Monday 29 April 2013

Game Analysis

We have been asked to analyse 3 games, focusing on the constituent part of the game.  (Conflict, aesthetics and what purpose the game serves).

The games are:
  • LA Noire
  • Spore
  • Dear Esther

 LA Noire

Structure:

Conflict within the game often arises when the player is confronted by an uncertainty about who the criminal is. Often trying to investigate conflict is present when confronting innocent people, or the criminal themselves. Due to being a single player game the player is only confronting npcs, rather than other people.

The game offers interactive experiences in the form of objects, and npcs. Both may be interacted with in order to find clues and obtain information. These lead the player hopefully towards the correct conclusion and form part of the meaningful play crucial to the game outcome.

Aesthetic:

The style is clearly from the 1940s, drawing on film noire references, even including a black and white style if the player wishes.



Spore

Structure:

Conflict within spore is mainly focused on survival and food consumption. With other npcs vying for better positions within the food chain you must either defend yourself or chase other species down. With this in mind it is clear to see the focus is on player vs game rather than other players.

The player interacts with both the environment and the other organisms within it. By means of travel and combat, as well as a source of food. All of this is mostly focusing on survival initially, however this changes as the game progresses and becomes more social based. These work to create meaningful play, educating younger children about evolution and how life develops, even if it is simplified.

Aesthetic: The style is cartoony, appealing to children, with many cute sounds and animations to appeal to this audience.



Dear Esther

Structure:

The only conflict within Dear Esther is the environment, potentially confusing the player on where to go, especially within the crystal caves. However possible conflict is also represented within understanding the deeper message the game has to offer, where the player must try to challenge the game to receive more information, via exploring. Also some audio is randomly played in different playthroughs, showing the game withholding parts of the story until played again. This is mainly an internal struggle with the game and the player, however outside the game some players argue over what the true meaning of the game is, so there is slight player conflict.

The only player interaction is via exploration, and in turn knowledge gathering. However there is limited meaningful play, with very little to "play" in the game.

Aesthetic:  The style is realistic, with limited physical interaction with the environment it is important to have a visual interaction, with many interesting scenes to view.

An example of the beautiful landscape during the ending cut scene.

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