Presenters for next week...
Tuesday, October 22nd
Game Mechanics with Daniel Boling
Game Mechanics with John Woodlee
Thursday, October 24th
Game Mechanics with Chao Chang
Prototyping with Michelle Woon
Note: I will try to check the blog for comments throughout the week so that participation grades will be as up-to-date as possible. However, since grades are due on Friday, there is a chance I will not be completely up to date. As said before, I will reevaluate participation grades based on blog comments before the end of the semester, so if you don't like your participation grade, it is never too late to change it.
For participation points for the week...
Pick a AAA (not indie) video game released in the last five years. Impose a limitation on that game. How might that limitation change the game mechanics? Alternatively, post your great video game idea, BUT impose a limitation on your idea. How might that limitation change the game mechanics? Use the comments below to post a reply.
The legend of zelda: skyward sword came out about 2 years ago and it has a mini game in which where you get prizes for every boss you fight. This mechanic is the risk and reward because you can adjust the difficulty for greater or lesser prizes. The main game mechanics of the zelda really wouldn't be affected it the risk and reward was limited since this mechanic is generally new to the zelda series and doesn't have much significance to story and experience.
ReplyDeleteThis is Emily Grams. My game idea is about a boy who wakes up one day falling through several layers of dimensions. The boy has to climb up each layer in order to get back to his home world at the very top. Each layer is essentially a level in the game. At each level, the player fights a series of monsters and mini-bosses, and the main boss. But to fight, the player must earn the points needed to be spent on every attack and turn. This game mechanic is called Action Points. It is a limitation to what the player can or cannot do. But the more action points the player earns, the less-limited he is to his actions.
ReplyDeleteI have played with the idea of games with sophisticated AI for npc characters. For example, every npc has a random personality, that can be changed as the player interacts with them. Being mean to a nice npc eventually makes them hostile, or ignoring them makes them stop saying hello to you. However, I don't really have the ability to program something so sophisticated, so if I ever try to make a game using this feature, I might have to resort to dialogue trees and charisma rolls to determine npc responses.
ReplyDeleteMortal Kombat 9th installment came out in 2011. The game mechanics I think would be capture or eliminate because you have to eliminate the player so that you can gain experience points and to move on in the game. The limitation would be that if you play in story mode you have to eliminate the player the story wants you to fight. If you don't you can't keep going in the game. Since story mode is different then just playing with another player it would change capture or eliminate to catch-up because the farther you are in story mode the harder it gets to defeat the game.
ReplyDeleteIn Civilization 5, turns are meant to symbolize the number of years that pass. Assuming you start in the ancient era, one turn takes 400 years and around the 1900's (you start at 4000 BC) one year passes per turn. This is important because the game ends at 2050 AD and the scores for each Civ are tallied if no one has won yet.
ReplyDeleteEliminating the change on year to turn ratio would make the game force players to be more aggressive and encourage them to attack each other rather than just endure in order to get something like a science or cultural victory.
Because the game would have much fewer turns, scientific and cultural development, which increase the more turns go by, would become next to irrelevant.
William McNeal
Dead Space 3 largely involved the Kinesis mechanic, where you could throw stuff around in lieu of using ammo. The mechanic allowed you to save a lot of ammo, and you could almost use that skill entirely to kill the aliens. There was no ammo system involved for the Kinesis, so I propose that limiting the amount of usage out of the ability would make the game more challenging, and more about saving ammo and using your shots wisely, which was a large focus of the game mechanics in the first place.
ReplyDeleteIn Bethesda's "Oblivion", the weight of your army will decrease your running speed in addition to wearing your stamina down quicker as you sprint. When enemies are pursuing you, they will even follow you into the water, where everyone is able to swim at the same speed (if I remember correctly). A limitation I would suggest for this game would be to have the weight of your armor affect your swim speed, and even have it weigh you down if it exceeded a certain weight. This would change the game because you could then lure your heavy-armor wearing enemies into the water. In doing so, you could kill them, without using any of your magica or stamina points, by tricking them into drowning themselves.
ReplyDeleteWell I just beat Zelda: A Link Between Two Worlds, so lets go with that. It would be pretty different game if you were only able to carry a limited amount of items with you at a time. Currently, you can carry every single item in the game with you at a time, as your inventory allows this space. But if it was changed to just two or three items, you would be very limited. You would be constantly switching your equipment to make the perfect loadout for a certain dungeon. While this might not necessarily make the game more difficult, it would definitely make the game take longer to traverse.
ReplyDeleteOn call of Duty on Black Ops 2 it would be better to have more weapons on the zombie play. but if you had one gun with limited ammo theirs no way for you to survive with one pistol. it would also be better if you could have more perks. another thing when you buy the perks it would be better for you to still have it, even after you go down because when you go down you lose all of it. sucks terribley. because all that money youve spent on it goes away...
ReplyDeleteA common limitation that companies place in their game is less damage, more health or more enemies. Rather than making the game actually more difficult with each difficulty level, it is a common belief that just making the battle take longer is all that is needed to make the game harder. This only prolongs the battle and makes the player tired of fighting. A good example of this is in the game Kingdom Hearts 358/2. I actually stopped playing the game because it was going to take too long to beat the boss. the boss was not difficult, but I would have to do the same thing over, and over, and over, and over again. I just stopped due to boredom.
ReplyDeleteRemoving sprint from CoD games would slow the pace of the game and encourage more tactical play.
ReplyDelete