gamepanicplay
gamepanicplay
Game Panic Play
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gamepanicplay · 4 years ago
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Design Report: Immersion
How enemies help to immerse the player
The importance of in game enemies. this is a detailed explanation on how they important and therefore imperative for immersion in different styles of games.
Enemies can turn the most boring of dungeon crawlers do an exciting impactful adventure and those tense moments and exhilarating action. To make these enemies truly immersive in the gameplay required these three important steps.
·         mechanical Immersion
·         Spatial Immersion
·         narrative Immersion
 Mechanical immersion is usually associated with small Untold Stories that are found in the background. These types of stories are not converted the player by npcs they are visual cues that allow a player to interpret the story differently from what is originally presented these are usually hidden to give the players a semblance of Mystery.
I shall give you a scenario of this "you are in a big dark room all the windows are boarded up from the inside and all the plates and dishes are strewn About shattered on the floor and Scattered around, you see drops of blood leading from the cabinet leading to A Door can you see more blood Pooling under the door frame”.
There are other forms of immersion you can acquire immersion from voice clips or in game files , ones that can be found within a book or notes and most commonly from prodding at npcs and even npcs talking with each other a good example of this is how Skyrim npcs interact with each other and the player and sometimes you can acquire quests by Simply listening to npcs talking and you can outright miss this Quest if not paying attention. And these games these forms of information like they can be found as physical objects you can interact within the games you don't just get a PNG of text you actually get a three-dimensional item that you can look around for more clues.
Spatial Immersion is predominantly described with the featuring of this type experience where players experience seasons and topography of the game like far off mountain treading off into the distance that you are allowed to explore on foot, deep gorgeous that's when you fall in them you gradually increase your speed until you hit the bottom, and endless Fields where the player can experience peace with the calm sounds of nature with the gentle sounds of footsteps on grass. The best way to allow people to experience these forms of immersion or it is better if I say the best say the ways in which this shatters immersion is with the dreaded loading screens the more loading screens and the unexplained invisible game walls where the player is individually told they are not allowed to go there. The player experiences the more it pulls him out of the game.
Some of the player base debate about how far must immersion go?
Some people seem to agree that in some games there is way too much realism, and this type of realism can actually pull some people out of the game a common problem did people like to talk about is carry weights do they help immersion or do they break immersion.
Ideally, if you want a player to go through a specific area and not take any shortcuts you would use the actual enemies themselves to block the players pat through that area to gently lead him to the early wish him to experience first.
 Mentioning the enemies let us talk a little bit about the enemies and what their purpose basic is it is not that simple as enemies stopping the player from proceeding to make it more difficult it needs to be a smart placement so that you do not frustrate the player, everyone knows you cannot just drop an insurmountable wall to your player otherwise they might leave the game.
Now there are games where there extremely difficult enemies but those specific enemies specially were made like that for the purpose of that particular game and the main mechanic of the game like for example:
“shadow the Colossus” (In this game is about gigantic creatures that requires multiple strikes in specifics places while you are climbing them to be able to kill them.)
They are very important criteria to making a good enemy. For the best example, I can present where the grand majority of the ambience of the game is within its enemies Subnautica.
“Subnautica” (A game where you are free-floating through the ocean trying to survive giant sea monsters trying to eat you.)
What Subnautica has is that you first land in the safe Shallows and what this area is a spot where very few hostels to allow to spawn and until the player integrates with this new environment then he can go deeper where he could find bigger and stronger the enemies. In broader terms the enemy should be appropriately levelled of the current level of player it's ok to have weak enemies at the beginning of the game your Player does not know how to play it so you can forgive him that early And this smoothly leads us to narrative Immersion narrative immersion is someone deceiving because it doesn't only refer to immersion from the story but can also be in the way of how your characters are written a good way of doing this is when your enemies have a specific job some people called them enemy classes find the most common ones being The Archer and bruiser there are different varieties of these enemies and because of their specific abilities they look different from each other. To change the player the enemy doesn't just need to be spammed to lose all of its HP there would be intelligent ways of killing enemies with player made traps or with pre-existing traps they make the enemy Trigger.
The most important thing an enemy need memorable is personality good ways to give your anime personality are physical differences in the different jobs said they are assigned this is not just a stylistic choice this can also help players in coming up with different tactics according to the enemy you could have an enemy type does run away from the player when alone but the text to player when in a group. It is very important that is your characterisation of the enemy is very closely related to how they look and that their weaknesses are clearly visible for it to be easy for the player to realise this week point these weak points don't need to be obvious they just need to be clear.
 While making an enemy be very careful of how the enemy looks within the level design  you may you could have designed one of the most beautiful and creative enemies but it doesn't matter if they don't fit the place you've put them in or if the level is not built for them and with this you need be very careful the enemy needs to fit in the overall narrative and game play style you have created, if you have a very slow-moving game where the player needs to be slow and cautious to go through puzzles do not throw in a quick enemy where do player doesn't have time to react to it. It might be frightening yes but it could completely ruin the player’s experience.
While making the games enemies keep in mind when you are making these enemies of how they will react with each other will they be hostile, or will they be friendly or will they team up to kill the player. Enemies do not necessarily need to be hostile to the player they can also be there to serve as a problem for the player to solve.
Now let us talk about how to make a game enemy while using these four aspects difficulty, specific, personality, synergy.
 CHARACTER CREATION
 Let's begin by talking about the environment you're in some kind of cave, now let's say that at the beginning of the game this is going to be a 2 hit kill enemy, where the enemy lets you do a mistake in you getting hit by him immediately kill you the best way to convert these enemies dangerous, is by making him big and angry-looking preferably with big claws that face towards the player now we will start by doing something that will go against realism instead of making our enemy dark give him a bright colour so the player can see him early this will not make the game easier it will make the game fairer for the player.
Now we have a basic description of how the character looks, now we should ask how he will act. The enemy should be aggressive and following player true out the Maze with him giving up after a short while with more of an aggro range this will allow the player to be able to Backtrack if they are in the wrong section of the Maze.
Now we have a description of an enemy. Is only one I know you could create word create synergy with this character I would suggest small but quick anime does very little damage to the player that would not attack the player when alone what would group up and attack the player.
Another section I put focus on is by designing the characters sound like for example the addition off enemies that make insects sounds start the insect phobia of some people and for the bigger enemy large booming steps to show how large this creature is compared to the player this will also help the player not necessarily see the anime first but rather hear him first.
References
Design Report: Immersion
Cheng, K. and A. Cairns, P., 2005. Behaviour, realism and immersion in games | CHI '05 Extended Abstracts on Human Factors in Computing Systems. [online] Dl.acm.org. Available at: <https://dl.acm.org/doi/abs/10.1145/1056808.1056894> [Accessed 2 May 2021].
Youtube.com. 2017. Before you continue to YouTube. [online] Available at: <https://www.youtube.com/watch?v=A2gIE5gyA6s> [Accessed 3 May 2021].
Frasca, G., 2010. Rethinking agency and immersion: video games as a means of consciousness-raising. [online] Taylor & Francis. Available at: <https://www.tandfonline.com/doi/abs/10.1076/digc.12.3.167.3225> [Accessed 3 May 2021].
Katelyn, P. and Clint, B., 2011. An Examination of Flow and Immersion in Games. [online] SAGE Journals. Available at: <https://journals.sagepub.com/doi/abs/10.1177/1071181311551455> [Accessed 3 May 2021].
Calleja, G., 2011. In-Game. [online] Google Books. Available at: <https://books.google.com.mt/books?hl=en&lr=&id=KIQKV_MXvBAC&oi=fnd&pg=PP1&dq=immersion+in+game+enemy&ots=ykriU7XAE2&sig=VRgi57MxF2RLFdKMYuv_4dusnvc&redir_esc=y#v=onepage&q&f=false> [Accessed 4 May 2021].
Youtube.com. 2017. Before you continue to YouTube. [online] Available at: <https://www.youtube.com/watch?v=nhU4xywyWU4> [Accessed 7 May 2021].
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gamepanicplay · 4 years ago
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WEEK 12
For what I had decided to work on for my game section is on the enemy sprites so I'm going to focus more on the immersion of enemies and how they react with the player and their surroundings. I should probably talk about the main functions of white enemies are important in games and why is samosa important to make distinctions between different kinds of enemies.
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gamepanicplay · 4 years ago
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WEEK 11
oh my god, week 11... OK so I play the really really weird game Frog Fractions 2  at first it looks like cheapo game after seeing where did the game actually function and all the buttons and everything it seems to be a quite reasonably program game so it has to be one of those games where is meant  two for you  is the word selection of game genres, the game has point-and-click, it has texting game-play, normally describe the game is having a very coked-up version of Space Invaders where does Space Invaders act more like Galaga enemies.. it was Mayhem when it was really fun recommended to anyone that wants to just waste time…
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gamepanicplay · 4 years ago
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WEEK 10
Games I like to play:
Minecraft, Going under, Warframe, Skyrim, Ark, fallout, Project zomboid, Subnautica, FranBow, Sam & Max hit the road, Carrion, Psychonauts, Night in the woods, Terraria and more...
The reason why I enjoy playing these games is that I really enjoy their stories or art style in Warframe it is more of a kill everything you see kind of satisfactory thing.  I think we do any of them are adventure games with some experimentation with horror from night in the woods and Fran bow.
Mind - introverted is because I don't like leave house so my large selection of favourite games might actually reflect that.
Energy – intuitive I usually like to use my guts when playing games, I was should first then see if it was a puzzle later also try to see if I can solve a puzzle in the not so correct way.
Nature – felling I really like to experience games that have an impact on them it could be a good impact or bad impact it's still an impact.
Tactics - judging I always calculate the best way to destroy everything I see if I cannot be smart I'll be rough.
Identity - turbulent I'm a little bit chaotic so I'll try the good part First in a game Turner probably do the chaotic path in Skyrim I stolen Everything that wasn't nailed down.
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gamepanicplay · 4 years ago
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WEEK 9
after playing inside…
the games started by dropping me in the scene in a Dark Forest. I didn't really feel is it though I was physically there it feels more like I was leading him there. In some of the more intense scenes, I did feel the tension from the game when I was being chased by dogs. The environment was very immersive and chock-full of Small Easter eggs in the background I would reference the dog scene again at first you do see a dog in the background well his behind the fence... haha you can't get me. and then afterwards you must jump over the fence the proceed and you're like maybe I shouldn't have insulted the dog. it wasn't busy looking at the backgrounds for secrets I was actually immersed in the story well in large part of this game's story is largely conveyed from visuals you know the specifically told what's going on you need to look to decipher what's going on.
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gamepanicplay · 4 years ago
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WEEK 8
AMONG US
Let us first talk about macro in Among us it's the interaction with your friends and other players it's almost like a game of bluffing where is the Killer you can try to bluff to your friends you were there or not, they believe you. Let us now talk about micro is when you are within the game and join it when you are killing people or running away from the monsters or aliens. There is a third aside to this which is the experience of application it's whether or not the players capable of experiencing the character.
 would each of these phases there are subcategories.
Kinesthetic - it allows you to have many modes of movement this is more so with the Killer he could take the alternative route to access rooms most stealthily.
Spatial - the actual player in the beginning of the maps the first time you play Theis level you don’t know anything is but after a while when you remember where everything is it's easier.
Shared - in Among Us you don't really have an option about single-player and multiplayer but there is a lot of player interactivity within the game older games run by players which helps in the funness.
Narrative - in Among Us there isn't a predetermined negative is the player that usually creates the story of what's happening.
Affective - even though mangoes are not in a realistic Style can still suck you into the game to make you feel all the tension you will ever need to be a well-adjusted human being.
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gamepanicplay · 4 years ago
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WEEK 7 ~~
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gamepanicplay · 4 years ago
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WEEK 6
 Minecraft
If we were to analyse the game with Maslow's Hierarchy of Needs.
let's start whit hierarchy physiological
in the game you're allowed to get food from animals by killing them unusually large for the frustration is if you can't find food and shelter early game, and usually, in Minecraft, the first thing you do before the night comes in is build yourself a very basic bass do keep you safe from any creepy crawlies.
 the next one the safety
there are many ways to defend yourself in Minecraft you can build armour you can make weapons or the way I like to do it is set traps there is a huge variety of trap types you could do you can do did false, spawning, lava shooting poisonous arrows, and all these could be triggered by pressure plates, you could be also used an alive puffer fish to poison anyone that comes near your base I'd like to do is hide my base somewhere difficult to get to.
 these not so obvious one love and belonging
in the game you don't necessarily meet other people honest you're playing in multiplayer. first, there is a wide selection of pets you can acquire in the game at the moment there is wolves, cats and birds. and these are just domestic ones because technically speaking even the other animals can be kept as pets. there is a breed of people that like to keep the hostile mobs as pets.
now for the self-esteem
Minecraft is extremely fulfilling as a game because of its non-linear nature the player is allowed to do anything they want in it if they want to be a knight you can be a knight, if they want to be a demon you can be a daemon, at a very rudimentary level the game does give you achievements but they're not integral to the game.
and finally, self-actualization
this is where the game has a little bit of low time because you're allowed to do anything you want the story is as long as you wanted to be so at one point you will get bored in the game and that is and where you achieve what you wanted within that game if what you want to do in the game is build a house wants to build that house you've achieved what he wanted you self-actualize yourself and I usually restart the game because it's the journey that I like not the end.
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gamepanicplay · 4 years ago
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WEEK 5
So, this week I played cookie Clicker I remember hearing about it when I was still in my secondary year of school everyone was going apeshit for it. even though I really enjoyed cookies this game didn't really... interest me.
so, when I first picked it up and started playing this first thing, I did was asking myself how I optimise this. so, the first thing I did I just dropped all my money in cursor and then forget about the game for about a week. after earning millions of cookies spend them all on more upgrades than leave, I just kept doing that until I just simply forgot about the game. I never really acquired that sense of achievement I'm not that easily amused I'd much prefer having some obscure achievement.
actually, a big problem with these kinds of games is that you don't feel too engaged with them because you can let them run by themselves they don't really need your input because even if you leave the game it will keep running and it will upgrade by itself so not really.
really didn't care because I don't play games for achievements, I play them for temperature entertainment.
Dopamine - it kind of makes you addicted and want you to play more
Adrenaline - I don't really see how you can get a drone inform it maybe when the grannies take over you'll get some of it
Endorphines - happiness When You're Winning
Serotonin - it makes you feel at ease and calm
Oxytocin - there's kind of a social aspect of the game does you share your high score with other people
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gamepanicplay · 4 years ago
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WEEK 4
The schedule Kane will Focus more on finding the crabs underneath the sand with the time element the waves will start to eat the sand slowly find the crabs and time you lose the game.
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gamepanicplay · 4 years ago
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WEEK 3
four week 3 we have to somehow gamify our school go to do that is bribery, if you bribe the player whenever he comes to class he gets a reward will be incentivized to always come to class and after they've collected enough of these prizes you could turn them in for a physical object.
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gamepanicplay · 4 years ago
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WEEK 2
The first thing experience well loading into the game is a charming tutorial to explain the Mechanics of how the game functions to me who doesn't take longer than 5-minutes goes in-depth to explain all the functions of the game.
now let's talk about the part of the game that is sneaky
 the game does not give you infinite keys so you have to wait for more or you have to purchase some with your own game currency or real-life currency good signs of positive reinforcement is when the game shows you how much you surpassed other players.
the players heavily rewarded if they complete a floor on the first try if a player does not
succeed, they lose keys. the game also punishes players that do not purchase these little Shields that prevent other players from stealing their stuff the game also has daily login to insure that players the game every day I have it be more likely did they play with the game and another sneaky tactic of the game watch a video to gain the reward tactic to bait the players into playing the game and watching the advertisements. one small hiccup I have with the game is the fact that the game does not allow you to purchase the trolls out of order you need to purchase the full upgrades of the first throne before you can go to the next one which to me is kind of aggravating.
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gamepanicplay · 4 years ago
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WEEK 1
“Why, dear boy, we don’t send wizards to Azkaban just for blowing up their aunts.”
 Ok… so far, are the first week we were thrown in a random group whit one task find a way to make the school interesting and to exploit the human need to play. With only one catch on our side it can't be boring,  the first thing to be implemented would be a daily login reward system where the player doesn't get rewarded when day to come to class but it's closer to a winning streak the higher The Streak the better the final reward will be. another thing proposed is an achievement system where if a student does certainly a certain task they will get a special patch to prove they achieve this reward this system should not be easily accessible and the patches hard to achieve for a fictional marquee value. another thing proposed is a willingly submitted scoreboard of points achieved by completing side Quest which would cover 3 different categories curriculum, character and engaging.
 curriculum        - ask said she's during a lesson where teachers can appoint students that will only interact with the teachers.
character           - if a student performs seems to be good deeds within or outside  of class can be proven concurred by multiple students that have occurred.
engaging           - this one is personal achievements where a student performs positive deeds out of character.
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