Sunday, October 3, 2010

Gaming Aesthetics

Chapter 4 talks about the elements of what happens in the game. The elements of a game talked about in this section of the chapter are rules and geography and representation. All of them are what defines the game. The chapter discusses the variation on the types of the rules. So, the three basic types are set rules for game play, out come rules for the game, and rules that are informative in game play. The rules controls what the player can do within the game but it also controls the computer to make the game at least beatable or balanced. The next part is about perspectives, dimensions, and the playing space of the video game. The perspective is how the game is viewed from either a first person or the third person perspective. Some games are meant to be played in either aspect. The dimensions of games have increasing gone to 3d with the better technology. The playing space is what the gamer plays in. Most modern games have a free game area which makes most areas accessible at all times instead of progressing through the game.

The various elements games differentiate each one of them. With that in mind, it makes us decide which games we enjoy playing or dislike. To create some discussion, here are some questions that coincide with these elements. What are some other games that did not seem to have a balance? What are some of your present-day favorite 2D games if you have one? Would you prefer first-person or third-person game?

-Vircell D.

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