Monday, April 30, 2012

Daniel Buskariol - Practice Analysis


“Extensive player discussions occur around the quality and character of new game maps. Some maps borrow from popular culture imagery; others borrow from more generic settings (villages, desert compounds, high rises, 747 airliners, waterfront docks, factories, and offices). The virtue of a map is judged by its ability to generate "good" game play”
We used ‘Fight Club’ as our movie. We decided to create our overall birds-eye view map by combining multiple generic video game scenes. We’ve combined a “desert compound” scene and a city “high rises” scene into the one map in order to portray the distance between each location in the movie. We used the desert to represent the vast distance between each level and we used the high rises to indicate that each location is actually located in a city. For the action map, we have chosen the last scene where the player has to blow up multiple buildings. We will have legends at certain action points showing the players choice and the outcome of those choices.
Talmadge Wright, Eric Boria and Paul Breidenbach. 2002. Game Studies. Creative Player Actions in FPS Online Video Games - Playing Counter-Strike, [Online]. Volume 2/Issue 2, Page 7. Available at: http://theunshaven.rooms.cwal.net/Storage/Readings/Reading%2009C%20-%20Creative%20Player%20Actions%20in%20FPS%20Online%20Games%20%5BWright%20et%20al%5D.pdf [Accessed 30 April 2012].

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