For this assignment we have been paired into groups and have been given a specific 8 bit game to research and found out as much as we can about the games history, developer and key features of the game. The game we have been selected to research is Metal Gear for the MSX2.
For our first task we have been asked to timeline the Metal Gear franchise from the release of the first game all the way up to its newest release. Below is a timeline created in Photoshop which shows the timeline of the Metal Gear Solid franchise;
Sunday, 20 January 2013
Core games designs mechanics and theories
This is one of the most important mechanics a game needs, without meaningful play there is no point to playing a game or even designing one in the first place. There is a reason as to why humans have been playing games since we can remember not only in our own individual lives but as the human race and in history.
There was once a man named Johan Huzinga, he was a dutch historian. He also wrote a book named Homo ludens which translates in english too Man the player!
This book looked at games and what they mean to us as humans, in it he describes how games have been around for thousands of years and how it is human nature and that games make us human he wrote, "Play is older than culture".
It (plays) is a significant function that to say, there is some sense to it. In there is something "at play" which transcends to the immediate needs of life.
When designing a game meaningful play is mechanic that not only needs to be understood by the designers however it must transcend right down to the players, without this games have no overall meaning and are less likely to impress.
Two kinds of meaningful play!
Descriptive - This is easy to understand, basically you get what you give in games. As the player interacts with the game we expect certain events or interactions too take place for example if we shoot a barrel with a gun we as players would expect visual and audible prompts, such as the character shooting the barrel and the barrel exploding, we would expect to hear gun shots and explosions. If this does not happen then the game has failed the player.
There was once a man named Johan Huzinga, he was a dutch historian. He also wrote a book named Homo ludens which translates in english too Man the player!
This book looked at games and what they mean to us as humans, in it he describes how games have been around for thousands of years and how it is human nature and that games make us human he wrote, "Play is older than culture".
It (plays) is a significant function that to say, there is some sense to it. In there is something "at play" which transcends to the immediate needs of life.
When designing a game meaningful play is mechanic that not only needs to be understood by the designers however it must transcend right down to the players, without this games have no overall meaning and are less likely to impress.
Two kinds of meaningful play!
Descriptive - This is easy to understand, basically you get what you give in games. As the player interacts with the game we expect certain events or interactions too take place for example if we shoot a barrel with a gun we as players would expect visual and audible prompts, such as the character shooting the barrel and the barrel exploding, we would expect to hear gun shots and explosions. If this does not happen then the game has failed the player.
Evaluative - This type of meaningful play is slightly harder to understand, this is where we as players take a step back and evaluate the game on a more complicated level than just a like or dislike of the game.
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