jazz x rivera. our prehistoric hunter/gatherer ancestors needed many skills to survive and flourish;...

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Game Mechanic Evolution Draft Quest CO-OP EDITION Jazz X Rivera

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Game Mechanic Evolution Draft Quest

CO-OP EDITIONJazz X RiveraPack Mentality: OriginsOur prehistoric hunter/gatherer ancestors needed many skills to survive and flourish; however, the Pack Mentality was the foundation that led to their survival. The further along the development of our ancestors went, the more the families grew. The larger the families the larger the meals. The larger the meals, the more the hunters had to work together to take down these larger animals and provide. (Jefferson, 2013)

Working as a team, prehistoric men were able to flank and surround a larger animal, repeatedly stabbing it until the animal was killed. Hunting as a strong, singular unit caused prehistoric man to provide for their families with food and pelts.

Tools such as rocks and wooden spears were used to hunt these large animals. Rocks were used to bash in skulls as well as to shape and sharpen the tips of spears.

The wooden spears were used to stab the animals in either a thrusting motion or thrown from a distance.

https://lygsbtd.wordpress.comPack MentalityPeek-A-Boo (Toddlers)TOKENSThe token would be the toddler since he or she is the one playing the game.ITEMSThe main item used in the game is anything that can be used to cover the older persons face. The older person, be it a family member or friend is also considered an item in the game of peek-a-boo.ACTIONSThe older person holds a blanket in front of his or her face and pulls it away in a fast motion and shouts PEEK-A-BOO!.SYSTEMSThe action of shouting PEEK-A-BOO causes the toddler to become surprised and in turn begins to laugh.

www.Babyzone.comPack MentalityPeek-A-Boo ContinuedPeek-A-Boo is a great game to play to promote object permanence in babies (Why Peek-A-Boo Is Important, 2013). Helping your child to develop is part of being the care taker and higher ranking person in the pack. Looking after the young and teaching them how to grow and promote learning causes the pack to become stronger and closer over time.

www.babymagz.comPack MentalityScavenger Hunt (Children to Teens)Although there are many differences between scavenger hunts and peek-a-boo, there are a few similarities in the mechanics that carry over.TOKENIn scavenger hunts, the game revolves around the child or teen.SYSTEMThe hiding an object system mechanic holds the same result once that item or face is revealed. A sense of excitement is received towards the seeking and a surprise at the end. ITEMSSame as peek-a-boo, any random object may used in the game. Both games revolve around household items. ACTIONThe parent or person is the the one who sets up the game for the children. Hiding objects throughout the area evolved from simply hiding the face from the toddler.

www.sunhorseweddings.comPack MentalityScavenger Hunt(Children to Teens)New Mechanics of Pack MentalityTokensChildren playingItemsListPencil or penActionsChecking off listHunting itemsFinding ItemsSystemsThe person hiding the objects makes up an inventory sheet and passes it out amongst the players. Once a player has found that item they check it off the list.

These mechanics combined gives all players involved a common goal. And that is to find all items on the inventory sheet that have been hidden. The pack mentality skill focuses on the ability to synchronize within a group for a common goal. Scavenger hunts are fun and at the same time building team work (Etolen, 2013).

www.tpwd.state.tx.usPack MentalityScavenger Hunt (Children to Teens)Over time new games introduce new skills. The two skills incorporated in scavenger hunts are:

EXPLORATIONACTIONSurveying the field of play and using it to think of where the items may be hidden.SYSTEMThe more you search an area the closer you will be to finding the items. COLLECTIONACTIONOnce items have been found you collect and inventory what you have found utilizing the checklist provided.ITEMSBasic household goods being hunted and collected.

www.buzzle.comPack MentalityPaintball (Teens to Adults)

Paintball builds on scavenger hunts in the sense that it utilizes pack mentality using some of the same mechanics.

TOKENSTeen or Adult playing the game

ACTIONSHunting Surveying the landWorking as a team

SYSTEMSWhen a person is found and shot, they are taken out of the game, and the hunter continues on to his or hers next item or person, just like items in scavenger hunts

The mechanics evolved between scavenger hunts and paintball due to the challenging and more fast paced gaming of paintball. Basic household items used in the hunts have now evolved to people. Instead of a pencil to check off your list the player is now wielding a paintball gun. The token, although the same, is wiser and older to think more freely and utilize the environment in a more efficient manner.

www.wardway.comPack MentalityPaintball (Teens to Adults)New Mechanics of Pack Mentality

TokensThe individual teen or adult on the field

ItemsPaintball gunPaintball ballsHopperFeederCO2 tankMaskOpposing playersCoverActionsShootDodgeJumpEvadeUtilize coverReloadSystemsWithin 5ft of an enemy, the enemy will either become a hostage or killed. That will be entirely up to the player.The mechanics involved bring the pack mentality to another level. I feel that paintball is the closest you can get to master the pack mentality without joining the military. Working together as a team and communicating in a quiet manner not to reveal your position needs very like minded individuals. Professional paintball players eat, sleep, and practice with their teammates. They already know the next move their teammates will make on the field by noticing small hints in the body language. The pack mentality deals with the mind and reading into more than just the obvious.

Using the paintball gun and cover, the token is able to give cover fire to their buddy ensuring that they stay alive and in the game while moving around the battle field. Team work is vital to overcome and claim the victory. (Pfau, 2012).

www.afuntab.comPack MentalityPaintball (Teens to Adults)Other new skills added to Paintball are:

EVASIONACTIONS DodgeJumpSlideRoll

ITEMSTrees for camouflageBunkers for shelter

REACTION TIMINGACTIONSDetermining enemy position by incoming fireShooting at direction of incoming fire to gain firing superiority.

TOKENThe player needs to be able to think of the current situation and very quickly determine the best route to take before he is flanked and pinned down.

www.disclose.tvPack MentalityAsteroids (1981)TOKENThe token is the spaceship in the asteroid field

ITEMSThe spaceships photon cannons The spaceships warp driveAsteroidsAlien robot saucers

ACTIONSRotateFireUtilize warp driveMove the ship forward

SYSTEMSUtilizing the warp drive, the spaceship has a chance of explodingShooting an asteroid causes it to break apart into smaller pieces.

www.yourentertainmentnow.comPack MentalityAsteroids (1981)Although playing Asteroids solo will not strengthen the players skill of the pack mentality, playing cooperatively will. Asteroids was one of the first to bring in cooperative play to video game consoles (Allie, 2010). Sharing the reserve ships, the players had to work simultaneously to ensure the lives werent used right away. Utilizing the cooperative play, each spaceship can cover 180 degrees of the screen, covering all sectors of the screen.

Pack MentalitySuper Mario Bros (1985)Some of the few mechanics carried over from Asteroids to Super Mario Bros are the firing at enemies action as well as the dodge and evade action. The systems differ greatly; however, the system mechanic involving points being received by defeating enemies and the fact that there are a set amount of lives given to the player at the beginning of the game are alike.

www.gamingsymmetry.comPack MentalitySuper Mario Bros (1985)New Mechanics of Pack Mentality

TokensMarioLuigi

ItemsKoopa TroopasBowserCoinsSuper MushroomFire FlowerGoombas

ActionsPressing the A button causes Mario or Luigi to jump or swimPressing DOWN on the directional pad causes Mario or Luigi to duck, or climb down beanstalk, and enter pipes.Pressing B causes Mario or Luigi to throw fireball, and dash.Pressing UP on the directional pad causes Mario or Luigi to climb up beanstalk.

SystemsEating a mushroom gives Mario and Luigi the ability to break bricks as well as a defensive barrier to enemies before reverting back to the small Mario or Luigi.100 coins gives you an extra lifeFire Flowers give the player the ability to throw fire balls. Star Power blesses the player with invincibility for a few seconds

These mechanics work together to create an amazing game. The enemies and obstacles put in place by Shigeru Miyamoto and his team were implemented in a way that it wasnt too hard nor too easy. Like everything in life, there is a cause and effect. The power ups gained by utilizing the simple but very important action of jump in the game helped Mario and Luigi immensely on their journey. Knowing down the line that although your lives are low and close to a GAME OVER, a few more coins and an extra life will be heading your way. The power ups hidden in the blocks gave the player a much needed sense of security. A Super Mushroom gave you that extra line of defense before dying. The game also had many little secrets and glitches throughout the world. My favorite being at the end of World 3-1. Jumping on one of the Koopa Troopas shell after hitting him on the steps prior to the flag, you can jump on it at the right angle and continue having it bounce back and forth giving you a vast amount of extra lives. (Workman, 2014). All of these things combine make for a fun and fulfilling game that set up the video game industry for success.

Although the game is played cooperatively by taking turns and not on the same screen, the players share the same goal in rescuing the princess. Huddled together in front of the television set, the players take turns in guiding the one playing. Reminding them of hidden locations, glitches, and warp pipes, the two players are using the pack mentality to work together and assisting when needed to find Princess Peach. Pack MentalitySuper Mario Bros (1985)New skills added include:

PATTERN RECOGNITION

ITEMSWarp Pipe locationsEnemy movements

ACTIONSDodging obstaclesWhen to jump on and off lifts

Reaction Timing

ACTIONSJumping on an enemy then directly to another to avoid being hitWhen to throw fire ball at incoming Goombas or Koopa Troopas

ITEMSExtra lives are quick to run off the screen. Grabbing them quickly is key.The obstacles are tricky to dodge. Reaction Timing goes hand in hand with Pattern Recognition.

Pack MentalityStreets of Rage (1991)Streets of Rage carried over a few of the same system mechanics from Super Mario Bros such as the score system mechanic, pre-set amount of lives at the beginning of the game, and boss battles. The jumping action is also shared between the two games to evade enemies.

The system mechanics changed drastically between the two games. Although Streets of Rage and Super Mario Bros share the basic jump action, it is done for different purpose. In Streets of Rage the player uses the jumping action to set up for a flying high kick for instance and in Super Mario Bros it is needed to maneuver around the game. Another difference between the two are the level layouts. Super Mario Bros gives you the option to simply run through the level without having to jump on every single Goomba you encounter, whereas in Streets of Rage you can not continue a portion of the level until all enemies on the screen have been eliminated. The fighting system mechanic is a complete difference between the games. On one hand you defeat enemies mostly by jumping on their heads and on the other you have full on jab and kick combinations as well as grapples. Super Mario Bros only offers Super Mushrooms and Star Power as a defensive mechanic to avoid losing a life whereas you actually have a health bar and are able to find and pick up health to regenerate in Streets of Rage.

Pack Mentality Streets of Rage (1991)New Mechanics of Pack Mentality

TokensAxel StoneBlaze FieldingAdam HunterItemsStreet ThugsEnforcersBossesTurkey (Health)Baseball BatShattered Glass BottleActionsPressing A uses the special move. Pressing B causes the token to attackPressing C makes the token jumpPressing C then B in mid air causes a flying kickSystemsOnce the special move is used the player will need to wait to respawn once killed to receive another.Shattering phone booths or kicking over trash cans can reveal weapons, money bags which convert to points, health, or extra lives.The health meter goes down once hit and goes up by finding food. Streets of Rage is a great game played cooperatively. The pack mentality skill used by players are very rewarding. In the game you are able to throw each other for a very strong offensive move, knocking down multiple enemies at once. The special move mechanic and action used correctly can make or break a boss battle. When playing together there are now two replicas of the boss you would usually encounter playing solo which means there are two of them flailing and attacking viciously around the screen. Being aware of one anothers health bar will determine who will need health when it is stumbled upon. Playing cooperatively as a team allows you to cover both sides of the screen at once allowing each partition of the level to be cleared effectively and efficiently.

While Streets of Rage could be played alone on the Genesis, where this game truly excelled was when you and a buddy sat down to pound the hell out of denim-clad thugs and whip-carrying S&M queens. You'd argue over who got which weapon when an enemy dropped it. That was an awesome way to spend an afternoon.(Buchanan, 2009)Pack MentalityStreets of Rage (1991)New skills added to Streets of Rage

EVASIONACTIONSDodging hits from bossesAvoiding friendly fireEluding thrown objects such as knives from enemies.Countering grabs

SYSTEMSThe health bar decreases with each hit. Points are added at the end of the level. The more health you have, the more points earned.

RESOURCE MANAGEMENTSYSTEMSSpecial moves are only available once per lifeHealth is scarce and needs to be consumed by team member who needs it.ITEMSHealthWeaponsSpecialsExtra Lives

Pack MentalityTom Clancys Rainbow Six (1999)The jump from Streets of Rage to Tom Clancys Rainbow Six is a big one. The point system mechanic is no more and the genre has completely changed. Rather than a side scrolling game like Streets of Rage, the informally named Rainbow Six is a first person shooter. Although both games revolve around law enforcement, the cops in the early 90s preferred hand-to-hand combat rather than assault rifles and hand grenades like in Rainbow Six. Instead of going through a level and fighting crime, as the team leader you are in charge of carefully planning points of entry, utilizing maps and radar, risk assessments, and ensuring hostage and team survival.

The mechanics had evolved so much that the infamous Streets of Rage looked like a Saturday cartoon in comparison. The realism introduced into the game was able to suck you in and give you reason to continue playing. There are no more set amount of lives in the game. Instead of having to start the entire game over, you simply start at the last checkpoint or at the beginning of the mission. An honorable mention of the evolution between the games is the ability to change difficulty as well as choose which mission you would like to play.

19Pack MentalityTom Clancys Rainbow Six (1999)New Mechanics of Pack Mentality

TokensRecruit John ClarkRainbow Team MemberItemsTerroristsHostagesAssault RiflesArmorGrenades

ActionsC-Buttons move the character aroundA Button zooms inB Button switches weaponsD-Pad night vision and actionR Button is to shoot

SystemsThe planning rooms allows you to view floor plans of the building you are about to encounter and allows you to create paths for your teams.The player is able to switch back and forth between teams during the campaign to make sure plans go through accordingly.Aiming reticlesLoading bar for actions such as grenades and picking locks

The systems on this game in my opinion were a bit ahead of its time in a sense that it was hard to manage and perfect on the Nintendo 64 platform. All of the good mechanics were there but I can imagine it being very hard to do with the platforms available. The loading bar system mechanic really slowed the game down a bit but you can see what they were trying to do. Before throwing a grenade for instance, you had a loading bar while switching grenades as well as while throwing it. Although you cannot see the rifle in your hand, the aiming reticle system mechanic is pretty neat. Like a lot of modern games the reticle spreads out while moving quickly making your shots less accurate while on the move. The game gets tough over time and you realize that it is mostly trial and error, remembering where enemies are throughout the maps. This game was a fantastic strategy shooter which really tested the gamers ability to think things through .

The co-op on this game was amazing. Although the mechanics are a bit off compared to the modern versions of Rainbow Six, the foundation was still there. Being able to work together covering different sectors and door wars, the pack mentality kept the two teams alive. If played right this game would feel more like a simulation rather than a video game. One of the very few actual co-op games in its era, Rainbow Six opened the doors for the more adult gamers.

Seriously, the two player co-op mode will lead to some of the best gaming you and a friend of your choice will have on the N64 because of the constant interaction, teamwork required and sense of accomplishment. (Boulding, 1999)Pack MentalityTom Clancys Rainbow Six (1999)Other new skills added to Tom Clancys Rainbow Six.

COMMUNICATIONACTIONSShooting assigned targetsBreaching rooms

SYSTEMSPlanning RoomRadar showing team position as well enemy positions

RISK ASSESSMENTACTIONFlankingCoverDetermining routesSYSTEMSPlanning RoomLoad outs

www.tgldirect.comPack MentalityHALO: Combat Evolved (2001)HALO: Combat Evolved carries on some of the same mechanics from Tom Clancys Rainbow Six such as:RadarFirst person shooterCo-op playGrenade and weapon switchingHUDStrong enemy AI

The gameplay between the two games have evolved immensely. The foundation is there being that it is a first person shooter and utilizes the radar and similar HUD. In HALO: Combat Evolved the health system mechanic has evolved from a one shot one kill system to a shield and health bar. The enemies are not as easy to kill as in Rainbow Six. Instead of human terrorists the player is now fighting hordes of alien warriors called the Covenant whose AI has evolved so much that the replay value of the game is very high (Fielder, 2001). The radar is now more accurate as is the offensive side. Instead of waiting a few seconds to throw a grenade, open a door, or switch weapons; you can now do all of the mentioned actions right away. The gameplay is sped up and the levels are vast. The action mechanics have evolved such as implementing melee attacks and jumping.

The co-op campaign shares a lot of similarities to Rainbow Six such as working as a team to reassure survival throughout the maps, especially on the Heroic or Legendary difficulty. Using tactics such as flanking and getting the attention of enemies are the same as Rainbow Six except the AI is programmed to really make the players think more on their feet rather than planning your next move in a planning room with a teammate. Playing as a team makes the game that much more enjoyable. Using the different vehicles spread out across the world with a friend makes it easier than relying on the human marines AI to shoot where you really want them to aim at. Playing the campaign by yourself is amazing being able to have the entire screen to yourself; however, the joy of sharing the experience with a friend takes this game to an entirely new experience.

www.vg247.comPack MentalityHALO: Combat Evolved (2001)New Mechanics of Pack Mentality

TokensMaster Chief

ItemsCovenantMagnum PistolFloodWarthog

ActionsRight Trigger is to fire weaponB Button melees enemiesX Button reloads weapons and main action buttonA Button causes Master Chief to jumpLeft Trigger throws grenadeRight Analog Click zooms inLeft Analog Click crouches

SystemsThe HUD features health and shield, ammo supply, and radarRadar shows enemies and marines within a certain proximityEach vehicle has a certain feel to it. The Scorpion tank utilizes both joy sticks in order to maneuver as well as fire where as while driving the warthog the two joysticks are only used for precise movements. Enemy AIThe mechanics work flawlessly together to make this game a hit. The actions are precise in that there is no lag between playing. The actions are swift and feel realistic. The systems in place such as the enemy AI allows the player multiple scenarios if having to repeat a certain part of the level. The overall presentation of the items are wonderful. In certain situations a certain weapon is superior. The Shotgun for instance against the Flood is best compared to using a Plasma Rifle. It allows the player to enjoy each weapon instead of ignoring them and using only one throughout the game.

www.dealspwn.comPack MentalityHALO: Combat Evolved (2001)Other new skills added to HALO: Combat Evolved.

EXPLORATION

ACTIONSDrivingSearching corridorsScouting enemiesWalkingSYSTEMSUsing the melee attack you can soften your landing from a high point to cover the level quickly.Finding dead marines offers health and ammunitionThrowing grenades at the indestructible Warthog can cause it to reach places where it usually wouldnt be able to to explore the land more efficiently.

RESOURCE MANAGEMENT

ACTIONSSwapping weaponsKilling Elites before they get in vehicles to give you the opportunity to climb on boardITEMSOver shieldsActive CamouflageCertain weapons for certain situations

www.halo.wikia.comCurrent and Future EvolutionWhere our current games succeed or fail in evolving mechanics.Pack MentalityGears of War 2 (2008)Instead of going with the first Gears of War, I chose the sequel due to its Horde mode. This mode gives up to five players the chance to ward off wave after wave of enemies. A mode that revolutionized cooperative play causing many developers to incorporate it into their games.

A must is five people with five headsets who stick together, communicate, and work cooperatively, no room for Rambo. (Bloom, 2008).

As Derrick Bloom from IGN mentions above, the ability to work as a team and share that pack mentality to fight countless enemies is needed in order to survive the horde.

The system mechanics are roughly the same as earlier games such as HALO: Combat Evolved except this game really captures the essence of a third-person shooter. The camera zooms in a bit when the player crouch runs to cover. The player slams into the wall or pillar and is able to then choose which cover to run to next or simply stay put and provide suppressive fire by either blind firing or throwing grenades. The game also evolves the mechanics in a whole by utilizing the active reload mechanic. Pressing the Right Bumper reloads the weapon; however, pressing it again at the right time results in a faster reload time and provides a boost of damage to the enemies.

Gears of War 2 evolved gaming in a way that it allows games to be fast paced but still allows the gamer to enjoy the time playing.

www.en.wikipedia.orgPack MentalityDESTINY (2014)Destiny will be by far the best game game to incorporate the pack mentality skill.

Public events will pool players into specific areas with similar goals, though these can be seen and ignored by those with better things to do. (Sheridan, 2013).

The system is an always-connected universe which allows players to meet up with friends without having to go thru the hassle of waiting rooms and load screens.

Destiny is more than just a FPS. It incorporates RPG elements, customization, challenging content, all the while running across real players during several modes. Destiny is evolving the gaming industry in that the developers at Bungie havent just created a game; they created a universe.

www.theguardianofdestiny.comReferencesAllie, M. (2010, January 2). Co-Op Classics: Asteroids. Retrieved from http://www.co-optimus.com/editorial/378/page/1/co-op-classics-asteroids.html

Bloom, D. (2008, December 4). Gears of War 2: Horde Mini-FAQ/ Guide. Retrieved from http://www.ign.com/faqs/2008/gears-of-war-2-horde-mini-faqguide-935771

Boulding, A. (1999, November 24) Rainbow Six: It's streamlined to fit your N64, but this is still a great PC to N64 conversion. Retrieved from http://www.ign.com/articles/1999/11/25/rainbow-six-4

Buchanan, L. (2009, July 20) Streets of Rage Review. Retrieved from http://www.ign.com/articles/2009/07/20/streets-of-rage-review

Etolen, N. (2013, May 16). What Fun Things Can Children Find on an Indoor Scavenger Hunt? Retrieved from http://www.livestrong.com/article/1002704-fun-things-can-children-indoor-scavenger-hunt/

Fielder, Joe. (2001, November 9). Not only is this easily the best of the Xbox launch games, but it's easily one of the best shooters ever, on any platform. Retrieved from http://www.gamespot.com/reviews/halo-review/1900-2823816/

References ContinuedJackson, J. (2013, September 18). Where We Came From and Why Its Not As Far As We Think. Retrieved from http://hubpages.com/hub/Where-We-Came-From

McKie, R. (2012, September 22). Humans Hunted For Meat 2 Million Years Ago. Retrieved from http://www.theguardian.com/science/2012/sep/23/human-hunting-evolution-2million-years

Pfau, N. (2012, June 4) Paintball Offers Stress Relief, Builds Teamwork. Retrieved from http://www.army.mil/article/81056/Paintball_offers_stress_relief__builds_teamwork/

Sheridan, C. (2013, October 2). Destinys Cooperative Play Is Built On Three-Person Fireteams. Retrieved from http://www.gamesradar.com/destinys-cooperative-play-built-three-person-fireteams/

Wilson, R. (2009, December 9). The Main Ingredient: Getting Out of My Comfort Zone. Retrieved from http://www.psychologytoday.com/blog/the-main-ingredient/200912/pack-mentality

Why Is Peekaboo Such An Exciting Game For My Baby? (2013, May). Retrieved from http://www.babycenter.com/404_why-is-peekaboo-such-an-exciting-game-for-my-baby_6821.bc

Workman, R. (2014, February 6). Top 10 Super Mario Cheats and Tips. Retrieved from http://www.primagames.com/games/super-mario-3d-world/tips/top-10-super-mario-cheats-and-tips