RPG – Skyrim
Character development and story are the most important. RPG
elements include: character stats, gaining levels, weapons, armor, health,
magic, stamina. All of which can be seen in Skyrim.
1.
Control Schemes
Skyrim
is one game that excels at its control schemes. On Xbox the controller
interaction is smooth and flawless in combat. Left hand attacks are controlled
by the Left Trigger as are Right handed attacks controlled by the Right
Trigger. Every necessity for combat is easily accessible and controls are
provided for every manor of combat without interruption to gameplay. Switching
between 1st and 3rd person views are seamless and also
easy to switch back and forth between. Controls for: Sprint, shout, sneak, jump
are all easily activated as well are the various sub menus such as your journal
and character menus. Character development and story are the most important.
RPG elements include: character stats, gaining levels, weapons, armor, health,
magic, stamina. All of which can be seen in Skyrim.
2.
Feedback Schemes:
Skyrim
has an enormous feedback system. The most obvious feedback we receive are those
that are constantly on display. These include our: Magicka, Health and Stamina
bars as well as our Compass and directional feedback. Skyrim presents this menu
in a clean and practical function. Don’t have magic equipped? Well your Magicka
bar will not display. Not running or using Stamina? Well than your Stamina bar
will not pop up. However when you start to sprint it pops up into action and
starts to display your diminishing stamina, hence showing you how much longer
you have to run. Another awesome feedback system is Skyrims directional
compass, located at the top of the screen. Instead of the traditional mini map,
which is used in a lot of RPGs Skyrim utilizes a compass that functions not
only as a directional guide but also displays: tracked quests, cities, enemies,
as well as numerous other important locations. These icons also scale with your
relative distance to them, getting either larger or smaller as you approach or
distance yourself. Enemy health also displays here when in combat.
Feedback
can also be seen when under attack, physically or from other various ailments
such as poison, frost or fire. When hit by an enemy blow blood will splatter
and blur the screen as well as induce blood splatter across the viewport.
Another is the weight system, where if you are utilizing armor, which has a
higher weight than you can currently carry your character becomes overburdened
and begins to move extremely slowly.
Feedback in Skyrim submenus is generally
successful. On the CONTROL menu we are provided up to date feedback on our:
quest progression, general stats such as or questing, magic, crafting and crime
history. In the SKILLS menu we can see a hugely successful aspect of Skyrim’s
feedback system. On the top we can see our name, race and level as well as a
progression bar to see how far into that level we are. Also displayed are our 18
skills, these include: Two-handed, lockpicking, archery, alchemy and speech. Each
provide individual and specific feedback and are displayed with a brilliant
control system that is easy to interact with and give you up to date feedback
on your skill level and progression into that level. Each node gives you a
required level as well as description. Here we can also see our Magicka, Health
and Stamina levels. This is also where we go when we level up to put more
points into said categories and become more powerful.
3.
RPG Interface Challenges/Problems/Fixes
As Harvey Smith, Studio Creative Director for Midway
Studios-Austin states: Role-playing games poses difficult interface problems.
RPGs carry massive expectations and desires of fans. Also, representing a
complex, evolving character in a richly detailed world, with a wide variety of
inputs into that world, the game designer must juggle a lot of balls (and keep
the text on the balls legible as they are flying through the air.
One personal interface problem I had was when in Skyrim’s 3rd
person perspective the camera zooms too close into the character, as a result
the only practical way to play in 3rd person view is with weapons
drawn, which although it zooms the characters out providing a better view slows
the character run speed down
dramatically.
The largest
failure of Skyrim though was in its layout of its item system. Although we are
provided with positive feedback on our carry weight, gold and health in these
menus, as well as individual positive or negative armor effects the sub menus
are poorly organized and can often lead to player mistakes and trouble.
The problem? Your treasure is mixed in with trash. In the Apparel menu
everything from crappy armor you have picked up to sell to your best crafted
gear is all clumped together. Even though Skyrim attempts to counter act this
with a favorites menu, all your good gear is still grouped with your trash. A
more detailed menu could be provided for as an example potions. Potions could
be further divided into a health potions, magic potions, stamina potions and
misc. potions category. As the book points out players could also be given the
chance to organize armor according to its strength, which Skyrim makes a big
deal out of. Ex: Ebon, Daedric, Steel armor.
As the book states any action that might result in
frustration for the player should be made difficult to accomplish by accident. As
an example if a player accidently sold their Daedric armor chest piece to a
vendor they are only given 2392g, however to buy it back it will cost them
17126g. A fix to this would be to let players buy back items for the same price.
Friend pointed out, “Oh, well – that’s capitalism!”
Better control menu to switch from: magic to one-handed to
two-handed. This could be accomplished with a button set up like the book
references in Star Wars: Knights of the Old Republic where a single button
switches between blaster and light saber or L4D2 where by pressing “Y” a player
switches between A main handed weapon and their offhanded pistols or melee
weapon.
Adventure – Limbo
Platform exclusive title on Xbox Live Arcade. The game is an
Adventure/Puzzle/Platformer. The player guides an unnamed boy through dangerous
environments and traps, for an unknown motivation (We at the end find the
search to have been for the boy’s missing sister. The developer built the
game's puzzles expecting the player to fail before finding the correct
solution. Playdead called the style of play "trial and death", and
used visually gruesome imagery for the boy's deaths to steer the player from
unworkable solutions. Provides a really dark presentation, compatible to film
noir.
1.
Control Schemes:
Limbo is 2d side
scroller. Limbo possesses a uniquely simple control scheme with only two
buttons (A – Jump and B – Action, as well as the joystick move control.
2.
Feedback Schemes:
Limbo has no health bars, stamina
bars or special menus or setups. Instead the only feedback we receive is from
our character, who is a completely black silhouette of a young boy. His health
is either on or off, if his eyes are glowing white he is alive; if his eyes go
black he is dead. The only other feedback we receive is through dying. Did we
do something wrong, are we going about something the wrong way? We will figure
it out soon enough because traps and death are everywhere and when you fail –
you know it! As a result feedback is almost entirely through the environment
itself. The game can provide us insight through recognition of danger or
foreshadowing where we need to go with recognizable ropes, pulleys, flies,
spikes, shadows, and dangerous obstacles.
Simulation – Tower
Defense
1.
Control Schemes:
Since Tower Defense is on a smart
phone, game control can have a completely different feel from that of a typical
console game; however, in reality can provide a lot quicker and more enjoyable
control. The basics are all there, the game starts with a: Start, Options and
Info buttons. Start brings up the Campaign or Challenge game modes. Options
brings up our music, sound options, as well as a more smartphone related
section: Twitter and Facebook – where you can post your scores and challenge
friends. Info gives us a game guide, scores as well as a cinematic of the
story.
One of the beautiful things about
control on a smart phone is how much control the player actually has. As a
player we are provided with informational feedback on what the upcoming map
will be as well as what the enemies will be and can then choose from a variety
of turrets and weapons to defend against the oncoming onslaught. The player
also sets the pace of the game with a play/pause button as well as personal
strategy and speed (either 1x or 2x) and can unleash up to 3 oncoming enemy
waves at one time.
2.
Feedback Schemes:
General feedback is displayed at
the top. These include: our economy (number of resources, which we get from
killing enemies), lives (number of times an enemy can penetrate our defenses
and hit our base), and score (points earned from surviving each round and
killing units). On the bottom we are given feedback on the upcoming waves of
monsters, through form of visual symbols, each representing a different type of
enemy. Also shown are the number of waves we have survived as well as total
number of waves we need to survive to beat the level.
The whole map is gridded out into
areas where we can place turrets and cannot. To place a turret we click in an
empty grid square and the turrets we previously selected on the startup menu
appear alone with the cost of each turret. This is feedback as we can see which
ones we can afford to place and which ones we don’t have enough resources
for. After placing a unit we can also
click it again and either sell it or upgrade it to the next level. Money gained
for selling it, cost to upgrade and increase in power level are all displayed.
Every unit can be upgraded twice. Feedback can also be seen in the form of
either an empty base (for level 1 units), a solid metal base (for level 2
units), or a glowing blue base (for level 3 units). This provides great
feedback to know what has been upgraded and what can still be upgraded. An
equally important feedback device when placing a unit is a circle that
surrounds it. This shows the range of fire for each turret, this also displays
each time, when you click any unit to show its next possible upgrade range or
the fully upgraded range.
We also receive feedback in the
form of in game visuals. The closer the enemies get to our base or the more
that break through our defenses, the worse we are doing. Vice versa if we are
slaughtering them and the enemies are not making any dent in our defenses than
we are to assume positive feedback that our strategy and gameplay is working. Should
enemies penetrate our defenses we not only see our lives go down but our home
base begins to smoke and eventually flame up should it become extremely
damaged.
3.
Simulation Fixes
Players can easily accidently sell a unit. When placing them
the player receives a secondary check question of “OK?” they must hit to
assuredly place the unit. This is not the case when selling it, so when a
clumsy iPhone player, in the excitement of a game accidently sells a fully
upgraded unit there is nothing you can do and no check to prevent this from
happening.
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