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Tuesday, September 22, 2020

Suzy Cube Update: March 16, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Unfortunately, I've been sick this week. That means a short update for a couple of reasons: 1. I spent a lot of time resting and 2. I want to get this over with so I can go back to resting. So, on that positive note, let's get it on!
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Monday, September 21, 2020

Three Basic Layers To Observe/Analyze Games

There is a very complete (and complex) way to analyze and understand games proposed by Nitsche (2008) that I have already discussed in here. I have used this idea from Nitsche, semester after semester, in my game-designing classes, and it is a very didactic way to explain to the students the different planes in the gaming ecosystem.

However, since 2018 I've been teaching a discipline named "game essentials" in my university's IT course. It is an introductory (and general) approach to understand different bases of the gaming universe. Trying to synthesize some complex concepts, I'm discussing with my students the three fundamental layers to analyze games: the mechanical layer, the narrative layer, and the aesthetical layer. In an attempt to create the habit of always trying to identify which layer is predominant in a gaming experience I ask my students to grade – from 0 to 10 – these three aspects of the game. I'll use as an example below, a short analysis that I made using the indie game "She remembered caterpillars". Don't know the game? No worries, you can watch the trailer below and understand the central idea of this title:



"She remembered caterpillars" is a color-matching puzzle game with an unsettling organic aesthetic. In my point of view, the mechanical layer is the protagonist in this experience (grade 10) because all the gaming experience – in its core – is about solving the puzzles by positioning the characters in the right places of the scenario, respecting the color rules (ex.: blue character can go through a blue bridge put can't go through a blue arch); another interesting point about the mechanics is the fact that you start the game using characters created with primary colors (red, blue and yellow) and, as the game progresses, you start mixing the characters to use secondary colors (purple, green and orange) to solve the enigmas.

In "She remembered caterpillars", the aesthetical layer is just as important as the mechanical layer (grade 10 for this aspect too). How the characters were conceived with distinct colors, how these colors are always highlighted in the scenario, and how the layout information about the goal of each stage is always clear are nuclear features. In this game, the aesthetic aspects go hand in hand with the mechanical aspects all the time.



Last, but not least, we have a very curious narrative layer inside the "She remembered caterpillars" example. In this title, players eavesdrop on what appears to be one scientist's quest to save her father. The surreal landscapes filled with organic elements, fungi plants, and cute characters look like some kind of metaphor for the despair to reconstruct some brain connections. In this case, my grade for this layer is 5; it's a great narrative (if you stop to read the texts and pay attention) but you can play the whole game ignoring all this metaphoric information and have a great gaming experience.

It's a simple starting exercise to observe/analyze games in a more critical way, but it has worked very well in my introductory classes. Hope it helps you too.

#GoGamers



Reference

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3D worlds. Massachusetts: MIT Press, 2008

Sunday, September 20, 2020

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Saturday, September 12, 2020

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Friday, September 04, 2020

Three Gaming Interfaces To Pay Attention To

In this post, I want to discuss some gaming interfaces and user experience features in games. I will use my three favorite games for this present post, but the subject is broader and allows a bigger discussion that I intend to return to, next month.

DEAD SPACE (PS3)

In the horror-fiction game Dead Space, the interface is something to pay special attention to. The character's (Isaac Clarke) main statuses are disposed in a very strategic way: the life meter is located on his back in the shape of a spinal light, the weapon ammunition is showed as a small number when you aim the gun and, finally, the game has an interesting resource that is a luminous laser to help you easily locate the way the character must go (and it saves time in the complex scenario maze).



HERO (Atari)

This one is a relic from the beginning of the video-gaming era. HERO is an interesting case of user experience (UX) and interface with very limited constrols. Atari's joystick has only one button and one directional stick; with only two resources, HERO's designers implemented a wide range of possibilities: when you press the red button in the joystick the character uses its laser vision to kill enemies; by pressing down the control stick the character launches a dynamite do open walls and, finally, when you hold the control stick up the character flies using a jetpack. A very rich interface and UX created using minimal resources.



Entwined (PS4)

One of my favorite indie games Entwined is a great case of interface and usability. All the gameplay is based on how you can manage the two control sticks from PlayStation's joystick. During the whole experience, you must control the two mystic entities by only using circular movements; the user experience is focused on coordinating two different positions simultaneously (a challenge to your dexterity). Entwined is an incredibly created game, using only circular movements in two control sticks, a master class of game design.



On the three cases related in the post, we can clearly see the ideas of how games must strategically use concepts from the user experience field. To finish this conversation I want to share some content from the site nForm about this subject:

"The user experience is not one simple action – it is an interconnected cycle of attempting to satisfy hopes, dreams, needs and desires. This takes the shape of individuals comparing their expectations to the outcomes generated by their interaction with a system. Managing expectations then becomes key to successfully providing a satisfying "return on experience" that delights users and generates shared, sustainable value".

#GoGamers