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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