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Introduction:
In this article I will be covering the following topics, Interaction model such
as: avatar, omnipresence, single player, multiplayer, narrative, game
setting (e.g. physical, temporal, environmental, emotional, ethical, goals,
challenges, rewards, player actions, rules, difficulty, game mechanics
(inventory, scoring, win condition), balance, feedback, game structure
(flow chart) and addiction. This article is continuing on from Video game
article visual styles and also compares the three games, resident evil 7,
alien isolation and the last of us.
Interaction models:
Avatar:
Omnipresence:
Morganna (. Hack//Sign)
Mesprit (Pokmon)
Azathoth (Demonbane)
Single player:
This section will be quite short as there isnt much to writer about single
player, this is the same for multiplayer.
Single player refers to the game only being able to have one person
playing on the device at any time, this is because there in single player
games there is only one
character to play with, also
because there isnt any split
screen coded in the game. All
of the games I am writing
about are horror so it keeps
suspense and tension they are
conventionally single player,
the example image to the
right Is of one character from
the last of us to show that only
one person can play as there
is only one person in the story at certain points within this game.
Multiplayer:
Narrative:
spoiler narrative for the game, when going more in detail it is very hard
not to include some kind of spoiler.
Game setting:
In games settings there is a lot of sub headings such as: physical,
temporal, environmental, emotional, ethical, goals, challenges, rewards,
player actions, rules, difficulty, game mechanics (inventory, scoring, win
condition), balance, feedback, game structure (flow chart). So I will try and
write a paragraph for each of these sections so all of the subheadings
under this explanation is related to game settings, this is so that I do not
have to write game settings every other sentence on every single
paragraph below.
Physical:
The physical game settings would refer to the physical options that can be
altered or changed, the best example for this is when you can change the
controller settings e.g. (PlayStation controls used in the example) circle
does an action and does not do the original
action or the thumb sticks are inverted e.g.
instead of moving the camera angle or walking in
right by pushing in thumb sticks right they can
be inverted so by pushing them left it moves
right. The image to the right is of a play station 4
controller, the thumb sticks have two red boxes
high lighting the thumb sticks.
The controls are the main physical options that
can be changed on games, the other options are
audio and visual, for example, frame rate,
volume, resolution, colour opacity, brightness
etc.
Temporal:
After searching the definition of temporal I found that it refers to time, the
definition only states relating to time, this could mean two things in
video games, one meaning could be about frame rate e.g. the speed of a
game if it is lagging (12 frames per second) or is good quality (60+ frames
per second), to the right is two clips, the first one is 12 frames per second
(1st: https://www.youtube.com/watch?v=fv08-FeoGKM) and the second is
60 frames per second (2nd: https://www.youtube.com/watch?
v=yBQHTG2dxs0) these two examples are a great way of seeing the
difference between 12 frames per second and 60 frames per second, by
having more frames per second the game is able to add in a lot more
content and realism to the game where as a game with 12 frames per
second/lower frame rate cannot allow for the same amount of content.
The other thing related to time could mean video games could mean is
how fast or time go in the game relative to the time in reality, moat
games will have a much faster in game time, an example of this is GTA
5/GTA 5 online where the game is 1 minuet in game to 1 second IRL (in
real life).
The image below is from another example where time goes
differently from IRL (in real life), to the right is an example
from the sims 4 where time can be sped up or stopped in
the game. This image is quite blurred as it is an older game
but it says Sun 8:23 here
And the controls refer to making in game time going at
normal speed (1 second IRL 1 minuet in game to double
that speed and triple that speed).
Environmental:
Emotional:
Emotional video games are quite common; this is a large section in video
games as some people like to play story driven games such as series
based games like the games from Tell-tale games that base series of a
game on television shows like game of thrones, wolf among us and other
popular television shows.
The image to the right is of the Tell-tale logo, this shows one of the
companies involved in making emotional games.
Ethical:
Goals:
Challenges:
Actions:
There are actions in every game made, this can be as simple as tapping a
screen to driving or shooting or running etc. Actions in game occur when a
button is pressed or moved or the player taps on the device. An example
of actions is quick time events where a button appears on screen and the
player has to click in a second or they fail the QUICK time event, the entire
reason they are called QUICK time events is because the player has to be
quick and press the correct buttons or they will fail the challenger or
activity.
Rules:
In some games there are certain rules you have to follow, this is not
implicated in many games so this section will be quite short, this section
will also be short as the only thing to say about rules in video games is
that only small section of video games will have rules and if you break the
rules in a video game e.g. online games will either report you or ban you
from the session or server or game. The only
example I can think of for not following the
rules in a game is World of Warcraft where a
player might cheat and be banned as cheating
is against the rules. The image to the right is
of the World of Warcraft logo.
Difficulty:
game online where players who get the most points win and receive a
place on the leader board.
Balance:
Feedback:
Feedback from game settings is the sections in reviews for video games
that discusses video game settings, this will basically state whether the
video games settings are good or not, this section is quite short as the
only thing I can write about feedback for video game settings is that the
video game settings might be mentioned in gaming reviews, most of the
reviews I have seen or read mention aspects of the games settings like
the graphics (frame rate, resolution, opacity, brightness etc.) Apart from
mentioning some of the settings aspects in passing the reviews do not go
into much detail about the settings as the there isnt much detail to go
into about game settings.
Game structure (flow chart):
Video game structure is commonly based on the story line around the
game, the structure is exactly the same as in literature or films, the only
differences I have seen with games is that some games may have a few
more plot twists and shock twists, the image to the right is a simplified
diagram of what the structure of the common video game is, the intro