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Showing posts with label Mirror's Edge. Show all posts
Showing posts with label Mirror's Edge. Show all posts

Saturday, 5 January 2013

MIRROR'S EDGE BOARD GAME: FINAL BUILD

So here it is, the result of my favorite assignment as of yet, the Mirror's Edge board game.

     As you can see I've attempted to retain the game visual and functional spirit intact. Using the color scheme to facilitate not just the theme, but the mechanics as well, and the game Spit to retain the skill and strategy elements found in the console game, I believe the game has become something interested - something I would play myself.


Mirror's Edge: The Board Game - Final Build
    
      Seriously, it took me hours to develop the graphics (Board, Cards etc), then print them, then cut them, then stick them together, then set them out, then sleep... It worked in my favor in the end though. I'd love to get these individual sections stitched together as one practical board with a nice glossy finish brand new board games always have. From the prototype to the final build, I've put as much effort as I could of, so here's to hoping It get a good grading! Fingers crossed!

NEXT POST: CHANCE CHESS - MODIFIED RULES

MIRROR'S EDGE BOARD GAME: INSTRUCTIONS

      One week has past and the board game has been completed! It was less stressful and more time consuming considering I decided to Photoshop the entire thing. It's come a long way in terms of visuals since the original prototype and its mechanics have been tweaked so solve game breaking issues, but it's still the same game nevertheless. So before I show you the board it seems like a good idea to get you lot familiar with the rules first.

Mirror's Edge: The Instructions (Page One)
Mirror's Edge: The Instructions (Page Two)

    The rules above ensure that the player has to play the way I want them to play whilst avoiding any game breaking issues (hopefully...). Anyway I'll save justification for another blog. Click the link below to see the game's final build. I'm happy with it so I hope you are. Oh, and once you've seen the board, feel free to come back here and tell me how you think the rules could be improved. I'd appreciate it!

PLEASE FEEL FREE TO LEAVE A COMMENT! I'D APPRECIATE IT!

NEXT POST: MIRROR'S EDGE BOARD GAME - FINAL BUILD

MIRRORS EDGE BOARD GAME: DRAFT

         Mirrors Edge is about Player Speed, Player Dexterity, Player Reactions and Player Strategy. When translating that into a board game for the latest Assignment, I had to retain that original spirit intact whilst providing an entirely new game play experience.

    The idea behind the prototype below was to implement a game with similar elements as a primary mechanic, and offer an interface to allow players to measure progression and effect the player dynamics. By using Spit, a game that shares similar skill and strategy elements, you retain the spirit of Mirrors Edge, and by adding an interface you have a way of measuring progression whilst also enhancing the strategic dynamics. Mirrors Edge is about speed, reactions, navigation and strategy - the same skill and strategy elements spit promotes.

Mirror's Edge: The Board Game - Paper Prototype

    Don't get me wrong, the board looks awful! But the point here was to get the board set up and ensure that it makes sense. After all, I'm implementing to entirely different things here, a typical board game set up and a set up for the game Spit.

     The paths the players would develop their strategy around are traditionally set in the middle of the board whilst the game Spit has been implemented around the board at either side for the players. There are three reasons for these two choices. One, the main board would be constantly viewed by both players, so the middle only seems like a sensible place to set it. Two, Spit requires fast interactions, therefore the cards should be as close to player as possible, and finally three, rather than have Spit mechanic outside of the board, I implemented it into the board to ensure it felt like part of the game's whole, rather than a separate part.

Here's hoping the play testing runs smoothly so I can get down to making it look flashy.

NEXT POST: MIRROR'S EDGE BOARD GAME - FINAL BUILD (INSTRUCTIONS)

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