Wednesday, 17 April 2013

Assignment 11


Game Summary


The patterns of pleasure that emerge within and between games offer special kinds of enjoyments. Game designer Brian Moriarty uses the word entrainment to refer to this kind of rhythmic pleasure. Entrainment comes from the French word "entrainer" and has two meanings: to carry along, and to trap. The word has commonly been applied to a range of physical and natural phenomena, from circadian sleep rhythms to the sonic play of a thunderstorm. According to holistic thinker Dr. Stephan Rechtschaffen, "Rhythmic entrainment is one of the great organizing principles of the world, as inescapable as gravity. It explains how one rhythm works with another, and how separate entities, from molecules to stars, will fall into rhythm as automatically as a pulse beats or a butterfly flaps its wings (p.341)”
Once the player enters in the game it emerges with the players experience and sets their motion and experience by playing the game. Watch out is like minesweeper but slightly modified, with its gameplay mechanics, new interface, sets of rules and new components.
Watch out  is grid  with multiple colours, in each boxes   some  there are icon that affects the player or it can benefit the player. This is one thing that Minesweeper don’t have, its all about making choices and players are trying to guess where about is the safe spot. In Minesweeper if the player land right on the bomb is instant death however the watch out allows to give the player a chance by resuming where the player was left off.


Mechanics and Pattern Identification

The watch out is does resembles as minesweeper but it’s more of a casual and puzzle game combined with different constructs of rules. The grid has combination colours for each square. The tokens are going to be covered   in each every single square on the grid. And all square boxes will be covered with tokens with different colour. Having different colour does give player a mind boggling which can cause confusion to the players and decision making. Some of the square represents an icon that will affect the player (depending) what the player receives;
·         1up – Player to receive 10 plus hit points into players life
·         Smiley face- they are the main objectives the player needs to get in order to finish the game
·         Bombs- Bombs are obvious as player should be aware of; they are not friendly and will hurt players. However if the player does have extra hit points it will knock – 10 down.
 That is why tokens are being used to cover up items. The game falls into problem solving and decision making whatever the player progress. If the player manages to to find all the smiley face on that grid, then player will progress to the next grid but the grid will have more additional tiles and   icons are going to be un random place so it doesn’t stay the same. If the player manages to find all smiley face again then will move on to next stage with higher difficulty, there is pattern that stays intact with its game.


Set of rules
Main objectives are the player needs find all the smiley face in order to win the game and move onto the next stage. If player falls into bomb then its game over but if the player has received 1 ups there is possible for the player to stay in its current game.
Player will need to monitor their own health by having pen and paper to know whereabouts the status of their health. Player will receive 10 hit points from start as default as they try to uncover the tokens for each tile.
Components
The components are being used by colour tokens in order to keep its differentiation since tiles have colours and mixing them can affect the players mind.


Bibliography

Salen, K. (04/11/2003). The Rules of play : game design Fundamentail.



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