so for todays blog we got to look at games from a completely different angle and I really learned so much from this. The previous readings have been helpful but this one was definitely my favourite.
The first article that I read was called "What Every Game Developer Needs to Know about Story" . This was a really unique article as I never thought about how the story of my game much at all as for this module most games we make will have no story and will just be focusing on gameplay and getting the game to function perfectly. I love the statement that games aren't movies. this is so t rue. you need a good balance between story and gameplay if the story is the main focus of the game and the gameplay sucks then it will ultimately be a really bad age to play and you will not enjoy it al all. I definitely agree that it should be simple but the story should have some substance to it and should have a good map to explore. I like how the mention the character in the story should be under pressure. this makes great sense as you don't want a game that is really easy , you want a bit of a challenge to make it fun to play. I like when they go into detail about the different type of conflict and having different types of conflict can really make a game unique and give it some deployability. overall this article was really well written and fun to read.
The second article that I read was called "Into the Woods: A Practical Guide to the Hero's Journey". from the offset I really learned some un pique stuff in this article. A heroes journey to me is everything like everyone remembers Mario adventure of trying to rescue princess peach as it is so iconic so a good journey can really make a game stand out on its own . I understand why they made a list of what goes into the heroes journey but I disagree with it . there should not be any set things that a hero should do in a journey. games should be unique and a hero should not have to follow some generic guidelines. for the villain section I agree they should be clever and be an outlaw. the best villains e.g joker and bowser are all outlaws in society. they are also very clear in their plans. Disrupting the heroes world is critical if you want to add some challenge to the game and make it have some replay-ability. so I definitely agree with that statement made in the article . the three arc structure is used in most games
The first article that I read was called "What Every Game Developer Needs to Know about Story" . This was a really unique article as I never thought about how the story of my game much at all as for this module most games we make will have no story and will just be focusing on gameplay and getting the game to function perfectly. I love the statement that games aren't movies. this is so t rue. you need a good balance between story and gameplay if the story is the main focus of the game and the gameplay sucks then it will ultimately be a really bad age to play and you will not enjoy it al all. I definitely agree that it should be simple but the story should have some substance to it and should have a good map to explore. I like how the mention the character in the story should be under pressure. this makes great sense as you don't want a game that is really easy , you want a bit of a challenge to make it fun to play. I like when they go into detail about the different type of conflict and having different types of conflict can really make a game unique and give it some deployability. overall this article was really well written and fun to read.
The second article that I read was called "Into the Woods: A Practical Guide to the Hero's Journey". from the offset I really learned some un pique stuff in this article. A heroes journey to me is everything like everyone remembers Mario adventure of trying to rescue princess peach as it is so iconic so a good journey can really make a game stand out on its own . I understand why they made a list of what goes into the heroes journey but I disagree with it . there should not be any set things that a hero should do in a journey. games should be unique and a hero should not have to follow some generic guidelines. for the villain section I agree they should be clever and be an outlaw. the best villains e.g joker and bowser are all outlaws in society. they are also very clear in their plans. Disrupting the heroes world is critical if you want to add some challenge to the game and make it have some replay-ability. so I definitely agree with that statement made in the article . the three arc structure is used in most games
- In the First Act, you get the hero up a tree
- In the Second Act, you throw stones at him (in other words, you make things harder for him)
- In the Third Act, you get him down out of the tree. . I agree with this to an extent but I don't think every game should follow this pattern as some games it is good to not have a generic ending .
- overall a goes journey should be unique and should make the player feel some sort of emotion
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