Unit 72 Task 1: Computer Game Design


Unit 72: Computer Game Design
Task 1 
Safa Radwan


Throughout this article, I will be outlining the principles of game design. I will be analysing two games, while comparing and contrasting their visual styles and gameplay elements.

The two games I will be talking about are:
Skullgirls
Monster Hunter World

I chose these because, other than enjoying them both, they both have different features and gameplay that I can compare.

Visual style

World



Monster Hunter World, is made up of 7 worlds. 2 hub worlds, and 5 worlds, where you will be spending most of the game hunting and gathering, with different environments and levels in each world.

In these worlds, are huge expanding environments. Filled to the brim with plants and bugs you can either gather or catch, and monsters to battle.

Skull girls, meanwhile, has hand-drawn environments, some are used in cut scenes like below;

But mostly, these are displayed in gameplay, in the background of the action;

These stay behind the characters, while you move. You can’t interact with the environment like MHW, instead only walking in front of it. While, MHW lets you interact with the environment, and even take items away from it (like cobwebs, or plants) Skullgirls characters are unable to make a difference to their background, as it only serves a cosmetic function.

Characters & Non-playable characters (NPC)

MHW allows you to fully customise your character, as it is an online game, you can meet other players who could look completely different than you, including different armour and weapons.
You can customize your character, right down to the individual eye colour. Although it won’t be very noticeable, these customization functions that let you in-depth edit your player character are very thorough.

Because these are already existing characters integral to the story, you cannot edit their specific characteristics, however, you can pick from 14 different characters, and within those characters you can colour palettes


Feedback interface

This is how the game provides information, or alerts of what is going on. For example, MHW has a multitude of menus, bars, mini-maps and other things on the heads up display (HUD)
MHW has a plethora of things going on, because it is a larger game. However, Skullgirls’ HUD is a little simpler…

Perspective
(2D, 3D, first-person, third-person, scrolling, aerial, context sensitive)

Both games do not use a first-person view. Although in MHW a first-person may be possible to create, it would not work, because it is vital that you need to be seeing what you are doing. If MHW was in first-person, you might be blind-sighted, and succumb to unfair deaths.

Skullgirls would not simply work in first person, being a 2D side-scrolling game, a first-person view would change the game entirely.

Full motion video (FMV)

This is used in games as cut-scenes. The reason game developers may use this, is to create a high-quality scene, that can create lasting effects, that they wouldn’t be able to create normally in-game.

Skullgirls, don’t have full motion cut scenes – it would take too much time and effort to animated them, instead they have pictures, that move, sometimes with text over them.

Monster Hunter World, has many full motion, pre-rendered cut scenes. These scenes play when you enter new areas, or encounter new monsters, and gives the game a very polished feel.



Gameplay 


Interaction Model
eg, Avatar, omnipresence

The player interacts with the world through an interactive model. This is done with an avatar, or as an omnipresence interaction model.

An avatar is how most games work – you see the world in the same plane as the character you are playing. For Skullgirls, and Monster Hunter World this is how both games work. You either create your own character to play as, or play as an already existing character.

However a small portion of games use the omnipresence interaction model. This is in games like Clash of Clans, Fifa, and the Sims. It is where there is no real main character – you control a bunch of characters (or objects) and this is how you progress the game.


Single player & Multiplayer

Monster Hunter World and Skullgirls are both games that can be played offline, however, they are mostly played online, with other players.

Skullgirls has a single player campaign, a separate mode from its multiplayer. You can play as a different character and go through their story. Here you can unlock different cut-scenes (art), however the gameplay is mostly the same. The multiplayer lets you play with friends or online.

With MHW the entire game is like a MMORPG (Massively multiplayer online role-playing games). The entire game is online, and when you enter new worlds, you have the option of grouping with or requesting players to join up with you. However, you don’t have to do this, and can play the entire game offline.

Narrative

Games generally have a story or narrative to them, this gives the reason for the game to exist, push the game forward, and it can be used for single player.

Without a narrative, the games would be confusing. For MHW, we are given purpose, we know why and what we are hunting, and it makes us want to progress. With Skullgirls, without a story mode we wouldn’t care about the characters we are playing.

Game setting
eg, physical, temporal, environment, emotional, ethical,

The setting of the game, is where the game world exists. It can set the mood/theme of the world, for example, Skullgirls is set in a mythical country known as the Canopy Kingdom. This country is reminiscent of 1940s post-war America, full of corruption and poverty. It gives the characters a purpose – they want to escape this life, and obtain the ancient artifact known as the Skull Heart.

Monster Hunter World is set in a beautiful fictitious world, filled with thriving plants, animal, and monsters to hunt. This type of setting is best used in adventure games. They give the player freedom to explore and become immersed with the world.

Difficulty, Balance & Rules

Rules are important to the game. Without rules, games would not be fair.

Difficulty is also an important factor with making a game fair. Without a bit of difficulty, a game would be too easy, thus becoming pointless. Too difficult, and it can be frustrating and tiresome. Games should try to make the player learn the mechanics, and be able to fail, learn, overcome and feel accomplished.

Like difficulty, a balanced and fair game is important. Different types of games try to keep the game balanced in within their own mechanics. Skullgirls lets the player decide what difficulty they want (easy to nightmare)

Monster Hunter World, lets you shoot a flare – this is like sending a SOS to players around the world, who can decide to come and help you.

Game mechanics inventory, Scoring, Win condition Goals, Challenges & Rewards

The basic principle of Monster Hunter World, is you pick your weapon and try to get the enemy (monster) down to zero HP. However, there is a lot more that goes into hunting monsters than button-mashing your way to victory. Many different factors play a part in the damage you deal and receive. As well as this, the monster you are fighting doesn’t show a health bar, requiring the player to be more tactical, and observe the monster’s movement to determine its health.

Skullgirls also has a basic principle – you need to get your opponents health bar to zero, however throw in factors like blocking, combos, and waiting for the perfect time to use your special attack, and this game becomes very tactical.

Having goals can push the player to advance, and play for longer to accomplish these goals.

Feedback

So that players understand what they are doing, games give the player feedback. This can be in the form of your health bar being depleted, or obtaining a status element.
Such as in Monster Hunter World, observing the game for feedback is important, as the game doesn’t show you enemies’ health bars, it is vital for you to observe the game for feedback.
Example:
The poison gas surrounding the enemy tells us it’s poisoned

                                                                                    
Game structure flowchart

A flowchart can help structure the how the game will play out:


Visualizing the structure of a game using a flowchart can help to program mechanics in the game, and is used in pre-production, in the creation of making a game.

Addiction

Games are designed to be fun and, like many recreational activities, it can be very addictive, however games by far, are the most addictive activity. Reasons for this addiction, are that games promote the player to explore, collect, and find things. Once we complete a task, our brains are filled with dopamine (a feel-good hormone in our brain), which can motivate us to keep playing games.
They also provide a challenge, that keeps players wanting to play, and beat it. For example, MHW & Skullgirls are difficult, however the way they are designed, you can get better at game the more you play it, encouraging player to keep practicing, and perfecting their skill.

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