P2

Jesper Juul, Half-Real (2005)


Rule-Based System

The definition of a rule-based game is to store and manipulate knowledge in a useful way. In other words, its to complete a task correctly. A prime example of a rule-based system game, is Monopoly.


Variable and quantifiable outcomes

Each game has a completely different outcome, making a game what it is and how its so separate and unique to any other game. Lets say a game has the same outcome and story, would any want to buy it if it has been seen or done? If there is just one outcome, the game is therefore unfair. 

Different outcomes are assigned different values

Every outcome is very different. A good example, is a slot machine. There is never a certain amount you will get from the machine. Not only is it purely based on luck. The value of that machine makes that specific example so addicting, as there is a chance to win something good, but most of the time you wont get it.

Outcomes influenced by player effort

In a video game, most players who participate will believe that the harder you try, the better you will get and the better the outcome. However, whatever the outcome is, it is purely based on how hard you try and the different turns you make, completing the game. 

Emotional attachment to the outcome

In some games, the outcome can be both good and bad. There are some people who forget about the outcome and the game as soon as it has finished, however there is also a certain amount of people that get attached and get feelings to the game and the outcome. An example of this is The Walking Dead story game. Their is many different outcomes and many different parts. Each part has a different meaning, making players feel emotionally attached to the outcome that they could get.

Consequences of the activity are negotiable

People may all have different interpretations for the consequence, however they need to negotiate to make a fair deal. A prime example of this is rock, paper, scissors. Because the person who beats the other can choose the consequence, after both agreeing to play the game. This means that what the activity they are doing is negotiable and the consequence is fair.

This game is very intense but exciting at the same time. The higher the score, the faster and more intense the game gets. The fact that the game is so energetic, fast and active, it makes you want to keep playing. Also it isn't difficult to restart after you die, so its an easy game, but at the same time that's what make sit playable and not boring. Most mobile games are the same, for example, temple run and Subway Surfs. These games are all very similar with the same style concept. However, the camera angle is different in Canabalt making it unique and individual.

The creator of the game is Adam Saltsman. He approached a games conference and was very into games. He wanted something insane to happen in his experience and make what he does different to everyone else. Saltsman wanted his game to be related to his work in some shape or form. The uniform is smart and typical to the working man; Smart black jacket and trousers, white shirt with a black tie. He said that this "opened my eyes to see what one person could do"

These games are similar to Canabalt, the main aim of these games is to get a high score. This makes the game impulsive as the game is never ending.


Hellblade Analysis











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