I see the puzzle or the riddle in the game design being some sort of combination lock written in cuneiform, roman numbers, or Egyptian hieroglyphic number representation. I see it as being a sort of math problem where the player needs to solve it using the combination lock given the civilization they are exploring in the game. Once the combination is unlocked they gain a clue on how to save the world from the destruction of the gods that have been released.
09 May 2013 Leave a Comment
After participating in a simulation called Ticking Timebomb in Second Life with my classmates we reflected in a voicethread about our feelings related to specific images taken during our activity. Click the link below to see my reflection of the event.
04 Apr 2013 Leave a Comment
Go to attached link below to see this quest reflection on narrative games.
04 Apr 2013 Leave a Comment
After playing several different games designed by my classmates it reaffirms for me that not every game is designed for everyone. Personally, I don’t like the Algorithm Adventure games. It just isn’t a game I get into very easily. At least not those created by the Sploder design platform. I did enjoy Combat Miners of Rhea which surprised me. I was surprised because this game is classified as a first person shooter game but its reminiscent qualities to simple arcade games of the 1980s that I recall playing. The Physics Games category seemed to hold my attention more then others because it feels more as though there is a puzzle to be solved. I find the platform games that you can construct using Sploder are similar to the design of a Zelda quest game. The old style arcade games are typical of Mario Brothers games.
My take aways from this quest assignment are as follows: just as there are all kinds of learners, there are all kind of gamers as well. Given this designers of games in order to be successful need to design games that have components that may attract several types of users. Minecraft comes to mind as a great example of this. Players have the option to play in either survival mode or creative mode. Those that enjoy the trill of fear of the creepers will be attracted to survival mode. As where those players that enjoy building and constructing collaboratively will be more attracted to the creative mode of the game. Regardless of the gaming platform, personally I find those with a story line much more engaging than those that lack a story line.
04 Apr 2013 1 Comment
For my game I envision the characters having a hieroglyphic translator app that they could use to decipher codes that will lead the player in finishing their quest. I imagine the “Toy” in the game looking like an I Pod touch with various apps on it that would aid the main characters in navigating through the sites in the ancient world. I also envision that this I Pod would have a dictionary of ancient gods and the powers they control so they player knows what mystical beings they are up against.
“TechnoBuffalo.” TechnoBuffalo. N.p., n.d. Web. 04 Apr. 2013. <http://www.technobuffalo.com/2012/09/12/ipod-touch-set-for-biggest-upgrade-ever-says-analyst/>.