Monday, 8 October 2012

Contextual Studies, "Creating Coherent Worlds"

Our first brief for contextual studies explained that our title for the project is:

"Creating Coherent Worlds"

This basically means creating believable and coherent worlds. We have to work in groups for the research side and then do a presentation by ourselves and also hand in separate work. This is what we must complete:

  • 10 minute presentation
  • Reflective journal
  • Back up work, such as an essay.
We then discussed different types of games.
  • Alternate Reality Games (ARGs) - Involve players in real time stories (trans-media) Players must collaborate to solve a puzzle. For example a Blast theory game called 'Can you see me now?' Where virtual players online are pursued by runners on the real life streets of the city.
  • Augmented Reality Game - Allows players to 'project' images onto reality. For example a new game coming out called 'Wonderbook', in which the player has a blank book in real life which comes to life on the screen with the use of the Playstation Move camera.
  • Beat 'em up - Raw combat. For example the 'Scott Pilgrim' game.
  • Platform - Players explore and conquer environments.
  • Puzzle - Test reflexes in a confined space.
  • Racing - Beating the clock or a rival.
  • Rhythm Action - Coordinate interaction to music.
  • RPGS - Role Playing action games, let you become a character in a narrative.
  • MMORPGS - Massive Multiplayer Online Role Playing Games, allow many players to play in a fantasy world online.
  • Shoot 'em ups - Use of weapons against many targets or enemies.
  • Sports - Based on real life sports such as football.
  • Strategy - The player must use strategic moves to beat enemies.
From this we were given different genres to investigate. Our chosen genre was Adventure. We had to create a list of Adventure games. Here were the ones we came up with:

  • Uncharted
  • Tomb Raider
  • Skyrim
  • Fallout
  • Banjo Kazoee
  • Spyro
  • Bioshock
  • Mass Effect
  • Assassins Creed
  • Far Cry
  • Just Cause
  • Pokemon
  • Dragons Dogma
  • Deus Ex
  • Minecraft
  • Little Big Planet
  • Journey
  • Borderlands
  • GTA
  • LA Noire
  • Dishonored
  • Fable
  • Limbo
  • Dear Esther
  • Half Life
  • Heavy Rain
After this we had to pick a game and answer these questions about it:

Narrative/Structure
  • How is the game structured? Does it have levels?
  • Do you have to follow a set path to complete the game? How much freedom do you have to explore the game world?
Visual
  • What does the game look like? What feel does the game give through its visual style?
  • How do the visuals affect the player?
Me and Liam chose Mass Effect 2 for our game. This is what we said in our presentation, as well as the supporting images we had on the slides.


Narrative/Structure:
How is the game structured?
Mass Effect is an Action/Adventure RPG. It is structured using set missions following a narrative towards a final conclusion. The game also includes side missions that have their own sub-narrative, which can affect the main story in some way; (for example: if a player doesn’t complete a characters loyalty mission that character will surely die in the final mission).



Does it have levels?
In reference to levels, Mass Effect does have levels, but they are open party, which means the player isn’t forced to complete the majority of the missions in a set order, or is locked out from missions because they are a lower level. This gives the player control over what they do in the game. Mass Effect does have a character levelling up system. Levelling is gained through completing missions, engaging with other characters in the game, or discovering new worlds/materials across the galaxy. For each level you gain access to unique perks to improve your combat skills and better equipment.


Do you follow a set path to complete the game?
There is a set path to complete the game. However, the game path can vary on how you play side missions and engage with characters; (e.g. take sides with characters). In the end, the game’s initial story is still focussed around the set missions leading to the final conclusion. One vital aspect in the game is how it is based on consequences and repercussions, so any mistakes made; e.g. not completing a loyalty mission or falling out with one of your characters/crew members, can dramatically affect how the game plays out and its ending.


How much freedom do you have to explore the game world?
There is a substantial amount of freedom to explore the game world. When you aren’t completing a mission you can explore different planets throughout the galaxy. Not all planets are accessible, but you can scan them, extract materials and information from them. When doing a mission, the player must go to the planet set and cannot deviate from the planet until the mission is complete.


Visual Style:
What does the game look like?
Mass Effects visual style is fundamentally based on the sheer scale of games universe, both in missions and during free roam.

What feel does the game give through its visual style? 
The camera is set in 3rd person, to give the player a full 360 degree view of both their character and surroundings. The cut scenes and dialogue in the game is camera based, enabling a full visual experience.


How do the visuals affect the player? 
The visuals have an immersive impact on the player as they are realistic and linear, depending on how the player interacts with the games narrative. The realistic style also enables the player to create attachments between them and the characters, enhancing the players experience.




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