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Unit 72-Assignment 1-Extra Work

Introduction: For this particular task, I am going to compare two computer games (FIFA,
Mario Kart and Call of Duty) and talk about Visual style and Gameplay, visual, style is an
instinctive manner which permits the grouping of works into related categories. Any
distinctive, and therefore recognizable, way in which an act is performed or an artefact
made or ought to be performed and made and Gameplay is the specific way in which players
interact with a game, and in particular with video games. Gameplay is the pattern defined
through the game rules, connection between player and the game. I will be talking about
each point in full detail using illustrations. The three games that I have mentioned are FIFA,
Mario Kart and Call of Duty, am going to explain what each game is and compare them
throughout my work.
Third Person: Third-person shooter. Third-person shooter is a subgenre of 3D shooter games
in which the player character is visible on-screen, and the gameplay consists primarily of
shooting. This is particularly aimed at Call of Duty, the point of view shooting game, shows
the character shooting during a battle or fight, this enables the game player to see other
potential targets, likewise to this, FIFA presents Third Person Shooter, when the game player
takes a penalty and in addition to this, Mario Kart shows this when the game player is racing
in the race, for example- when the race starts you have the option of choosing third person,
where you can race in the actual car, which is third person, you can see the roads clearly as
well as the racers hands, below I am going to do some illustrations of this to conclude
further:

Scrolling: First of all, scrolling is the process in which the gameplay camera follows the game
players control, for example when you are controlling a player on FIFA, the camera follows
the actual player enabling the game play to flow, in addition to this, Mario Kart features the
same reality of this, showing the game player scrolling in different ways by following the
character by controlling it on the map.

Aerial: Aerial Games, formerly known as Aerial Games and Entertainment, is an online game
publisher. The corporate headquarters is based in Berlin, Germany. Aerial Games, a
subsidiary of ProSiebenSat Media, operates an Internet gaming portal for massively
multiplayer online games. It focuses on online games in multiple formats, client games,
browser games, and mobile games. It publishes games for the North America, South
America, and Europe.

Context sensitive: In computer and video games. Context sensitivity is important in video
games, especially those controlled by a gamepad, joystick or computer mouse in which the
number of buttons available is limited. It is primarily applied when the player is in a certain
place and is used to interact with a person or object. In terms of my three games, this
feature (Context sensitive) allows the player to have a better experience, through the way
the game player, plays. My three games- Mario Kart, FIFA and Call of Duty all offer this
particular feature which I feel make the game player even better, giving you that overall
fantastic gaming experience.

Avatar: In computing, an avatar is the graphical representation of the user or the users alter
ego or character. It may take either a three-dimensional form, as in games or virtual worlds,
or a two-dimensional form as an icon in Internet forums and other online communities.
Avatar images have also been referred to as "picons" personal icons in the past, though the
usage of this term is uncommon now. It can also refer to a text construct found on early
systems. The term "avatar" can also refer to the personality connected with the screen
name, or handle, of an Internet user. Common avatars may be Internet memes. My three
games offer the avatar characters, which enables them to have a broader gameplay.
Physical: My game that I chose Is FIFA, Mario Kart and Call of Duty. However, FIFA is more
specific to Physical gaming, especially in the way they play as well as the fitness levels that
they use to create a great game. Also, gameising Is s a term used for video games that are
also a form of exercise. Exergaming relies on technology that tracks body movement or
reaction. The genre has been credited with upending the stereotype of gaming as a
sedentary activity, and promoting an active lifestyle. Research indicates that exergames can
produce real improvements in fitness. Exergames are seen as evolving from technology
changes aimed at making video games more fun.

Temporal: In Temporal, players control an unnamed robotically being which cannot recall his
past and tries to figure out where he is, and his purpose. With only a propeller on his head,
players control the quirky robot using only the arrow keys - interacting with the environment
in order to advance and learn more about their surroundings. The game focuses on puzzle
solving and the unravelling of a continuous story that require the player to use the
environment in various ways, such as pushing boxes around, destroying floors, manipulating
chemicals, using automated guns and activating terminals and trigger beams.
Environmental: The environment is the gaming experience in the environment and usually
played in a forest or other environments. An environment artist is someone who works in
the video game industry as a 3D modeller, specializing in outdoor or indoor locations for a
game's setting. They are responsible for creating the majority of the overall visuals the
player will encounter on the screen, making approximate collision so that the player isn't
colliding with every little detail, optimizing geometry so that the level runs at a manageable
framerate, and helping bring life to the game world. Environment artistry has become an
increasingly desired field of work since the rise of console gaming. With more technology
comes better environments.

Emotional: Emotional and Affective videogames are those where player and game
interchange affective signals. They differ from traditional games, which may be designed to
cause emotional responses in users, but seldom have access to the player's emotional state;
this state may be accessed by using biofeedback devices. A particularly simple form of
biofeedback is available through gamepads that measures the pressure with which a button
is pressed: this has been shown to correlate strongly with the players' level of arousal, at the
other end of the scale are braincomputer interfaces.
Inventory: In many games a player is only allowed to carry a set number of items, this means
that a player must prioritize certain items over others in order to manage the amount of
space available. This prevents the player often from being a "jack of all trades" forcing them
to stick to one style of play. The limits of an inventory can be based on the number of items,
the size of the items, or the weight of the items. A prime example is the Call of Duty series
which only allows someone to carry 2 different weapons and grenades. These inventories
can be supplemented by the use of some sort of bank, allowing the player to store what
items are not needed until they can be used later on.

Win condition: The condition which causes a win, almost always based on a player's Faction
affiliation. Sometimes it's explicitly stated in a Role PM, other times it assumed to be
something standard. Games where the town's Win Condition was explicitly stated in the
PMs of the Pro-Town players have sometimes led to non-Town players people being lynched
on account of not knowing how the Game Moderator chose to word the town's Win
Condition.

Balance: In game design, balance is the concept and the practice of tuning a game's rules,
usually with the goal of preventing any of its component systems from being ineffective or
otherwise undesirable when compared to their peers. An unbalanced system represents
wasted development resources at the very least, and at worst can undermine the game's
entire ruleset by making important roles or tasks impossible to perform.
Game Structure (Flowchart):

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