the first computer game on the PDP1?
Steve Russell
2) What was the name of the game?
Computer Space
3) What was the name of Morton Helig's amusement device that let you smell, hear and see in 3D filmed experiences?
Sensorama
4) What early 1970s movie does an arcade console machine of Spacewar appear?
Spacewar appeared in Soylent Green (1973).
5) What was the name of the man who developed the first TV tennis game?
William Higinbotham
6) Who was the man whose company Atari commercialized the idea of the arcade computer tennis game?
Nolan Bushnell
7) What was the name of this version of the game?
Pong
8) What are vector graphics?
The use of points, lines, curves and shapes based on mathematical equations to represent computer graphics.
9) What types of games do vector graphics lend themselves to?
Space Shooter games
10) When home computers were first made available, how did owners load games into them?
Users entered source code they found print media such as magazines
11) What is the name of the 1985 film in which a young Matthew Broderick starts World War III with his home computer and modem?
WarGames
12) From what sources did the designer of the Space Invaders aliens draw inspiration?
Tomohiro Nishikado drew inspiration from Breakout, War of the Worlds and Star Wars.
13) What is the name given to the contemporary subculture of 8 bit music made with gameboys and other 80s game technology
Chiptune
14) "Escape from Woomera" was a videogame which was used to draw attention to the plight of inmates at a remote detention center in desert town in what country?
A dessert town in Australia.
Steve Russell
2) What was the name of the game?
Computer Space
3) What was the name of Morton Helig's amusement device that let you smell, hear and see in 3D filmed experiences?
Sensorama
4) What early 1970s movie does an arcade console machine of Spacewar appear?
Spacewar appeared in Soylent Green (1973).
5) What was the name of the man who developed the first TV tennis game?
William Higinbotham
6) Who was the man whose company Atari commercialized the idea of the arcade computer tennis game?
Nolan Bushnell
7) What was the name of this version of the game?
Pong
8) What are vector graphics?
The use of points, lines, curves and shapes based on mathematical equations to represent computer graphics.
9) What types of games do vector graphics lend themselves to?
Space Shooter games
10) When home computers were first made available, how did owners load games into them?
Users entered source code they found print media such as magazines
11) What is the name of the 1985 film in which a young Matthew Broderick starts World War III with his home computer and modem?
WarGames
12) From what sources did the designer of the Space Invaders aliens draw inspiration?
Tomohiro Nishikado drew inspiration from Breakout, War of the Worlds and Star Wars.
13) What is the name given to the contemporary subculture of 8 bit music made with gameboys and other 80s game technology
Chiptune
14) "Escape from Woomera" was a videogame which was used to draw attention to the plight of inmates at a remote detention center in desert town in what country?
A dessert town in Australia.
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.
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
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.
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.
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.
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