Stick Ninja is a fighting game. The player is able to choose appropriate characters and weapons to attack different enemies. This game prototype is balance since player’s actions will bring different results according to the rules. Its game model is abstract as it is widely applicable. Moreover, its aesthetics model is competitive since the player is emotionally invested in defeating the enemies. Besides, aesthetics is submission. The physical prototype they use is a board game, which materials include a board with dices, papers of player, enemies, and weapons, health pieces, and quick rules. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game concepts, run-time behaviors, and desirable emotional responses evoked by the game dynamics. For the originality of this game, there is some action games existed in the market, which are similar to the activities of this game.
Zodiac War is a fighting game with storyline. This game prototype is balance since it gives players clear instructions in order to take appropriate actions and also led to corresponding results. Its game model is formal and abstract as it is well-defined and widely applicable. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating the enemies. For the originality of this game, there is no similar existed action game which background is about zodiac. The physical prototype they use is a board game, which materials include a board with character movement cards, attack cards, health and power points, sheets of story narration and game results. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is narrative and submission.
The player’s goal of the game, Crack Quest, is to defeat the enemies by using the weapons he/she find during the journey. This game prototype is balance since the activities and the goal for the player is clear. Its game model is abstract and proven as it is widely applicable and known to work. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating the enemies. The physical prototype they use is a partial demo of the actual game. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is discovery and submission. For the originality of this game, there are many action games existed in the market, which have similar concepts and activities to this game.
Tuesday, November 13, 2007
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