Thursday, June 30, 2011

Blog assignment 1.1


So the hard part was choosing who my inspiration was. An important note is that my inspiration is for the game but to save time and keep you entertained I will only post the trailers of the games. Rest assured that I have played them all the way though.  
InFamous 2 gameplay video

1.   Sucker punch studios. This studio is responsible for the Sly Cooper series as well as the InFamous games. Both games are very entertaining in their own right, they share similar traits and if one plays both and looks closely you can see the similar themes. Contrast is used heavily in the InFamous series. In the game you can choice to be good or evil, the game progresses either way, but the contrast is if one is good then the main characters lighting is blue and his powers develops differently than if one chooses to be evil which results in red lighting and the same base powers develop differently again. The Sly games are better in the Tension to Release series. In that game the player plays each level which while building the overall story. Each stage has its own build and release at the end of the level. The player feels the release of finishing the level while they still want to finish the game.  Also the Sly series plays heavily on the Text and sub text area. The main romantic interest Sly and Carmelita are placed in opposite roles. Sly the thief and Carmelita the cop. The text suggests the standard banter but both address in private that it’s the closest thing they can do to romantic banter leading to the sub text being far different. This games have shown me the fact that a gamers freedom to choose is vital, Infamous. The Sly games have shown me how character interaction can make the game that much enjoyable for the player.
2.      Hideki Kamiya. This man is the writer behind the game Okami. This game was a perfect example of a game being truly being art. The game is a uses Tension and Release very powerfully. About half way through the game the player beats a major boss and the tension I had felt of getting to that point was high and the battle was epic, when I personally beat it I leaned forward to turn off my console I discovered that the game wasn’t over, the release was nice but it instantly starts building back up the tension for the next major moment in the plot it continued and many hours later did I actually finish the game. It was a shock; it was like playing several games in one. The visuals of this game were also fantastic. It used contrast and affinity to really set the characters apart. Fellow gods (the good guys) have a visual affinity; they use a lot of white with red. Villains are far darker leading to a stark contrast, using black yellow and gray as their primary.  Lastly is the sheer activeness ness of the game, the player is always doing something, from traveling to combat to mini games, the player is always engaged with something. The game showed me that one showed me to strive to make a work of art, not just another game.
3.      Gas powered games. This is the company behind the game Supreme Commander. A RTS that was revolutionary in its design and ideals. The game was designed objectively one could easily see the size difference between the simple units in comparison to the larger ones. Also build times where realistic to each unit, some of the most powerful weapons in the game would take hours to fully develop. The game also used a powerful contrast idea. While many games like Supreme Commander make several factions often times the lines blur and after playing for too long they all start blending and feeling the same. Not in Supreme Commander, it goes to get lengths to make strikingly clear differences between each faction, even after hours of play each feel unique. The game uses a unique blend of active and didactic, the game can feel didactic at times since the long build time’s gives players time to sit on their hands, but the micro skirmishes that happen at a constant rate adds activeness to keep the player engaged so that they don’t lose interest.  This game really inspired me, it makes me want to outdo it, to be even greater then what I consider the greatest. The game also taught me the lesson of selling out, the company made a sequel, it was awful they took away every aspect that made it great for the sole purpose of changing the target audience.  I was the group the first game was aimed for, the new game was for younger kids making the design simpler and the visuals more cartoony

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