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Wednesday, 14 November 2012

MIRROR'S EDGE MECHANICS RESEARCH

 

 “With a never-before-seen sense of movement and perspective, players are drawn into Faith's world.” (www.ign.com, 2008). This quote encapsulates what Mirror’s Edge is all about – innovation and atmosphere made possible through mechanics and visuals – the two unique selling points of Mirror’s Edge and there in, all of its incredibly unique mechanics which will inspire the entire design and development of ‘Mirror’s Edge: The Board Game’.

    “…wall run, swing on poles, parachute roll out of long jumps and do a number of other moves that are styled after parkour.” (www.ign.com, 2008) is where Nate Ahearn believes Mirror’s Edge’s main focal point lies. The player is forced along a linear path towards a goal. The player has to negotiate various obstacles that require the player to utilise parkour mechanics. This is supported by the IGN’s video review of Mirror’s Edge that quotes Mirror’s edge is a “first person Prince of Persia” (www.ign.com, 2008) – a game that had identical primary mechanics. It is clear that Mirror’s Edge revolves around the primary concept of traversing rooftops using parkour acrobatics. With the first person perspective (as seen in the image below), motion blur and the dizzying heights of a cityscape, the exhilaration resultant from free-running along death defying routes cannot be understated and thus, Mirror’s Edge’s free-running is evidently the unique selling point of the game and similarly, should be the unique selling point of the board game. But what about the visuals, the second unique selling point of Mirror’s Edge?  
  

  IGN’s Nate Ahearn states Mirror’s Edge “shows off the power of the system” (www.ign.com, 2009) when discussing presentation. It’s visual design is unique and completely identifiable with Mirror’s Edge. Beaming whites, blue hues and deep reds: the theme you should expect from the power of the Unreal Engine - it provides the most unique visual design in years with Keven VanOrd stating “the visuals deserve kudos for their unusually crisp style” (www.gamespot.com, 2008). You wouldn’t find a review that didn’t praise its visual design; it’s as much part of its character as Master Chief is to the Halo franchise. The visuals are a unique selling point, as they create an atmospheric, character ripe world, which is almost always mentioned when Mirror’s Edge is in question. IGN, one of the largest gaming news websites, gave its presentation a “9” and so it stands proven that the visual design of Mirror’s Edge is just as important as the mechanics and therefore, the board game should perfectly reflect that visual style.



     Every single mechanic manifests from the free-running. Considering the board game will have mechanics that facilitate these, it is vital these are researched – the most obvious of which is parkour movement. When reviewing the control scheme, Christian Donlan stated, “whether you want to wall-run or just grab a ledge… slide or roll judiciously” (www.eurogamer.com, 2008). This supports the idea that the player has multiple forms of movement (wall-running, sliding, jumping, swinging etc.) and that they can string them together to traverse the environment. This primary mechanic is aided by Runners Vision. Nate Ahearn goes on to review that Runner’s Vision “highlights environmental pieces that you'll need to interact with to progress in a bold red color.” (www.ign.com, 2009). The entire game world isn’t traversable; Runner’s Vision dictates the path and what is interactive, so that only at specific moments will the player interact with the environment. The first image on this post demonstrates this. However the players encounter enemies that engage in combat – which has its own mechanic – reaction time and counters. Reaction time “makes some of these action-focused moves look cool but ultimately doesn't add much to the gameplay.” (www.gamepost.com, 2008) declares Kevin VanOrd. You can use this to slow an attack or movement for precision or excitement, however, as Kevin states, they really add nothing to the gameplay hence, you can choose to “never use a gun in the game (there's even an achievement and trophy for it)” (www.ign.com, 2008) as Nate Ahearn mentions – it’s optional and so flawed even the developers promote not using it. 

        It is evident through research that its unique selling points are free-running and a unique, pastel, visual design. The mechanics revolve around running, jumping and ducking, which can be strung together. The success of the player is determined by how fast they react and utilise these mechanics. It is a game heavily focused on movement and reaction in order to chase or evade opponents, rather than direct combat – the aim is to run, extremely fast, or fail in neglecting to do so.

Sunday, 11 November 2012

REVIEW: MIRROR'S EDGE

       I had previously favourited Mirror's Edge as the game I wanted to review for a previous course. Considering this is the game I have finally chosen to redevelop as a board game for assignment 4, this review will be incredibly useful to me as I made sure I did my research before hand. I thought considering it's relevance, it would fit within this module blog whilst also being relevant to the current topic. Below is the Mirror's Edge review.


    Personally I believe I reviewed the game to the best of my ability considering the very harsh word limit I had. With a day's full of research I managed to fit a comprehensive and honest review into a page that is visually representative of the game. One of my favourite digital pieces as of yet, and considering it is incredibly useful to me now is only beneficial. Be my guest to read the review and tell me what you though of the game. And while you're at it, tell me what you thought of review page itself.

NEXT POST: MIRROR'S EDGE RESEARCH

ASSIGNMENT 4 IDEAS

        Convert a Video Game into a playable board game is the brief given for assignment 4 of the first semester. Designing, prototyping and developing a board game will pose no issues this time around, however successfully translating a video game to a board game will present some issues. What game to choose? How do I successfully translate the mechanics from an electronic game to a table top game? Do I go big with this or keep it simple? These are the questions that will eventually be answered. Theses answers will determine if the board game is successful or not.

    The preferable approach with this assignment is to choose a game I like personally - I already know the mechanics, I know the heart of the game and designing a board game inspired by it will be enjoyable, which is incredibly important when undertaking a complicated task such as this one.

Immediately my thoughts drift to a few of my favourite games;
  • Uncharted 3: Drake's Deception
  • Mass Effect 3
  • Portal 2
  • Left 4 Dead
  • Mirror's Edge
Uncharted 3: Without a doubt my favourite game. Its fanbase is huge, its story and visual design are unique and the main mechanics are easily translatable. However the best approach with this game is to have a turn based board game with item collection. To me, that seems predictable and boring unless something interesting can be done with it.

Mass Effect 3: An incredibly unique game in terms of visual and story. With an endless choice of mechanics and story arcs to choose from, their would be no lack of ideas. However the game itself is an incredibly complex game, therefore, with the deadline fast approaching already, it doesn't seem sensible to try and design and devlop a board game based on an RPG (even though I would enjoy it).

Portal 2: One of the most unique games this generation could produce one of the most unique board games. However, on initial brainstorming, trying to work in the co-operative elements whilst ensuring the game isn't repetitive, posed issues. These issues had solutions, but the board game quickly became a massive task that was simply too ambitious. Save it for another day?

Left 4 Dead: This idea was the one I started with, however the board game had already been done... after seeing that, I couldn't possibly design the game - I had a serious mind block. I'm definitely going to get my hands on a copy though... when it's for sale that is.

Mirror's Edge: Probably my favourite game after Uncharted. Its visuals are incredible, the mechanics are unbelievable, unique and satisfying. The story however, not so much. However the mechanics are simple but effective, and the visual identifiable with this game alone. With theses two facts in mind, developing a board game of this would be perfect. However, how do I replicate the speed and quick decisive actions the video game demands?


        A couple of theses games will pose serious issues, however no matter which I choose, I will undoubtedly face a challenge ahead. Therefore after initial brainstorms I have come to the conclusion that Mirrors Edge would be the perfect choice. Not too complicated but not too predictable - perfect. 

NEXT POST: REVIEW: MIRRORS EDGE


IT'S DA BOMB: MATH BOMB (FINAL BUILD)


        ‘It’s Da’ Bomb: Math Bomb’ has three main mechanics; the mathematics, the digits, the clues and the combination, all of which are governed by the prerequisite timer that represents the bomb’s timer. The solver must utilise the mathematics, the digits and the combination to solve the puzzle, whilst having the option to use the clues in times of struggle. With one solver solving the puzzle and one solver holding the answers, the solver has ten minutes to defuse the bomb through two stages – revealing the digits through mathematics and defusing the bomb with the final combination. Each mechanic not only exists to conform and develop upon the theme of defusing a bomb, but to serve the gamer both positively and negatively, placing them in times where they need to stop and think.







  The first and main mechanic is the mathematics, where the solver has to solve four maths based puzzles to reveal each of the four digits. This puzzle aimed to be a mathematical puzzle, thus the main mechanic had to revolve around mathematical calculations. Wikipedia states that in a mathematical puzzle, “...the solver must find a solution that satisfies the given conditions.” (Wikipedia.com, 2012). In this case, the solver must use 4 digits to reach to given main number. Once they do this, through calculation, they can unlock a digit of the deactivation code. In addition, the mathematics mechanic takes the main characteristic of a puzzle (to stop and think) and brings it to the forefront. Solvers will spend the entirety of the puzzle stopping to think, rather than actually progressing onwards physically. That explains the choice of mathematics mechanic, however, it doesn’t justify the use of the digit mechanic, where each digit is revealed separately after each math based puzzle is solved. This mechanic was to promote two aspects of the game - progression and an increase in difficulty. 

Sharleen Sy declares that the progression dynamic is “A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.” (Stratsynergy.com, 2012). In puzzles, progression is key; whether a Rubik’s Cube or Tetris, the solver is motivated by seeing their progression. If they believe they are progressing towards the goals, they will continue on, where as if they see no progression, they are likely to give up. Sean Baron mentions “As goals become increasingly difficult to accomplish (in relation to solver skill), commitment to accomplishing these goals diminishes. If this happens, a gamer is very likely to simply stop playing.” (http://www.gamasutra.com, 2012). This not only supports the idea that rewarding the solver motivates them to continue, but it also leads onto the next key aspect of puzzles - increasing difficulty.

    A puzzle cannot be too difficult, nor can it be too easy. It has to present the solver with a problem that they have to stop and think in order to solve. To promote this key aspect of a puzzle, four digits are unlocked separately through four mathematical puzzles. With each succession, the following puzzle increases in difficulty. An intentional choice for two reasons; puzzles often have a gradual increase in difficulty and that solvers thrive off mastery and people derive pleasure from challenges in everyday life. Ifat Glassman believes, “Some adults find intense pleasure in complex challenges that take a long time to achieve, while others feel intimidated by them and shy away from them.“ (http://forum.objectivismonline.com, 2010). This supports that aforementioned points about balancing the difficulty, therefore when designing the puzzle it was important to ensure there was an increase in difficulty, but not too difficult that it de-motivates solvers. In addition, with each successful solving, the solvers gain a sudden urgent optimism – a dynamic that keeps the solvers going.
 
    The final aspects to mention involving the digits are the colour and reward. When the digit locked, it is red; when it is unlocked, it is green. Once again this relates to colour psychology and how we recognise connotations of colour. When the solver witnesses the digit turn green, they gain a sudden blissful productivity, they are happy. Two quotes once again support such a choice. One, Leslie Cabara states “People surrounded by red find their heart beating a little faster and often report feeling a bit out of breath.” (www.precisionintermedia.com, 2003) and two, Leslie Cabara continues on to state that green is “The color of growth, nature, and money. A calming colour also that's very pleasing to the senses,” (www.precisionintermedia.com, 2003). Continuing onto the final aspect rewards, in a puzzle like this, there are multiple stages and thus, the time required needs to be much more lenient. Because of this modular puzzle, the solver can witness the progression; however, in order for the solver to appreciate this progression and become motivated, they need rewards. Wikipedia declares that “Rewards typically serve as reinforcers. A reinforcer is something that, when presented after a behavior, causes the probability of that behavior's occurrence to increase.” (Wikiepdia.com, 2012). This fixed ratio reward means that the players know what the reward is and they are motivated due to previous successes. The greater the difficulty, the more extreme the motivation and reward is, giving the gradual sense of mastery. As you can see from the digit mechanic, it all ties together with reward and mastery, key aspects of both games and puzzles. Now that the mathematics and digits mechanics have been explained and reasoned, all that is left to justify is the clues, the combination, the two player gameplay and the timer.

    Considering the timer governs the entire puzzle and influences how the solver behaves, it’s a key aspect of the puzzle. Case Western University wrote "If you feel you don't have enough time to do something, it's going to affect you." (www.sciencedaily.com, 2009). It affects you cognitively, and considering it also manifest panic from the player, sitting there and making calculation in their head is not the result; they rapidly make quick-fire calculations to solve the puzzle. As a result, the solver is given a calculator to make calculations. This way, not only is the puzzle threatening and therefore pleasurable as Thomas Scheff states that “At this distance, being both in and out of their own feelings, emotions that might be painful if one was completely involved in them become pleasurable”, but the player is also assisted, which leads onto the clues mechanic.

    Clues are another design aspect of puzzles. In ‘It’s Da’ Bomb: Math Bomb’, the puzzles are much harder, with multiple stages which are harder to achieve, thus, when players are finding a calculation too difficult, they can use a clue to reveal two mathematical symbols that make up the calculation. They will need is as clues are “a piece of evidence that leads one toward the solution of a problem.” (www.Mirriam-Webster.com, 2012). From this point, they are punished and rewarded. The reasoning behind this was that if the clues were entirely rewarding, solvers would utilise this mechanic every time. The aim of a puzzle is to promote ingenuity and patience without de-motivating a player. The clue mechanic keeps this idea solidified by taking off 20 seconds of the time, but only if the player uses it. As the player knows of the disadvantages of clues, they will push onward until they have no choice. When solvers unlock all of the deactivation code they can move onto the final mechanic of the puzzle - the combination.


    Alice Freen states that “Ellen was finding she felt more excited and enthused when she was trying something new” when discussing a healthy lifestyle of a client.” (ahealthylifestyleworks.com, 2009) Cynthia Fisher of business psychology.org also declares that “Repetitive tasks cause boredom because they demand attention while providing little stimulation in return“ (www.businesspsych.org, 1993). This proves two points – one, boredom can have negative de-motivational affects on people, and two, variety can encourage excitement. Considering ‘It’s Da’ Bomb: Math Bomb’ has the player repeating the same puzzle repeatedly, variety is required. Therefore the combination mechanic was added in purely for this as it is a logic puzzle, not a mathematical puzzle. Not only does it add variety and therefore entertainment, but it also gives the solver something to work onto regardless of the goal. 
    The most interesting part of the puzzle is the fact that there are two players, one player is the solver and one holds the answers to. The idea was to facilitate the clues and combinations when paper based puzzles are concerned, however Wikipedia goes onto state that mathematical puzzles “do not usually involve competition between two or more players.” (Wikipedia, 2012). This supports the choice to involve a co-operation mechanics rather than competition. However, instantly recognisable is that the two player mechanic is a failure for this puzzle. Considering one player gains all the reward and one player gains no reward seems unbalanced, therefore this mechanic will be removed and revised from the puzzle in further revisions.


          In conclusion, ‘It’s Da’ Bomb: Math Bomb” is most likely the most successful puzzle, as not only does it implement all mechanics  and design choices that make a puzzle successful (mastery, difficulty, clues and reward) but it also works well as a game. During play test sessions, equanimity was evident as all players would give feedback such as “The Math Bomb is probably the best out of the three puzzles”.
  
REFERENCES

Fisher. C. D. (1993) Bored at work. Retrieved from the businesspsych website:

Greene. A. (2009) Do You Need Variety to Stay Motivated? Retrieved form A Healthy Lifestyle Works website:

Webster. M. (2012) clue. Retrieved from the Merriam-Webster website:

Wikipedia (2012) Reward System. Retrieved from the Wikipedia website:

Glassman. I. (2010) The psychology of taking Pleasure in challenges vs. Fear of failure:

Sy. S. (2012) Progression Dynamic. Retrieved from the Strategic Synergy website:

Wikipedia (2012) Mathematical Puzzle. Retrieved from the Wikipedia website:

Cabarga. L. (2003) Color Psychology and Marketing. Retrieved from the Precision Intermedia website:
http://www.precisionintermedia.com/color.html

 
NEXT POST: ASSIGNMENT 4 IDEAS