Is Super Mario Maker make a horrible game? (Week 6)

Super Mario franchise is a fascinating game for 30 years. Every people loves this iconic red plumber saving princess from Mushroom Kingdom. And Super Mario Maker gave the players to create your own levels and play it as much as they love. Whatever is from simple range to impossible levels. There was fun to enjoy the game.

https://www.washingtonpost.com/news/comic-riffs/wp/2015/09/15/super-mario-maker-is-an-engine-for-circulating-horrible-new-mario-levels/

When I read this blog, I was curious about the worst part of the Super Mario Maker from The Washington Post by Micheal Thomsen. He talked about the bad comedy and the worst creation of the game. He also demanded that “Super Mario Maker”engine for circulating bad ideas and broken gimmicks of the game system.

As for my opinion, Super Mario Maker is the best sandbox games for the Mario fans. Everybody love to try more creative levels for the players to try. It gave them a great challenge for players to try. I don’t think is the worst creation of the game. Creator wanted to try something new for players to experience on. The mechanics of sandbox style level creations and testing the new levels is the best choice for Mario fans to dream of created their own Mario levels. Do you think Super Mario Maker is the worst game compared to several ‘Super Mario Bros’ games?

 

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Game brighten up the storytelling. (Week 5)

Story are the tales of imagination for interesting viewers to enjoy. However,  I felt nowadays few people were boring to read millions and millions of text under 100, 150 or 200 or more pages to read the complete story.While, game developers working on to develop their own video game, some decide create a game which based on the story they heard of. The developers did the job done to manipulate the idea of how they worked, or create their own story based on their idea. However, it was a hard work and more time to figure out the video game based on their story idea.

The Art of Machphrasis: Stories Inspired by Video Games | Medium

Based on the research from this blog, it turns out that the good game come up with a good story. To my opinion, a good story writer need to come up with the full complete circle. Game developers need to get the attention of the readers and show interest of their favorite story. To fulfill readers imagination, few games were created either refresh the new idea or create an entire new story for the fan who interest and enjoy the game.

So how would you able to make a game based on the new story?  Well, good writers must come up the new idea based on the characters, theme, and plot to get game developers to work with idea of the story. Some games might had mash-up and all the sudden idea, leading the gamer to question or uninterested the imagination story they read about.

Is it a terrible plot or some misleading event that may shock you? Are you hate the game when you come across  unexpected plot story that you ended up with? Should the game need to brighten the story? If yes, how would game developer able to fresh up the idea? It’s your opinion to think about it. I find that it’s okay to brighten up the story from game as long as it is entertain to the viewers and gamers.

 

Game creativity can be a solution (Week 4)

Game creativity is one of the huge assets for game developer to think about what we create. Our creativity mind is the important role if we want to make a great game. However, I came across with an article about the game need to learned from the mistakes. Is that true? Or are they wrong? Here is the article of creativity section:

http://www.critical-distance.com/2016/02/28/february-28th-2/ 

Creativity

What can be learned from mistakes in game design? This week the BBC published an interview with a former developer who survived one of the most infamous mistakes in games history, and Tom Francis examined how XCOM’s mistakes could be repaired.

“I’m not sure exactly what I was full of but whatever it was, I was overflowing with it.”

About the BBC news stated from ‘the worst video game in history’, Steven Spielberg create an Atari called ‘ET’ in his rush hour. However, it’s become very popular to the gamers. It was last until April 2014, where the game was thrown in New Mexico. He stated that he never believe he thought it was absurd.

According to the problem of ‘XCOM’, limited squad number, low profile missions and leveling system are the problems that gamers were complaining. So the question is, what is the problem  of this solution.

To my opinion, video games sometimes have a bit of mistake to certain players. How they feels of playing them? These are the responsible of people who feels what need to change? It’s clearly that developer needs to fix the solution of the game or they think it’s okay. Any people can respond about the game they develop and testing so that game developer can redo the game with better results.

We both are humans and making mistake is very common, including game developer. I agree what I read about it, so it’s not bad to say that game needs to change, after all, just a small fix will do.

My response about practice of game developer (Week 3)

Recently I come across one of the ‘Critical Distance’ blog post which talk about using software as tools and contexts for cultural practices. This blog mention how game developer create their own game from the references of other games to practice of creating it. What I most noticed is how game developer may be able to get idea by referencing and most games subject were basically refer with the same game mechanics. The ‘Workboots’ is one of my opinion that explain the following:

http://www.critical-distance.com/2016/05/08/may-8th-2/

Workboots

Stepping into the workshop, these interviews with creators help us to make sense of what best equips people to write about and design games effectively.

Pandemic‘s peculiar theme makes its success particularly fascinating. It seems counter intuitive that anyone would want to play a game about a world slowly turning yellow and black with infection. But such an assumption overlooks the fact that Pandemic is about saving the world from a disease outbreak – and that’s a crucial distinction.”

Personally, I feel that it was a good practice as game developer may learn more about the game mechanics. Adding new mechanics is own mind set to face the challenge for an interesting game we developed. As game developer, our ideas are limited but with the best guidance person that help shed light to work as a team to create a great game.

My response about criticism of game morality (Week 2)

About the blog post by Zoyander Street about the behavior of players, and the moral implications of game systems. Most players have a lot of blame, shame, and guilt around the whole time without understand what game really make them feel about it. He described about the game mechanics that didn’t improve well for the players as they thought every aspect for the game develop are to be blame and shame for the players, for example:

Following swiftly behind guilt is its best friend, shame. These pieces look at how the opinion of others shapes behaviour in games.

“[…] because Pokémon Go takes you out of your house to stalk the neighborhood in search of a wild Rhyhorn, it also means that players are gaming in public in a highly conspicuous way. This is very different from the smartphone games that function as something to do while waiting in line or in general insufficiently entertained by life. When I walk around the neighborhood with my smartphone in hand and then stand still for thirty seconds, flicking my finger on my screen, most people know perfectly well what I’m doing and that I’m relatively invested in it. And I’m pretty sure they’re judging me. “

If you ask me, it’s just an fun and entertainment for players to enjoy. There is nothing to blame or shame for the game development team. It’s the player attitude.

Opinion about player campaign gameplay of Battlefield Hardline.

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Battlefield Hardline is one of the first person shooter, which involve of a single-player campaign and the multiplayer. One campaign is about the storyline of the drug case. Player plays as Nick Mendoza, the detective police trying to work with his partner Khai to solve the case of the criminals and find the true corrupt cop that spread the drug in the warehouse.

In my opinion, player were encourage to play role like a real-life police. Interact with different action, force the criminals to surrender unnoticed. By capture and arrest them, the player will reward the bonus points. However, by killing them with any weapon, the player won’t earn their reward but they can pick up the weapon they want, although in some scenario they obtain weapon in few situation. So whether is the reward or special weapon that holds throughout the campaign, player will continue to finish the campaign to see the complete story.

However, many Battlefield fans knew some gameplay mechanics, there were some notice details about Hardline, Marc Price explains about his mechanics opinion:

{Obviously, this is pretty powerful, damning stuff. Hardline does seem to do the minimal possible work to incentivize stealth play. It does feel like there’s another half of the mechanic and reward system missing, lost in a programmer’s recycle bin somewhere. It does feel like a cop out to have the game wave its hand cynically at these issues and say “all cops are bad.”}

Also, Austin Walker explains the role of the game:

{What separates this from previous Battlefield games is the introduction of a handful of mechanics meant to simulate the special motivations and techniques of policing. After all, in most cases, even TV police aren’t supposed to kill suspects. And given the context of this release, Visceral knew that they had to encourage players to be Good Cops.}

I think”All cops are bad” case were depend on the player situation throughout the gameplay, stealth play is one of the good mechanics to test the player patience as to surprise the criminal unnoticed and arrest them to earn their bonus points. In some case, most players did know that being surprise by the criminal will be “open fire” to the cops. Player are force to kill them with their weapon choice.

In other words, the role of the game is to be a good cops for less criminal died in the scene and stop the real bad cop. That why these reward system are good to encourage the player to test the player action as the progress goes further, that’s where situation get harder. I think Battlefield Hardline is the best choice for ‘Battlefield’ players who play this game. It depend on the player skills and techniques to complete the story with different results.