Tag Archives: Design Study

Last of Us – Bill’s Town Notes

1 – Drawing Attention to a Building

  • Use of light texture.
  • Billboard with red striking sign.
  • Blue awning.
  • Depth of side of building.
Drawing Attention

2 – Affordances

  • We encounter a door that can be opened with a shiv. This in my mind established an accordance that doors that looked like this could be opened.
Openable Door
  • Later on we may encounter another door that looks like that same shiv door from before, but this one doesn’t open (affordance confusion)!
Non-openable Door

3 – Drawing Attention to Areas of Interest

  • Like the contrast on the left side, draws my eye to the area where the safe is located.
    • Sign as well as red car.
  • Like the depth on the right side, draws my eye.
    • Depth and blue police car.
Areas of Interest

4 – Lock Before The Key

In this section the player finds a safer that requires a numerical combination to be opened.

The Lock

Further down the street the player sees the glint of a note against a dark junk wall, and finds the combination to the safe written on the note. I have an issue with this!

The player does need to do backtracking which isn’t ideal, but it isn’t much, my issue relates to getting the combination. When the player gets the combination it would be an additional plus to underscore receiving this important information with a touch of VO that hinted the relationship between the safe and note e.g “hmm wasn’t there a safe back there?”.

The Key
Continue reading Last of Us – Bill’s Town Notes

Heart of The Swarm, Impressions

Recently I’ve been playing Starcraft 2 Heart of The Swarm, a military science fiction real-time strategy video game developed and published by Blizzard Entertainment. The following are my notes:

There be spoilers ahead, read at your own peril!

Like

  • The Hyperion mission! Having to manage one unit with a continuous stream of battling non playable characters takes away the added task of micro management and lets me enjoy a feeling of ‘distinctiveness’

  • How ‘cutscenes’ meld into gameplay e.g when saving Raynor, Kerrigan’s Leviathan arms smash into the prison ship which then transitions into the game level

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  • Evolution missions really helps players understand how an evolution works and how to use it

Dislike

  • After Kerrigan’s battle with Narud, I felt she recovered too quickly. It drew from the gravity of the fight. She should have been in an injured state for the Leviathan section where characters could comment on her fight. Then by the next mission having recovered, there would be a contextual piece of dialog about it

Continue reading Heart of The Swarm, Impressions

Dyscourse, Impressions

Recently I’ve been playing Dyscourse, a survival adventure video game developed and published by Owlchemy. The following are my notes:

There be spoilers ahead, read at your own peril!

Like

  • Effective non playable character ‘humanization’
    • Text – One character makes a reference to the main players clothes
    • Actions – Passing around of water bottles scene

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  • Warm colorful storybook art style
  • Characters reflect ‘character’ through facial expressions, walking style, and speech which conveys the characters emotion
  • ‘Torchlight Talk’ mechanic, it makes sense that the fire goes out over time making talking limited

  • Time based events with clearly conveyed state e.g combo sequence required to defeat boar

  • Color coding for character dialog messages

  • Slight shine on wooden planks to attract players attention

  • Choice confirmation points that give a player a chance to again consider

  • Rewind feature, which allows player to go through the story again and try get the outcome they actually desire

Continue reading Dyscourse, Impressions

Pocket Legends Ability System

Pocket legends is a multi-platform mobile massively multiplayer online game where players play with a variety of classes which have unique abilities. For this exercise I will be analyzing the ability system in Pocket Legends with a focus on the player vs environment (PvE) tank system for the warrior class.

Classes

In Pocket Legends each class has a role they perform, one such class is the warrior which suits the role of ‘protector’. During gameplay the warrior attracts the attention of enemies, and takes the majority of incoming damage. This role is referred to as being a ‘tank’.

To enact the role of tank, the warrior has an ability system. A tank that is unable to hold the attention of enemies will most likely result in the death of the party. This causes dissatisfaction with the game, which leads to lower player retention. It is therefore important that this system functions well.

Abilities

The fundamental building blocks of the ability system are the abilities. Warriors have unique abilities they can perform such as Vengeful Slash which has usage requirements, and effects when used. These usage requirements are mana, cooldown, and player level which are the primary variables that control this system.

When an ability is enabled it can be cast, and when cast goes into a ‘cooling’ time period. When cooling the ability cannot be used until the cooling period is over. Once the ability has cooled down, the player is able to cast it again. This process repeats as long as the player is able to cast the ability. Disabled abilities cannot be used at all due not meeting usage requirements such as lack of mana, character being dead etc.

Enabled, Cooling, Disabled

We can represent this loop with the following diagram.

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