Rocket Powered Hippo - Process of Design

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A Rocket Powered Hippo Production

Ascension The Awakening Process of Design Document Authors Louie Mitchell and Christopher Begley Document Version: 2.0


TABLE OF CONTENTS 1 Version Log .......................................................................................................................... 12 2 Problems.............................................................................................................................. 18 2.1 Adventure Games ........................................................................................................................ 18 2.2 Puzzle Games ............................................................................................................................... 18 2.3 Action / Adventure Games .......................................................................................................... 18 2.4 Hub Worlds .................................................................................................................................. 18 2.5 Fake Open Worlds........................................................................................................................ 18 2.6 Getting on and off a Floating Island ............................................................................................. 18 2.7 Maps and Compasses .................................................................................................................. 18 2.8 Inventory Systems........................................................................................................................ 18 2.9 Weapon Select ............................................................................................................................. 18 2.10 Weapons .................................................................................................................................... 19 2.11 Real Time Item Usage ................................................................................................................ 19 2.12 Companion Characters .............................................................................................................. 19 2.13 Dehydration / Energy Meters .................................................................................................... 19 2.14 Gravity Gameplay....................................................................................................................... 19 2.15 Health Systems........................................................................................................................... 19 2.16 Physics Based Puzzles ................................................................................................................ 19 2.17 Quest Systems............................................................................................................................ 19 2.18 Real World Traps ........................................................................................................................ 20 2.19 Camera Systems / Aiming .......................................................................................................... 20 2.20 Conversation Systems ................................................................................................................ 20 2.21 Hint Systems .............................................................................................................................. 20 2.22 Ammunition Counters................................................................................................................ 20 2.23 Binoculars................................................................................................................................... 20 2.24 Enemy Types .............................................................................................................................. 20 2.25 Economy .................................................................................................................................... 20 3 Research .............................................................................................................................. 21 3.1 Why Research the adventure genre? .......................................................................................... 21 3.1.1 What is an adventure game? .................................................................................................... 21 3.1.2 Narrative in adventure games .................................................................................................. 21 3.1.3 Types of puzzle in adventure games ......................................................................................... 22 3.1.3.1 Inventory puzzles ................................................................................................................... 22 3.1.3.2 Dialogue Based Puzzles .......................................................................................................... 22 3.1.3.3 Environmental Puzzles ........................................................................................................... 23 3.1.3.4 Contextual Puzzles ................................................................................................................. 23 3.1.4 Exploration in adventure games ............................................................................................... 24 3.1.5 Examples of Adventure Games ................................................................................................. 25 3.1.5.1 Grim Fandango....................................................................................................................... 25 3.1.5.2 Broken Sword: The Shadow of the Templars ........................................................................ 26 3.1.5.3 Shenmue ................................................................................................................................ 27 3.1.5.4 Professor Layton and Pandora’s Box ..................................................................................... 28 3.1.5.5 Zack and Wiki: Quest for Barbaros’ Treasure ........................................................................ 29 3.1.5.6 Fahrenheit .............................................................................................................................. 30 3.2 Puzzle Game Research ................................................................................................................. 32 3.2.1 What is a Puzzle Game? ............................................................................................................ 32 3.2.2 Types of Puzzle Game ............................................................................................................... 33 3.2.2.1 Character Control................................................................................................................... 33 Rocket Powered Hippo | Version Log

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3.2.2.2 Construction........................................................................................................................... 33 3.2.2.3 Hidden Object ........................................................................................................................ 34 3.2.2.4 Maze ...................................................................................................................................... 34 3.2.2.5 Visual Matching ..................................................................................................................... 35 3.2.2.6 Puzzle Story Game ................................................................................................................. 35 3.2.3 What Makes a Good Puzzle Game? .......................................................................................... 36 3.2.4 Examples of Puzzle Games........................................................................................................ 36 3.2.4.1 Tetris (Game Boy version)...................................................................................................... 36 3.2.4.2 Planet Puzzle League.............................................................................................................. 37 3.2.4.3 Mercury Meltdown revolution .............................................................................................. 37 3.2.4.4 Elefunk ................................................................................................................................... 38 3.3 Action / Adventure Games .......................................................................................................... 39 3.3.1 God of War................................................................................................................................ 39 3.3.1.1 Gameplay ............................................................................................................................... 39 3.3.1.2 Level Progression ................................................................................................................... 39 3.3.1.3 Magical Artefacts ................................................................................................................... 39 3.3.1.4 Upgrades ................................................................................................................................ 40 3.3.1.5 Quick Time Events.................................................................................................................. 40 3.3.2 Tomb Raider Legend ................................................................................................................. 40 3.3.2.1 Gameplay ............................................................................................................................... 40 3.3.2.2 Level progression ................................................................................................................... 40 3.3.2.3 Weapons ................................................................................................................................ 41 3.3.2.4 Gadgets .................................................................................................................................. 41 3.3.3 Super Metroid........................................................................................................................... 41 3.3.3.1 Gameplay ............................................................................................................................... 41 3.3.3.2 Level Progression ................................................................................................................... 42 3.3.3.3 Suits........................................................................................................................................ 42 3.3.3.4 Weapons ................................................................................................................................ 42 3.3.3.5 Abilities .................................................................................................................................. 42 3.3.4 Fallout 3 .................................................................................................................................... 42 3.3.4.1 Gameplay ............................................................................................................................... 42 3.3.4.2 VATS ....................................................................................................................................... 42 3.3.4.3 Weapons ................................................................................................................................ 43 3.3.4.4 Conversation / morals............................................................................................................ 43 3.4 Hub World Research .................................................................................................................... 44 3.4.1 Why Research Hub Worlds? ..................................................................................................... 44 3.4.2 What is a Hub world? A Definition............................................................................................ 44 3.4.3 Examples of Hub Worlds ........................................................................................................... 45 3.4.3.1 The Legend of Zelda: Majora’s Mask ..................................................................................... 45 3.4.3.2 Clock Town ............................................................................................................................. 45 3.4.3.3 Mini–games............................................................................................................................ 45 3.4.3.4 Mini-quests ............................................................................................................................ 45 3.4.3.5 Bomber’s Notebook ............................................................................................................... 46 3.4.4 Super Mario 64 ......................................................................................................................... 46 3.4.4.1 Princess Peach’s Castle .......................................................................................................... 46 3.4.5 Banjo Kazooie............................................................................................................................ 47 3.4.5.1 Grunty’s Lair ........................................................................................................................... 47 3.4.5.2 Warp Cauldrons ..................................................................................................................... 47 3.4.5.3 Hidden Areas.......................................................................................................................... 47 3.4.6 Crash Team Racing .................................................................................................................... 48 3.4.6.1 Adventure Mode Hub ............................................................................................................ 48 Rocket Powered Hippo | Version Log

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3.4.7 Diddy Kong Racing .................................................................................................................... 48 3.4.7.1 Timbers Hub ........................................................................................................................... 48 3.5 Fake Open Worlds........................................................................................................................ 49 3.5.1 Far Cry 2 .................................................................................................................................... 49 3.5.1.1 Fake open worlds on a massive scale .................................................................................... 49 3.5.1.2 Limited approaches................................................................................................................ 50 3.5.2 Prince of Persia ......................................................................................................................... 50 3.5.2.1 Tight fake open world gameplay ........................................................................................... 50 3.5.3 Red Faction: Guerrilla ............................................................................................................... 51 3.5.3.1 Points of interest.................................................................................................................... 51 3.5.4 Fable 2 ....................................................................................................................................... 51 3.5.4.1 Linear routes with pathways ................................................................................................. 52 3.6 Getting on and off a floating island ............................................................................................. 53 3.6.1 BASE-Jumping ........................................................................................................................... 53 3.6.2 Just Cause 2............................................................................................................................... 53 3.6.2.1 Base Jumping In Just Cause 2 ................................................................................................. 53 3.6.3 Zip line ....................................................................................................................................... 54 3.6.4 Metroid Prime 3: Corruption .................................................................................................... 55 3.6.4.1 Zip line gameplay ................................................................................................................... 55 3.6.5 Transporter (Star Trek) ............................................................................................................. 56 3.6.5.1 Transporters in Unreal Tournament 3 ................................................................................... 56 3.7 Maps and Compasses .................................................................................................................. 57 3.7.1 Far Cry 2 .................................................................................................................................... 57 3.7.1.1 Handheld Map and GPS ......................................................................................................... 57 3.7.1.2 GPS ......................................................................................................................................... 57 3.7.2 The Legend of Zelda: The Wind Waker ..................................................................................... 57 3.7.2.1 Ocean Map ............................................................................................................................. 57 3.7.2.2 Compass ................................................................................................................................. 58 3.7.3 Fallout 3 .................................................................................................................................... 58 3.7.3.1 Pit Boy 3000 ........................................................................................................................... 58 3.7.3.2 Markers .................................................................................................................................. 58 3.8 Inventory Systems........................................................................................................................ 59 3.8.1 Alone in the Dark ...................................................................................................................... 59 3.8.1.1 Realistic real-timeinventory ................................................................................................... 59 3.8.2 Broken Sword: The Shadow of the Templars ........................................................................... 59 3.8.2.1 Point and click inventory........................................................................................................ 59 3.8.3 Dead Space................................................................................................................................ 60 3.8.3.1 Holographic real-time inventory............................................................................................ 60 3.8.4 Resident Evil 5 ........................................................................................................................... 60 3.8.4.1 Sharing a real-time inventory ................................................................................................ 61 3.8.5 Mass Effect................................................................................................................................ 61 3.8.5.1 Traditional menu interface .................................................................................................... 62 3.9 Weapon Select Research ............................................................................................................. 63 3.9.1 Mass Effect................................................................................................................................ 63 3.9.1.1 Weapons Overview ................................................................................................................ 63 3.9.1.2 Weapon Switching ................................................................................................................. 63 3.9.2 Gears of War 2 .......................................................................................................................... 63 3.9.2.1 Quick Weapon Selection ........................................................................................................ 63 3.9.2.2 Perfect Dark ........................................................................................................................... 64 3.10 Weapons Research .................................................................................................................... 65 3.10.1 Projectile Weapons In Video games ....................................................................................... 65 Rocket Powered Hippo | Version Log

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3.10.1.1 Halo 3 ................................................................................................................................... 65 3.10.1.2 Gears of War 2 ..................................................................................................................... 66 3.10.1.3 Call of Duty 4: Modern Warfare .......................................................................................... 66 3.10.1.4 Dead Space........................................................................................................................... 67 3.10.1.5 Shadow of the Colossus ....................................................................................................... 67 3.10.1.6 Ratchet and Clank: Tools of Destruction ............................................................................. 68 3.10.1.7 Borderlands.......................................................................................................................... 69 3.10.1.8 The Legend of Zelda: Twilight Princess ................................................................................ 69 3.10.2 Military Weaponry .................................................................................................................. 70 3.10.2.1 Semi automatic pistols ......................................................................................................... 70 3.10.2.2 SIG P226 Pistol ..................................................................................................................... 70 3.10.2.3 Assault Rifles ........................................................................................................................ 71 3.10.2.4 L85 Assault Rifle ................................................................................................................... 71 3.10.2.5 Sniper Rifle ........................................................................................................................... 71 3.10.3 Hunting Weapons ................................................................................................................... 71 3.10.3.1 Atlatl..................................................................................................................................... 72 3.10.3.2 Bolas ..................................................................................................................................... 72 3.10.3.3 Blowgun ............................................................................................................................... 72 3.10.3.4 Bows..................................................................................................................................... 73 3.10.3.5 Crossbow.............................................................................................................................. 73 3.10.3.6 Slingshot............................................................................................................................... 73 3.10.3.7 Battle Axe ............................................................................................................................. 73 3.10.3.8 Spear .................................................................................................................................... 73 3.10.4 Ninja Weapons ........................................................................................................................ 74 3.10.4.1 Kunai .................................................................................................................................... 74 3.10.4.2 Shuriken ............................................................................................................................... 74 3.10.4.3 Naginata ............................................................................................................................... 74 3.10.4.4 Kusarigama........................................................................................................................... 74 3.10.4.5 Metsubushi .......................................................................................................................... 74 3.10.4.6 Kayakujutsu .......................................................................................................................... 75 3.10.5 Other Weapons ....................................................................................................................... 75 3.10.5.1 Glue Traps ............................................................................................................................ 75 3.10.5.2 Rocketnet ............................................................................................................................. 75 3.10.5.3 Needlegun ............................................................................................................................ 75 3.11 Real-time Item Usage................................................................................................................. 76 3.11.1 Kingdom Hearts ...................................................................................................................... 76 3.11.1.1 Command Menu .................................................................................................................. 76 3.11.1.2 Item Customisation in the Command Menu ....................................................................... 76 3.11.2 The Legend of Zelda: Ocarina of Time .................................................................................... 77 3.11.2.1 Item Hotkeys ........................................................................................................................ 77 3.12 Companion Character Research ................................................................................................ 78 3.12.1 Resident Evil 5 ......................................................................................................................... 78 3.12.1.1 Sheva Alomar ....................................................................................................................... 78 3.12.2 Fallout 3 .................................................................................................................................. 78 3.12.2.1 Followers .............................................................................................................................. 78 3.12.2.2 Dogmeat............................................................................................................................... 79 3.12.3 Fable 2 ..................................................................................................................................... 79 3.12.3.1 Dog ....................................................................................................................................... 79 3.12.4 Metal Gear Solid 4: Guns ofthe Patriots ................................................................................. 79 3.12.4.1 Metal Gear MK2 ................................................................................................................... 80 3.12.5 Ratchet and Clank Tools of Destruction ................................................................................. 80 Rocket Powered Hippo | Version Log

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3.12.5.1 Clank .................................................................................................................................... 80 3.12.6 The Legend of Zelda: Ocarina of Time .................................................................................... 81 3.12.6.1 Navi ...................................................................................................................................... 81 3.12.7 Prince of Persia ....................................................................................................................... 81 3.12.7.1 Elika ...................................................................................................................................... 81 3.13 Dehydration / Energy Meters .................................................................................................... 82 3.13.1 Tomb Raider............................................................................................................................ 82 3.13.1.1 Breathing Underwater ......................................................................................................... 82 3.13.2 Lost Planet: Extreme Condition .............................................................................................. 83 3.13.2.1 Thermal Energy (T-ENG) Harmoniser................................................................................... 83 3.14 Gravity Gameplay....................................................................................................................... 84 3.14.1 Super Mario Galaxy ................................................................................................................. 84 3.14.1.1 Traversing Planetoids........................................................................................................... 84 3.14.2 Ratchet and Clank Tools of Destruction ................................................................................. 85 3.14.2.1 Gravity Boots........................................................................................................................ 85 3.14.3 Half Life 2 ................................................................................................................................ 85 3.14.3.1 Gravity Gun .......................................................................................................................... 85 3.14.4 Dead Space.............................................................................................................................. 86 3.14.4.1 Gameplay in Zero Gravity .................................................................................................... 86 3.14.5 Prey ......................................................................................................................................... 87 3.14.5.1 Variable Gravity ................................................................................................................... 87 3.15 Health Research ......................................................................................................................... 88 3.15.1 Halo Combat Evolved .............................................................................................................. 88 3.15.1.1 Standard health bar with regeneration elements ............................................................... 88 3.15.2 Super Mario 64 ....................................................................................................................... 88 3.15.2.1 Health pie ............................................................................................................................. 88 3.15.3 Bioshock .................................................................................................................................. 89 3.15.3.1 Health packs......................................................................................................................... 89 3.16 Physics Based Puzzles ................................................................................................................ 90 3.16.1 Portal....................................................................................................................................... 90 3.16.1.1 Puzzle gameplay using a single mechanic............................................................................ 90 3.16.2 Trash Panic .............................................................................................................................. 91 3.16.2.1 Traditional puzzle game + physics ....................................................................................... 91 3.16.3 Red Faction Guerrilla .............................................................................................................. 92 3.16.3.1 Open worlds taking physics to the extreme ........................................................................ 92 3.17 Quest Systems............................................................................................................................ 93 3.17.1 Fallout 3 .................................................................................................................................. 93 3.17.1.1 Quest Overview ................................................................................................................... 93 3.17.1.2 Quest Length ........................................................................................................................ 93 3.17.1.3 Moral Choices ...................................................................................................................... 93 3.17.1.4 Quest Updates ..................................................................................................................... 93 3.17.1.5 Quest Completion Rewards ................................................................................................. 93 3.17.1.6 Why Fallout 3 has a good quest system .............................................................................. 93 3.17.2 Fallout 3 Quest Example - Tenpenny Tower ........................................................................... 93 3.17.2.1 Quest Overview ................................................................................................................... 93 3.17.2.2 Quest Givers......................................................................................................................... 94 3.17.2.3 Quest Completion Options .................................................................................................. 94 3.17.2.4 Rewards ............................................................................................................................... 94 3.17.3 Mass Effect.............................................................................................................................. 94 3.17.3.1 Quest Overview ................................................................................................................... 94 3.17.3.2 Quest Length ........................................................................................................................ 94 Rocket Powered Hippo | Version Log

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3.17.3.3 Moral Choices ...................................................................................................................... 94 3.17.3.4 Quest Updates ..................................................................................................................... 94 3.17.3.5 Quest Completion ................................................................................................................ 95 3.17.3.6 Why look at Mass Effect? .................................................................................................... 95 3.17.4 Mass Effect Quest Example – Presidium Prophet .................................................................. 95 3.17.4.1 Quest Overview ................................................................................................................... 95 3.17.4.2 Quest Givers......................................................................................................................... 95 3.17.4.3 Quest Completion Options .................................................................................................. 95 3.17.4.4 Rewards ............................................................................................................................... 95 3.17.5 World of Warcraft ................................................................................................................... 96 3.17.5.1 Quest Overview ................................................................................................................... 96 3.17.5.2 Quest Length ........................................................................................................................ 96 3.17.5.3 Quest Updates ..................................................................................................................... 96 3.17.5.4 Quest Completion ................................................................................................................ 96 3.17.6 World of Warcraft Quest Example – The Killing Fields ........................................................... 96 3.17.6.1 Quest Overview ................................................................................................................... 96 3.17.6.2 Quest Givers......................................................................................................................... 97 3.17.6.3 Quest Completion Options .................................................................................................. 97 3.17.6.4 Rewards ............................................................................................................................... 97 3.18 Real World Traps ........................................................................................................................ 98 3.18.1 Deadfall ................................................................................................................................... 98 3.18.2 Apache Foot Hold Trap ........................................................................................................... 99 3.18.3 Paiute Deadfall Trap.............................................................................................................. 100 3.18.4 Bird Snare .............................................................................................................................. 101 3.18.5 Trapping Pit ........................................................................................................................... 102 3.19 Camera Systems / Aiming ........................................................................................................ 103 3.19.1 Resident Evil 4 ....................................................................................................................... 103 3.19.2 (OSS) Over-the-Shoulder Shot .............................................................................................. 103 3.19.3 The Elder Scrolls IV: Oblivion / Fallout 3 ............................................................................... 104 3.19.3.1 First Person ........................................................................................................................ 104 3.19.4 Gears of War 2 ...................................................................................................................... 104 3.19.4.1 Aiming with visual Indicators ............................................................................................. 104 3.19.5 Uncharted: Drakes Fortune .................................................................................................. 105 3.19.5.1 Switching positionduring Aiming ....................................................................................... 105 3.19.6 Resident Evil 5 ....................................................................................................................... 105 3.19.6.1 Tight Third Person Aiming.................................................................................................. 105 3.19.7 Tomb Raider Underworld ..................................................................................................... 106 3.19.7.1 Adrenaline Headshot (One Shot Kill) ................................................................................. 106 3.20 Conversation Systems .............................................................................................................. 107 3.20.1 Mass Effect............................................................................................................................ 107 3.20.1.1 Interactivity ........................................................................................................................ 107 3.20.1.2 Dialogue Wheel .................................................................................................................. 107 3.20.2 Fallout 3 ................................................................................................................................ 107 3.20.2.1 Choosing a Path ................................................................................................................. 107 3.20.3 Shenmue ............................................................................................................................... 108 3.20.3.1 FREE ................................................................................................................................... 108 3.21 Hint Systems ............................................................................................................................ 109 3.21.1 The Legend of Zelda: Ocarina of Time .................................................................................. 109 3.21.1.1 Navi .................................................................................................................................... 109 3.21.2 Tomb Raider Legend ............................................................................................................. 109 3.21.2.1 Lara Journal ........................................................................................................................ 109 Rocket Powered Hippo | Version Log

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3.21.3 Bioshock ................................................................................................................................ 109 3.21.3.1 Audio Devices..................................................................................................................... 109 3.21.3.2 Text Help ............................................................................................................................ 110 3.21.4 Uncharted: Drakes Fortune .................................................................................................. 110 3.21.4.1 Sir Francis Drakes Diary...................................................................................................... 110 3.22 Ammunition counters .............................................................................................................. 111 3.22.1 Gears of War 2 ...................................................................................................................... 111 3.22.1.1 Visual Representation ........................................................................................................ 111 3.22.2 King Kong .............................................................................................................................. 111 3.22.2.1 No HUD to Display Ammunition ........................................................................................ 111 3.22.3 Mirrors Edge ......................................................................................................................... 112 3.22.3.1 No indication of how much ammunition remains ............................................................. 112 3.23 Binocular Research .................................................................................................................. 113 3.23.1 Far Cry 2 ................................................................................................................................ 113 3.23.1.1 Tagging Enemies and Locations ......................................................................................... 113 3.23.2 Tomb Raider Legend ............................................................................................................. 113 3.23.2.1 Environmental Analysis...................................................................................................... 113 3.23.3 Warhawk ............................................................................................................................... 113 3.23.3.1 Binoculars and Weapon Combination ............................................................................... 113 3.24 Enemy Types ............................................................................................................................ 114 3.24.1 Fallout 3 ................................................................................................................................ 114 3.24.1.1 Wasteland Creatures ......................................................................................................... 114 3.24.1.2 Wasteland Enemies ........................................................................................................... 114 3.24.2 Tomb Raider Underworld ..................................................................................................... 114 3.24.2.1 Wild Animals ...................................................................................................................... 114 3.24.3 Halo 3 .................................................................................................................................... 115 3.24.3.1 Grunts ................................................................................................................................ 115 3.24.3.2 Buggers .............................................................................................................................. 115 3.24.3.3 Brutes ................................................................................................................................. 115 3.24.4 Uncharted 2: Among Thieves ............................................................................................... 115 3.24.4.1 Basic Soldiers ..................................................................................................................... 116 3.24.4.2 Armoured Soldiers ............................................................................................................. 116 3.25 Economy .................................................................................................................................. 117 3.25.1 Fallout 3 ................................................................................................................................ 117 3.25.1.1 Caps .................................................................................................................................... 117 3.25.2 The Legend of Zelda: Twilight Princess ................................................................................. 117 3.25.2.1 Rupees ............................................................................................................................... 117 4 Synthesis............................................................................................................................ 118 4.1 Synthesis – Action / Adventure Games...................................................................................... 118 4.1.1 Synthesis 1 – More action based gameplay............................................................................ 118 4.2 Synthesis – Hub Worlds ............................................................................................................. 118 4.2.1 Synthesis 1 –Whole Island Jumping Island ............................................................................. 118 4.2.2 Synthesis 2 – Giant Chain........................................................................................................ 118 4.2.3 Synthesis 3 – Spot Jump.......................................................................................................... 118 4.3 Synthesis – Fake Open Worlds ................................................................................................... 118 4.3.1 Synthesis 1 – Paths.................................................................................................................. 118 4.3.2 Synthesis 2 – Environmental Paths ......................................................................................... 118 4.4 Synthesis – Getting On and offa floating island ......................................................................... 119 4.4.1 Synthesis 1 – BASE Jump ......................................................................................................... 119 4.4.2 Synthesis2 – Zip Line ............................................................................................................... 119 4.4.3 Synthesis3–BASE Jump 2 ........................................................................................................ 119 Rocket Powered Hippo | Version Log

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4.4.4 Synthesis4 – Teleporters ......................................................................................................... 119 4.5 Synthesis – Maps and Compasses ............................................................................................. 119 4.5.1 Synthesis1 - 1st Person Over-the-Shoulder Map ..................................................................... 119 4.5.2 Synthesis2 – Compass ............................................................................................................. 119 4.5.3 Synthesis 3 – Compass / Map Hybrid ..................................................................................... 120 4.6 Synthesis – Inventory Systems................................................................................................... 120 4.6.1 Synthesis1 – Classic Inventory ................................................................................................ 120 4.6.2 Synthesis 2 – Classic In-Game Inventory ................................................................................ 120 4.6.3 Synthesis 3 – Streamlined Inventory ...................................................................................... 120 4.6.4 Synthesis 4 – Auto Combining Inventory ................................................................................ 120 4.7 Synthesis – Weapon Select ........................................................................................................ 121 4.7.1 Synthesis 1 – Pop-Up Weapon Select ..................................................................................... 121 4.7.2 Synthesis 2 – D-Pad Weapon Selection .................................................................................. 121 4.7.3 Synthesis 3 – In-Game Weapon Selection .............................................................................. 121 4.7.4 Synthesis 4 – Mouse Wheel Selection .................................................................................... 121 4.8 Synthesis – Weapons ................................................................................................................. 121 4.8.1 Synthesis 1 – Classic Weapons................................................................................................ 121 4.8.2 Synthesis 2 – Survival Weapons.............................................................................................. 121 4.8.3 Synthesis 3 – Weapon Upgrades 1 ......................................................................................... 122 4.8.4 Synthesis 4 – Weapon Upgrades 2 ......................................................................................... 122 4.8.5 Synthesis 5 – Revised Weapons .............................................................................................. 122 4.8.6 Synthesis 6 - Final Weapons ................................................................................................... 124 4.9 Synthesis – Real-Time Item Selection ........................................................................................ 124 4.9.1 Synthesis 1 – Pop-Up Inventory Selection .............................................................................. 124 4.9.2 Synthesis 2 - Real-Time Scrolling Item Selection .................................................................... 125 4.9.3 Synthesis 3 – Context Dependant Items ................................................................................. 125 4.10 Synthesis – Companion Characters.......................................................................................... 125 4.10.1 Synthesis 1 – Companion Bird .............................................................................................. 125 4.11 Synthesis –Dehydration / energy meter .................................................................................. 125 4.11.1 Synthesis 1 – Classic Shield ................................................................................................... 125 4.11.2 Synthesis 2 – Damage Divider ............................................................................................... 125 4.11.3 Synthesis 3 – Shield Glow ..................................................................................................... 125 4.12 Synthesis - Gravity Gameplay .................................................................................................. 126 4.12.1 Synthesis 1 –Island Gravity Navigation ................................................................................. 126 4.12.2 Synthesis 2 – Gravity Puzzles ................................................................................................ 126 4.12.2.1 Gravity Fishing ................................................................................................................... 126 4.12.2.2 Platforming ........................................................................................................................ 126 4.12.2.3 Mined the Explosives ......................................................................................................... 126 4.13 Synthesis - Health Bar .............................................................................................................. 126 4.13.1 Synthesis 1 – Classic Health Bar ............................................................................................ 126 4.13.2 Synthesis 2 – Health Overlay ................................................................................................ 127 4.13.3 Synthesis 3 –Health Backup .................................................................................................. 127 4.14 Synthesis – Quest Systems....................................................................................................... 127 4.14.1 Synthesis 1 - NPC Activation ................................................................................................. 127 4.14.1.1 Quest Screen ...................................................................................................................... 127 4.15 Synthesis – Traps...................................................................................................................... 127 4.15.1 Synthesis 2 – Traps in the Ruins of Nyzal .............................................................................. 128 4.16 Synthesis – Camera Systems .................................................................................................... 128 4.16.1 Synthesis 1 – Over the Shoulder ........................................................................................... 128 4.16.2 Synthesis 2 – 3rd to First Person Aiming ................................................................................ 128 4.16.3 Synthesis 3 – Tight 3rd Person Camera.................................................................................. 128 Rocket Powered Hippo | Version Log

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4.17 Synthesis – Conversation Mechanics ....................................................................................... 129 4.17.1 Synthesis 1 – Narrative Driven .............................................................................................. 129 4.17.2 Synthesis 2 - Multiple Choice Conversations ........................................................................ 129 4.18 Synthesis – In-Game Hints / Help ............................................................................................ 129 4.18.1 Synthesis 1 – Text Box........................................................................................................... 129 4.18.2 Synthesis 2 – Audio Help....................................................................................................... 129 4.18.3 Synthesis 1 – NPC Pet ........................................................................................................... 129 4.18.4 Synthesis 2 – On-Screen Hints .............................................................................................. 129 4.18.5 Synthesis 3 – Audio Help....................................................................................................... 130 4.19 Synthesis – Ammunition Counter ............................................................................................ 130 4.19.1 Synthesis - Classic Ammunition Counter .............................................................................. 130 4.19.2 Synthesis 2 – Ammunition Counter Overlay ......................................................................... 130 4.19.3 Synthesis 3 – Refined Counter .............................................................................................. 130 4.20 Synthesis – Binoculars.............................................................................................................. 130 4.20.1 Synthesis 1 – Binocular tagging ............................................................................................ 130 4.20.2 Synthesis 2 – Tech Detection Binoculars .............................................................................. 131 4.21 Synthesis – Enemies ................................................................................................................. 131 4.21.1.1 Synthesis 1 – Enemy Types ................................................................................................ 131 4.21.1.2 Synthesis 2 – 4 Enemy Types + 1 Boss ............................................................................... 131 5 Refinement ........................................................................................................................ 132 5.1 IslandWorld Refinement ............................................................................................................ 132 5.1.1 Whole Island Jumping Refinement ......................................................................................... 132 5.1.2 Chain Island Refinement ......................................................................................................... 132 5.2 Fake Open World Refinement ................................................................................................... 132 5.2.1 Paths ....................................................................................................................................... 132 5.3 Getting on and off a floating island ........................................................................................... 132 5.3.1 BASE Jump Refinement ........................................................................................................... 132 5.3.2 Zip Line Refinement ................................................................................................................ 132 5.3.3 Sky Dive 2 Refinement ............................................................................................................ 133 5.4 Map and Compass Refinement .................................................................................................. 133 5.4.1 3rd Person Over-the-Shoulder Map Refinement ..................................................................... 133 5.4.2 Compass Refinement .............................................................................................................. 133 5.5 Inventory Refinement ................................................................................................................ 133 5.5.1 Classic Inventory ..................................................................................................................... 133 5.5.2 In-Game Inventory Refinement .............................................................................................. 133 5.5.3 Streamlined Inventory Refinement ........................................................................................ 133 5.6 Weapon Selection Refinement .................................................................................................. 133 5.6.1 Pop-Up Weapon Select Refinement ....................................................................................... 134 5.6.2 D-Pad Weapon Selection Refinement .................................................................................... 134 5.6.3 In-Game Selection Refinement ............................................................................................... 134 5.7 Weapon Refinement .................................................................................................................. 134 5.7.1 Classic Weapon Refinement ................................................................................................... 134 5.7.2 Survival Weapon Refinement ................................................................................................. 134 5.7.3 First Weapons Refinement ..................................................................................................... 134 5.8 Real-Time Item Selection Refinement ....................................................................................... 134 5.8.1 Pop-Up Inventory Selection Refinement ................................................................................ 134 5.8.2 Real-Time Scrolling Item Refinement ..................................................................................... 135 5.9 Companion Character Refinement ............................................................................................ 135 5.9.1 Companion Bird Refinement .................................................................................................. 135 5.10 Shield Refinement .................................................................................................................... 135 5.10.1 Classic Shield Refinement ..................................................................................................... 135 Rocket Powered Hippo | Version Log

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5.10.2 Damage Divider Refinement ................................................................................................. 135 5.11 Gravity Refinement .................................................................................................................. 135 5.11.1 Island Gravity navigation ...................................................................................................... 135 5.12 Health Refinement ................................................................................................................... 135 5.12.1 Classic Health Bar Refinement .............................................................................................. 135 5.13 Traps Refinement..................................................................................................................... 136 5.13.1 Traps 1 Refinement ............................................................................................................... 136 5.13.2 Ruins of Nyzal Traps Refinement .......................................................................................... 136 5.14 Camera / Aiming Refinement .................................................................................................. 136 5.14.1 Over the Shoulder Refinement ............................................................................................. 136 5.14.2 3rd to 1st Person Perspective Aiming Refinement ................................................................ 136 5.15 Conversation Refinement ........................................................................................................ 136 5.15.1 Narrative Driven Conversations Refinement ........................................................................ 136 5.16 In-Game Hints / Help Refinement............................................................................................ 136 5.16.1 Text Box Refinement............................................................................................................. 136 5.16.2 NPC Pet Refinement ............................................................................................................. 137 5.16.3 On-Screen Hint Refinement .................................................................................................. 137 5.17 Ammunition Counter Refinement ........................................................................................... 137 5.17.1 Classic Ammunition Counter Refinement ............................................................................. 137 5.17.2 Overlay Refinement .............................................................................................................. 137 5.18 Binocular Refinement .............................................................................................................. 137 5.18.1 Binocular Tagging Refinement .............................................................................................. 137 5.18.2 Tech Binocular Refinement................................................................................................... 137 5.19 Enemy Refinement................................................................................................................... 137 5.19.1 Enemy type refinement ........................................................................................................ 137 6 Appendix ........................................................................................................................... 138 6.1 Fig lists for images...................................................................................................................... 138 6.1.1 Box art ..................................................................................................................................... 138 6.1.2 Other images........................................................................................................................... 139 6.2 Mindmaps .................................................................................................................................. 142 6.2.1 Implementation – Stage One .................................................................................................. 142 6.2.2 Implementation – Stage 2....................................................................................................... 143 6.2.3 Design – Stage One ................................................................................................................. 144 6.2.4 Design- Stage Two................................................................................................................... 144

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1

Version Log Version Number

Date Modified

1.0

30 June 2009

th

Description of Changes Problems added Adventure games. Puzzle games. Action / adventure games. Island worlds.

Author(s)

Louie Mitchell

Verified

Distributed to Team?

Yes

Via Dropbox

Yes

Via Dropbox

Christopher Begley

Research added Adventure games. Puzzle games. Action / adventure games. Island worlds. Synthesis added Action / adventure games. Puzzle games. Island world. Refinement added Island world. (Whole island jumping). (Chain island). Version notes N/ A.

1.1

th

16 July 2009

Problems added Fake open worlds. Getting on and off the island. Maps and compass. Inventory systems.

Louie Mitchell Christopher Begley

Research added Fake open worlds. Getting on and off the island. Maps and compass. Inventory systems. Synthesis added Fake open worlds. (Paths). (Environmental paths). Getting on and off the island. (Freefall / parachute). (Zip line).

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(Sky dive). (Teleporters). Maps and compasses. (First person overthe-shoulder shot). (Compass). (Compass hybrid). Inventory. (Classic). (Classic in-game). (Streamlined). Version notes N/ A.

1.2

th

29 July 2009

Problems added Weapons. Weapon selection. Real time item usage. Companion characters.

Louie Mitchell

Yes

Via Dropbox

Christopher Begley

Research added Weapons. Weapon selection. Real time item usage. Companion characters. Synthesis added Weapons. (Classic game weapons). (Survival weapons). (Weapon upgrades). (Weapon revisions). Weapon selection. (Pop up weapon select). (D pad selection). (In game selection). Real time item usage. (Pop up inventory system). (Real time scrolling). Companion characters. (Companion bird). Refinement added Weapons. (Classic game weapons). (Survival weapons). Weapon select.

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(Pop up + D pad). Real time item usage. (Pop up inventory system). Companion characters. (Companion bird). Version notes N/ A.

1.3

th

14 August 2009

Problems added Dehydration / Energy meters. Gravity gameplay. Health. Physics based puzzles.

Louie Mitchell

Yes

Via Dropbox

Yes

Via Dropbox

Christopher Begley

Research added Dehydration / Energy meters. Gravity gameplay. Health. Physics based puzzles. Synthesis added Dehydration / Energy meters. (Classic shield). (Damage divider). (Shield glow). Gravity gameplay. (Island gravity). (Gravity puzzles). (Gravity fishing). (Platforming). (Explosive mines). Health. (Classic health). (Health overlay). Refinement added Energy meters. (Damage divider). (Classic shield). Gravity gameplay. (Island gravity navigation). Version notes N/ A.

1.4

th

30 August 2009

Problems added Quest systems. Real world traps. Camera systems / aiming. Conversation

Louie Mitchell Christopher Begley

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systems. Research added Quest systems. Real world traps. Camera systems / aiming. Conversation systems. Synthesis added Quest systems. (NPC activation). (Quest screen). Traps. (Diagram). Camera system. (Over the shoulder). (Third to first person aiming). (Tight third person aiming). Conversation systems. (Narrative driven). (Multiple choice). Refinement added Camera systems / aiming. rd (3 to first person perspective aiming). (Over the shoulder). Conversation systems. (Narrative driven). Version notes N/ A.

1.5

th

16 Sept 2009

Problems added Hint system. Ammunition counters. Binoculars.

Louie Mitchell

Yes

Via Dropbox

Christopher Begley

Research added Hint system. Ammunition counters. Binoculars. Synthesis added Hint system. (Text box). (On screen hints). (Audio help). Ammunition counters. (Classic ammunition

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counter) Binoculars. (Item / enemy tagging) (Technology detection).

Refinement added Hint system. (Text box). (NPC pet). (On screen hint refinement). Ammunition counters. (Classic ammunition counter). Binoculars. (Item / enemy tagging). Version notes N/ A.

1.6

th

27 Sept 2009

Problems added Enemies. Economy. Survival in arid climates.

Louie Mitchell

Yes

Via Dropbox

Christopher Begley

Yes

Via Dropbox

Christopher Begley

Yes

Via Dropbox

Christopher Begley

Research added Enemies. Economy. Version notes N/ A.

1.6.1

9 Oct 2009

Version notes Edited sections to conform to correct font sizes, line spacing and style indentations. Added all game boxart. Important Game information will only be displayed once for each game used.

1.70

22 Oct 2009

Research added Enemy types. Images added Began to add images with Figure

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numbering.

1.8

26 Oct 2009

Refinement added

Louie Mitchell

Yes

Via Dropbox

1.8.1

31 Oct 2009

Images added Began to add images with Figure numbering.

Christopher Begley

Yes

Via Dropbox

Version notes Fixed an issue with Figures on all images.

1.9

29Nov 2009

Refinement added Went through entire document fixing issues with grammar. Added additional images if required and formatted existing images. Refined several research sections to remove information not vital to the reason behind researching a particular area. Added all image Fig sources to Appendix.

Christopher Begley

Yes

Via Dropbox

2.0

9 Dec 2009

Version notes Final hyperlinks for problem, research, synthesis and refinement added.

Christopher Begley

Yes

Via Dropbox

Refinement added Final checks for grammar issues.

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2

Problems 2.1

Adventure Games

What is an adventure game?

See page 21 for adventure game research or click here

2.2

Puzzle Games

What is a puzzle game?

See page 32 for puzzle game research or click here

2.3

Action / Adventure Games

What is an action game?

See page 39 for action game research or click here

2.4

Hub Worlds

How do island world’s work in video games?

See page 44 for hubworld’s research or click here

2.5

Fake Open Worlds

“How are fake open worlds structured and what are their advantages?

See page 49 for fake open world research or click here

2.6

Getting on and off a Floating Island

How is the player going to get on and off a floating island? See page 53 for getting on and off a floating island research or click here

2.7

Maps and Compasses

How is a map going to be incorporated into the game? See page 57 for maps / compasses research or click here

2.8

Inventory Systems

How is the player going to access their weapons?

See page 59 for inventory systems research or click here

2.9

Weapon Select

How are players going to switch between weapons? Rocket Powered Hippo | Problems

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See page 63 for weapon select research or click here

2.10

Weapons

What weapons are the players going to have access to? See page 65 for weapons research or click here

2.11

Real Time Item Usage

Could a real-time item selection be implemented so the player is kept in the game? See page 76 for real time item usage research or click here

2.12

Companion Characters

How is the companion character going to work with the player and what roles will they play in the game world. See page 78 for Companion characters research or click here

2.13

Dehydration / Energy Meters

How is a dehydration meter going to affect gameplay? Is it going to act as a countdown timer or a shield? See page 82 for dehydration meter research or click here

2.14

Gravity Gameplay

How does gravity work in other games and how can it be implemented into the gameplay? See page 84 for gravity research or click here

2.15

Health Systems

Is the game going to have regenerating or non-regenerating health? How is the player going to know their health statistics? See page 88 for health research or click here

2.16

Physics Based Puzzles

How the physics are puzzles going to work? What types of physics puzzles are already available? See page 90 for physics based puzzle research or click here

2.17

Quest Systems

How are the players going to start quests? What are some typical quests? How is the player going to be able to manage multiple quests? See page 93 for quest systems research or click here

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2.18

Real World Traps

What traps can be found in the real world that can be implemented into the game world. See page 98 for real world traps research or click here

2.19

Camera Systems / Aiming

Is the game going to be in 1st or 3rd person? Is the camera going to change when aiming? See page 103 for camera systems / aiming research or click here

2.20

Conversation Systems

Are the players going to be able to interact with the NPC’s? Will players have the option of steering the conversation? See page 107 for conversation systems research or click here

2.21

Hint Systems

How are the players going to receive hints? See page 109 for Hint systems research or click here

2.22

Ammunition Counters

How is the player going to keep track of their ammunition? See page 111 for ammunition counters research or click here

2.23

Binoculars

Can the player use binoculars to scope out areas, tag enemies, find tech through walls and use as a map? See page 113 for binoculars research or click here

2.24

Enemy Types

What types of enemies will the player encounter? See page Error! Bookmark not defined. for enemy types research or click here

2.25

Economy

Does the world have an economy and how does it work? See page 117 for economy research or click here

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3

Research 3.1

Why Research the adventure genre?

Researching Adventure games will give crucial insights into what mechanics and conventions define the genre. A game has to fit in a genre to attract a particular kind of gamer; a First Person Shooter enthusiast will probably not enjoy a detailed management simulation bolted onto their game.

3.1.1

What is an adventure game?

“Adventure games are about stories, exploring worlds and solving puzzles.” “Adventure games focus on puzzle solving within a narrative framework. There are generally few or no action elements.” “Adventure games are not: role-playing games that involve action, team-building and point’s management; 3D action/adventure games such as Tomb Raider; side-scroller action games such as Mario or Rayman; puzzle games like Pandora’s Box or Tetris.” Source: http://www.adventuregamers.com/article/id,149

Figure 1 - Level 5’s Professor Layton series has popularised the adventure genre for a modern audience on Nintendo DS.

3.1.2

Narrative in adventure games

“In adventure games, the story line is essential. The narrative is predetermined and unfolds one step at a time. The stories range in scope, tone and setting as much as movies and novels do. For instance, in Gabriel Knight you are attempting to solve a voodoo murder mystery in New Orleans, whereas The Secret of Monkey Island tells the comedy tale of the oddly named pirate wannabe Guybrush Threepwood and his quest to defeat the Evil Ghost Pirate LeChuck. It’s hard to give any indication of what to expect, though adventure games are known for their original stories.”

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3.1.3

Types of puzzle in adventure games 3.1.3.1

Inventory puzzles

“Accumulating an inventory of items that are then used to solve puzzles. In the first scene of the pirate adventure The Curse of Monkey Island, you have to attach a plastic hook to a ramrod in order to fetch a cutlass from the ocean.”

Figure 2 - Capcom’s Zack and Wiki: Quest for Barbaros’ Treasure requires the player to often combine two items to complete a puzzle. Combining two items that seem incompatible often ends in a solution.

3.1.3.2

Dialogue Based Puzzles

“Interacting with computer characters to accumulate clues, directions, or to persuade them to help your cause.”

Figure 3 - Sega AM2’s Shenmue 2 requires players to quiz NPC’s in 1980’s Hong Kong, in an attempt to track down a murderer. The game gives players a number of dialogue options during conversation.

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3.1.3.3

Environmental Puzzles

“Puzzles requiring you to analyze and often alter your surroundings in the game.”

Figure 4 - Naughty Dogs Uncharted 2: Among Thieves often tasks players with completing environmental puzzles in order to progress. The player must view their surrounding carefully to uncover solutions.

3.1.3.4

Contextual Puzzles

“These can be anything, like a game of chess or a jigsaw puzzle. This type of puzzle usually has little or no relevance to the game’s narrative.”

Figure 5 - Nintendo’s The Legend of Zelda: The Wind Waker carries on the series tradition of puzzle based dungeons. Puzzles within these areas have zero impact on the games overall narrative and serve only to challenge the player.

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3.1.4

Exploration in adventure games

“Adventure games always require exploration to some degree, depending on the type of interface. In early text parser driven adventures the player had to navigate by typing in directions, such as “GO NORTH”. Modern point-and-click adventures provide more intuitive ways to get around, but still ask the player to hover the mouse over the screen to find ‘hot spots’ (objects that can be looked at or manipulated). Adventures with 3D graphics such as Tex Murphy: Under a Killing Moon and Gabriel Knight 3 usually demand the highest amount of exploration, as players will often have to walk around objects to find hotspots.”

Figure 6 - In LucasArts Day of the Tentacle players are given a huge mansion to explore. Players are required to explore rooms by using a mouse to click interactive objects such as doors.

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3.1.5

Examples of Adventure Games 3.1.5.1

Grim Fandango Title: Grim Fandango Genres: Graphic Adventure Platform: PC Developer: LucasArts Original Publisher: LucasArts Year Released: 1998

3.1.5.1.1

Gameplay

The player controls Manny, a travel agentwho navigates around various locations in the Land of the Dead. The player can interact with the various characters using a speech tree to gather information. Certain objects can be picked up and kept in Mannys’ jacket to be used in specific situations later in the game to advance. The games excitement comes from the character interactions and the skill of discovering how each object is used.

Figure 7 - Grim Fandango takes the basics of earlier LucasArts games such as Sam and Max into the 3rd dimension.

3.1.5.1.2

Setting

The world is highly detailed with Day of the Dead brightly coloured imagery. The characters speak with a Spanish accent and there is a distinct film noir feel to the characters. The backgrounds have been rendered in 3D but placed as a 2D image in the game. Critical objects in the game as well as characters are in 3D.

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3.1.5.1.3

Level Layout

The environments are quite small but make up a relatively large area together. The player is free to roam these areas, finding objects and talking to people until they figure out what to do and unlock the next section of the game.

3.1.5.1.4

Camera System

The camera is fixed in each section with Mannys’ head turning in the direction of interactive objects to help the player.

3.1.5.1.5

Help System

Objects in the environment can be inspected with Manny telling us his thoughts. Other characters can be useful when talked to giving subtle hints to the best approach. The static camera can highlight useful objects. When the player tries to use and item from the inventory in the wrong place, Manny gives a little witty remark which can sometime lead to clues.

3.1.5.2

Broken Sword: The Shadow of the Templars Title: Broken Sword: The Shadow of the Templars Genres:Point and Click Adventure Platform: PC / Playstation Developer: Revolution Software Original Publisher: Virgin Interactive Year Released: 1996

3.1.5.2.1

Gameplay

The gameplay is similar to that of Grim Fandango. The character navigates connected environments collecting objects and talking to NPC’s to advance the story. Objects can be stored and combined in the inventory unlike in Grim Fandango. These can be used in later specific situations. Clicking on objects in the environment with the mouse pointer controls the avatar.

3.1.5.2.2

Setting

The game world is vivid and hand drawn. All environments and characters are 2D. Locations are taken from different places all around the world.

3.1.5.2.3

Level Layout

Levels are laid out in much the same way as Grim Fandango. Each area can be navigated and leads onto another small area. The player is restricted to these small areas until they can figure out what objects / interactions can be used to aid progression.

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Figure 8 - Broken Sword takes players on a globetrotting adventure of mystery and intrigue.

3.1.5.2.4

Help System

If the player becomes stuck, items in the inventory can be clicked on and the avatar will read a short description. Objects in the game world can be examined and George will sometimes give a little clue to what needs to be done. Other clues can come from the NPC’s through the text chat. Camera angles can also direct the players’ attention to certain areas of interest with the help of the mouse pointer.

3.1.5.3

Shenmue Title: Shenmue Genres: Adventure Platform: Dreamcast Developer: AM2 Original Publisher: Sega Year Released: 1999

3.1.5.3.1

Gameplay

In Shenmue, the main gameplay style follows the adventure game style to the letter; exploring the world speaking to people, solving puzzles and obtaining items. However, Shenmue also pioneered the Quick time event (commonly known as QTE), which came to play during a few action sequences. There are plenty of distractions from the main narrative including old 1980’s Sega arcade titles such as Space harrier and Hang On.

3.1.5.3.2

Setting

Shenmue takes place in Yokosuka, Japan during the 1980’s. Every aspect of the environment tells a story of a world that has existed before the player picked up the controller. Once the player beings their story the world comes alive, players are often treated to small touches such as a drunken Father Christmas walking down a main high street in on Christmas Eve.

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Figure 9 - Attention to detail is everything in Shenmue’s world. Being able to buy a cola from a vending machine has zero point in the game however it adds to the realism of the adventure.

3.1.5.3.3

Narrative

From the opening cut scene Shenmue places a heavy emphasis on the narrative. Within the first five minutes the main characters father is killed by a mysterious figure. This trigger event leads players on a story of love, family and ultimately revenge. Shenmue takes theage-old story of revenge and places it in the contemporary setting of 1980’s Japan.

3.1.5.4

Professor Layton and Pandora’s Box Title: Professor Layton and Pandora’s Box Genres: Adventure / Puzzle Platform: Nintendo DS Developer: Level 5 Original Publisher: Nintendo Year Released: 2009

3.1.5.4.1

Gameplay

Players guide two characters, Professor Layton and his assistant Luke through several mysteries in one large story spanning several locations. The player is tasked with completing puzzles each with their own value for the player to collect known as “picarats”. The higher the picarats value given to a puzzle equals the puzzles difficulty. The games puzzles include brainteasers and logic puzzles as well as other puzzle types. Players can submit their solution to a puzzle and see if their answer is correct. An incorrect answer to a puzzle means the amount of picarats the player will gain lowers.

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Figure 10 - Professor Layton presents a puzzle series with heart as players explore the games they become involved with the characters personalities.

3.1.5.4.2

Setting

Pandora’s Box takes players first to London and then on the Molentary Express, a train both Professor Layton and Luke board. The Express is used as a base for the player; however the train visits several locations such as Dropstone, a town celebrating its 50th anniversary.

3.1.5.4.3

Help system

Players can use hint coins to buy clues to a puzzles solution. There are the hints available to the player on each puzzle. Each hint gives a more detailed clue than the last when purchased. 10 hint coins are automatically given to the player at the start of their adventure.

3.1.5.4.4

Downloadable puzzles

Using Nintendo Wi-Fi connection players can download new puzzles weekly to their game. These puzzles are already stored in the game; however require a Wi-Fi connection to unlock one weekly.

3.1.5.5

Zack and Wiki: Quest for Barbaros’ Treasure Title: Zack and Wiki: Quest for Barbaros’ Treasure Genres: Point and Click Adventure Platform: Wii Developer: Capcom Original Publisher: Capcom Year Released: 2007

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3.1.5.5.1

Gameplay

Zack and Wiki uses a unique control scheme for its point and click adventure. The puzzles are mostly context based using the Wii remote to mimic real life actions, like moving bricks, sawing trees etc. The player turns the enemies into useful objects that can be stored and used in the right situation to advance the story and receive the treasure.

Figure 11 - Zack and Wiki must work together to solve each puzzle. Zack can ring Wiki like a bell to transform enemies in items.

3.1.5.5.2

Setting

Zack and Wiki take places place on a tropical island. The island features volcanic caverns, ancient ruin and hidden temples among other areas. The setting moves to the pirate clichĂŠ known as Treasure Island during the plot.

3.1.5.5.3

Narrative

Zack and Wiki want to become pirates. They crash land on an island where they find the golden skull of Barbaros. Barbaros asks Zack and Wiki to find the missing parts of his body scattered around the world in exchange for directions to his Legendary Ship full of treasure.

3.1.5.6

Fahrenheit Title: Fahrenheit Genres: Adventure Platform: PC / Xbox / Playstation 2 Developer: Quantic Dream Original Publisher: Atari Year Released: 2005

3.1.5.6.1

Gameplay

Fahrenheit’s gameplay is a blend of cinema and video games. Players control characters actions as they navigate an environment. Players are Rocket Powered Hippo | Research

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required to use context sensitive controls to complete large action set pieces where the player’s choices decide any outcome.

3.1.5.6.2

Setting

Fahrenheit takes place in a modern day New York City. The game takes players to several locations including a diner, a police station and an apartment block.

Figure 12 - Often the player is placed into stressful situations. The player is required to make split second choices on a regular basis.

3.1.5.6.3

Narrative

Fahrenheit centres on the story of Lucas Cane, a man who in a trance stabs and kills a man in a diner restroom. Two Detectives are tasks with solving the murder as Lucas becomes involved in a 2000-year prophecy. The game has three endings; the final scene of the game dictates the players ending. See page 32 for puzzle game research or click here See page 18 for additional problems or click here

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3.2

Puzzle Game Research

Additional research into Puzzle games can inspire designers to incorporate some variation into their puzzles.

3.2.1

What is a Puzzle Game?

“There is no strict definition, but rather a set of loose characteristics and boundaries. Games of this genre usually involve shapes, colours, or symbols that must be arranged or organized to form a specific pattern. Sometimes these objects are fixed, and sometimes they fall from the sky. In some cases, you don't control objects or characters directly but instead affect the surrounding environment. Some puzzle games rely on quick reflexes, while others reward contemplation. What they all have in common is their emphasis on strategy and thought rather than random action.” Source: http://uk.gamespot.com/features/vgs/universal/puzzle_hs/ “Puzzle video games are a genre of video games that emphasize puzzle solving. The types of puzzles can test many problem solving skills including logic, strategy, pattern recognition, sequence solving, and word completion.” Source: http://en.wikipedia.org/wiki/Computer_puzzle_game

Figure 13 - Tetris is the iconic representation of a puzzle game. The game has been release on dozens of games consoles and helped launch Nintendo’s Game Boy in 1989.

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3.2.2

Types of Puzzle Game

There are various types of puzzle game, each requiring a different set of mental skills to complete.

3.2.2.1

Character Control

“Character control games come in two varieties: multiple and single character. Multiple character control games such as Lemmings,King Arthur's World have a host of rather mindless creatures that the player must save or otherwise use to reach an exit within the stage. The single character varieties of these games such as Deadly Rooms of Death have just one indirectly controlled character the player must save. Another example of this sub-genre is The Lost Vikings.”

Figure 14 - Lemmings has a simple gameplay goal “get the Lemmings to the exit” however the player path to the exit defines the game beyond simplicity.

3.2.2.2

Construction

“Construction puzzle games have the player create a picture or other object by completing certain puzzles. Sometimes the object is pre-defined, sometimes it isn't. Picross games, a type of puzzle popular in Japan, are a good example of this, as is Bridge Builder and Chain Reaction.”

Figure 15 - In Mario’s Picross 2 players must mark boxes in a window to reveal a picture. Rocket Powered Hippo | Research

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3.2.2.3

Hidden Object

“This simple puzzle game is best exemplified in the Windows game Minesweeper. Hidden object games are just as the name implies -- something is hidden and the player must find it by using clues and solving puzzles, earning points for successes and penalties for misses. Battleship and Where's Waldo, the children's book turned into a video game, are other examples.”

Figure 16 - Minesweeper has been part of the Windows OS since windows 3.1. The game can be played on any size grid the player decides.

3.2.2.4

Maze

“Pac-Man, Bomberman and Marble Madness have more in common than being classic games. Each is a member of the maze sub-group of puzzle games. Maze games are often lighter on the puzzle aspects and focus on trial-and-error exploration. And as you guessed, there's a maze with a goal hidden somewhere inside. Players must navigate the environment and overcome puzzles and obstacles to make it to the end.”

Figure 17 - Bomberman Live on Xbox 360 stays true to the Bomberman formula, upto eight players navigating a maze dropping bombs to blow up each other. Rocket Powered Hippo | Research

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3.2.2.5

Visual Matching

“Visual matching games outnumber the rest of the puzzle games by a huge margin. These games include Tetris,Zookeeper, Dr. Mario,Lumines, Meteos, Yoshi and hundreds more. The sub-genre itself can be further divided into game type. Visual matching games present a field with different coloured objects the player must somehow match. Placing like colours or shapes together, usually in groups of at least three, causes them to vanish. The more objects the player groups at a time, the more points he or she gets.”

Figure 18 - Planet Puzzle League on Nintendo DS asks players to match 3 or more similar coloured blocks. Players can create combos by stacking blocks to match after a first lot have.

3.2.2.6

Puzzle Story Game

“Puzzle story games take the player through a scenario that involves solving puzzles in order to proceed through the game or attain a goal. These puzzles may be as basic as locating a lost key or performing actions in a set sequence. The game Myst is often lauded as one of the best early graphical puzzle games; its breakthrough graphics and otherworldly gameplay experience made it an exemplary example.”

Figure 19 - The setting of Myst while an island is in reality one bit puzzle box. Gameplay is led via the games puzzles, not narrative character driven events. Rocket Powered Hippo | Research

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3.2.3

What Makes a Good Puzzle Game?

“While video game developers have long sought the answer to this question, there are a few quantities known to make a good puzzle game. The difficulty level of the game should be challenging to play, but not frustrating; in order to appeal to a wide audience, this often means the game must have variable difficulties or be self-adjusting in response to the player's proven skills. A puzzle game should also be easy to learn so that new players can pick it up and immediately play; certainly subtleties may need to be learned over time but the basics should be immediately accessible. In addition, a puzzle game must be compelling – even addictive – enough to make a player keep playing. While many have tried to quantify and qualify what makes a game addictive, it is an elusive quotient. However, some of the elements that play into it include how rewarding the game payoff is, whether the pacing is enjoyable and whether the actual gameplay mechanic is pleasant.” Source: http://videogames.lovetoknow.com/wiki/Puzzle_Video_Games

3.2.4

Examples of Puzzle Games 3.2.4.1

Tetris (Game Boy version) Title: Tetris Genres: Puzzle Platform: Game Boy Developer: Nintendo R&D1 / Bullet-proof Software Publisher: Nintendo Year Released: 1989

3.2.4.1.1

Gameplay

The gameplay in Tetris is simple, various block shapes fall from the top of the screen. The player can rotate these shapes until they reach the bottom of the screen or come into contact with another shape. The games objective is to create lines using the various shapes. Once a line is created it “clears” and all the blocks in the line disappear. The games speed increases as more and more lines are cleared.

Figure 20 - Tetris on Nintendo’s Game Boy is perhaps the recognised version. Rocket Powered Hippo | Research

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3.2.4.1.2

Puzzle Games after Tetris

Critics consider the title the benchmark for puzzles games. The games simplicity allows players of any age to engage in the challenging gameplay. Games such as Sega’s Columns and Nintendo’s own Panel De Pon (Puzzle League) would not exist without the foundations laid down by Tetris.

3.2.4.2

Planet Puzzle League Title: Planet Puzzle League Genres: Puzzle Platform:Nintendo DS Developer:Intelligent Systems Publisher: Nintendo Year Released: 2007

3.2.4.2.1

Gameplay

The basic gameplay of Planet Puzzle League is matching 3 blocks of the same type. There are five different types of standard blocks (red, green, blue, yellow and purple). Players can play a variety of modes including a mode where the player has to clear blocks to solving a puzzle with only a handful of block movements.

3.2.4.3

Mercury Meltdown revolution Title: Mercury Meltdown Revolution Genres: Puzzle Platform: Wii Developer: Ignition Banbury Original Publisher: Ignition Entertainment Year Released: 2007

3.2.4.3.1

Gameplay

The game has the player manipulating the environment using the Wii remote to guide a blob of mercury to the end goal. Points are scored on time and how much mercury makes it back safely to the goal.

3.2.4.3.2

Puzzles

The puzzles consist of hazards and state changers. If the mercury touches a heater, it will spit more and become faster, useful for getting over moving floors. If it goes under a cooler, it will become a solid ball able to roll along rails and small gaps in the floor. Colour mixing plays a big part in Mercury Meltdown Revolution. Having your mercury change colour and sitting on the same-coloured pad can only open certain doors. Splitting your mercury on a corner and rolling them Rocket Powered Hippo | Research

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under a paintshop can achieve this. If two blobs of different colour mercury touch, they mix colours to open certain doors. Other hazards will try and destroy or knock the players’ mercury. Levels are finished when the mercury reaches the goal.

Figure 21 - The gameplay of mercury meltdown revolution is matched with a unique Cel shaded graphical style.

3.2.4.3.3

Levels

The levels are themed, each with a unique style. The hazards and puzzles are introduced slowly throughout the game as to not overwhelm the player.

3.2.4.4

Elefunk Title: Elefunk Genres: Puzzle Platform: Playstation 3 Developer: 8 Bit Games / Big Head Games Original Publisher: Sony Computer Entertainment Year Released: 2007

3.2.4.4.1

Gameplay

The idea of the game is to build a bridge out of set pieces of girder and steel and have elephants to walk over the construction safely.

3.2.4.4.2

Puzzles

The puzzles comes from the limited amount of building equipment the player is allowed to use, the strength of the materials and their ability to build structurally secure bridges. The environments provide some challenge, as they need to be taken into consideration before the player starts to build. See page 39 for action / adventure games research or click here See page 18 for additional problems or click here Rocket Powered Hippo | Research

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3.3

Action / Adventure Games 3.3.1

God of War Title: God of War Genres: Action / Adventure Platform: Playstation 2 Developer: SCE Studios Santa Monica Original Publisher: Sony Computer Entertainment Year Released: 2005

3.3.1.1

Gameplay

In God of War players enter the role of Kratos, who uses a set of twin blades known as the “blades of chaos” to defeat enemies. In addition to the blades players can utilise magic spells to vanquish foes. During the game players locate magical artefacts and take part in quick time events.

3.3.1.2

Level Progression

Players are required to move through each level defeating enemies in combat and solving basic puzzles. At the end of each level boss encounters are common, for example a fight with the Kraken.

Figure 22 - God of War pits players against a variety of foes including several Medusa’s who can be defeated by literally ripping of their head.

3.3.1.3

Magical Artefacts

Players locate magical artefacts during gameplay; these artefacts give Kratos additional abilities. An example is Medusa’s head that players can hold and aim at enemies to freeze them before using another attack to defeat the enemy. Rocket Powered Hippo | Research

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3.3.1.4

Upgrades

Each time the player kills an enemy they collect red orbs from that enemy. Red orbs can be used at any time to upgrade weapons, magic and magical artefact abilities.

3.3.1.5

Quick Time Events

Throughout the game players engage in quick time events (commonly known as a QTE) these events range from cutting of the head of a medusa to dodging then retaliating against a huge boss encounter.

3.3.2

Tomb Raider Legend Title: Tomb Raider Legend Genres: Action / Adventure Platform: Playstation 2 / Xbox / Xbox 360 / Gamecube / PC / Playstation Portable Developer: Crystal Dynamics Original Publisher: Eidos Interactive Year Released: 2006

3.3.2.1

Gameplay

Tomb Raider Legend requires players to navigate environments while solving puzzles and using gunplay. Players assume the role of Lara Croft who moves with a gymnasts grace using aerobatic techniques to navigate rugged terrain.

3.3.2.2

Level progression

All levels in Tomb Raider Legend has its own artistic style, however the gameplay within is similar is always the same. Players are often required to locate ledges that can be scaled, then jump onto another nearby ledge. During each level run and gun gameplay is an important factor in progression as well as solving simple puzzles, like placing objects on three pressure points to open a door.

Figure 23 - Tomb Raider Legend asks players to think vertically rather than simply viewing each level from a horizontal perspective. Rocket Powered Hippo | Research

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3.3.2.3

Weapons

Player’s start with Lara Croft’s iconic twin handguns, during the game players can obtain new weapons such as a shotgun or automatic machine guns. Players can collect new weapons from dead enemies and switch between them using a quick select menu.

3.3.2.4

Gadgets

The game gives players several gadgets to use during gameplay. The primary gadget available is a grappling hook, used to swing across gaps, grab enemies and pull objects towards the player. In addition to the grappling hook players can use binoculars to scout out levels.

3.3.3

Super Metroid Title: Super Metroid Genres: Action Adventure Platform: Super Nintendo Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 1994

3.3.3.1

Gameplay

Player controls the main character Samus Aran on a 2D plane. Super Metroid adopts the Zelda style of gameplay common to that series. Players obtain new abilities that unlock new areas for exploration. Locating the morph ball ability (allowing Samus to move though small gaps) opens up new areas that were previously unavailable.

Figure 24 - Samus Aran’s many abilities can be activated and deactivated at will. Deactivating power beam upgrades create interesting results. Rocket Powered Hippo | Research

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3.3.3.2

Level Progression

Super Metroid starts players in a small area of the world, obtaining new abilities finally results in the entire world being open. Players can identify which ability is needed to progress such as pink door require a missile to open, compared to blue doors that do not.

3.3.3.3

Suits

Players start the game with the default power suit. As progression is made deeper into the world players locate the Varia suit, which grants protection from intense heat. Later in the game players locate the gravity suit, which allows for easy traversal of underwater sections.

3.3.3.4

Weapons

Players start the game with one weapon, the power beam. The power beam can be upgraded several times with enhancements such as dispersal radius improvements and elemental upgrades (ice). In addition to beam weapons players obtain missiles and then super missiles as well as small / large bombs.

3.3.3.5

Abilities

Abilities range from the space jump (allows players to jump higher) to the screw attack (an enemy damaging midair attack). While some new abilities are purely for progression others are for improving the player’s combat effectiveness.

3.3.4

Fallout 3 Title: Fallout 3 Genres: Action / Role-playing Platform: PC / Xbox 360 / Playstation 3 Developer: Bethesda Game Studios Original Publisher(s): Bethesda Softworks / Zenimax Media Year Released: 2008

3.3.4.1

Gameplay

Fallout 3’s gameplay is all about quests; players are required to perform quests in order to progress though its main story arc. The game uses a unique combat system known as the Vault Assisted Targeting System (VATS) for combat as well as allowing players to manually aim weapons. The game gives players moral choices, which can drastically affect each player’s experience.

3.3.4.2

VATS

Players can activate the VATS targeting system at any time during gameplay when near a targetable entity, such as an NPC or wild animal. During VATS players can choose various parts of an entities body to target. Actions can be placed into a queue in VATS allowing players to careful choose where to attack on an entity. Each action uses action points, which the player has a limited amount, the amount of points used varies depending on each weapon, for example a pistol uses less action points to fire than a mini-nuclear device.

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3.3.4.3

Weapons

Weapons have a wide range of types in Fallout 3. Weapons range from handheld melee types such as knifes to larger projectile weapons such as the devastating Tesla Cannon. Weapons degrade over time; this degradation lowers the amount of damage the weapon does. Players need to repair weapons at item dealers throughout the world or repair weapons themselves. If a weapon becomes in high state of disrepair it will brake completely.

Figure 25 - Players in Fallout 3 can customise their weapon load out to cater for a variety of combat encounters.

3.3.4.4

Conversation / morals

Fallout 3 offers an incredible range of options for how players can interact with NPC characters. The entire game give player’s choice, choice to help someone in need or kill them is a common moral choice. Players can make friends and enemies, which has drastic repercussions as the game unfolds (unfolding as the player chooses). See page 118 for action / adventure game synthesis or click here See page 18 for additional problems or click here

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3.4

Hub World Research 3.4.1

Why Research Hub Worlds?

Researching hub worlds is required to understand how they essentially work. Hub worlds have existed in gaming for over twenty years and they have evolved as gaming as evolved. Understanding the basics of hub worlds is required before one can be created.

3.4.2

What is a Hub world? A Definition

“In video games, a hub is the central area from which all, or at least a good portion of, the other areas link. It can be thought of as the hub of a wheel (hence the name), with the other areas serving as "spokes”. Hubs are most commonly found in adventure games with non-linear gameplay, but there are exceptions. The History of hubs most video games were based on advancing through levels in the early 1980's. However, a few games pioneered the hub concept. The most notable was Metroid, which was also one of the first non-linear games. Metroid revolved around collecting items to advance further, although they could be collected in virtually any order. They were hidden in five areas, and the first of these areas (Brinstar) was connected to all but one, making it the first technical island. Following Metroid, a slew of games with hubs were released. The Castlevania series of games adopted the same item-based progression as Metroid, creating the "Metroidvania" genre. The, another non-linear game from the same age as Metroid has almost always had a hub of some form or another. Even the Pokémon series has hubs, though they do not serve as the starting location like other games (e.g. Saffron City) With the release of "Super Mario 64", the most famous video game character of all time entered the world of hubs, with all levels being accessed from Princess Peach’s castle. Islands have grown increasingly more common as MMORPG's and other genres adapt the concept to their gameplay. It has become safe to say that hubs are now an essential part of video gaming today” Source: http://en.allexperts.com/e/h/hu/island_(video_games).htm

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3.4.3

Examples of Hub Worlds 3.4.3.1

The Legend of Zelda: Majora’s Mask Title: The Legend of Zelda: Majora’s Mask Genres: Action /Adventure Platform: Nintendo 64 Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 2000

3.4.3.2

Clock Town

Clock Town serves as a hub in Majora’s Mask. The town is separated into different areas that are all connected to a central square that contains a huge clock counting down to an event named the “festival of time” celebrated by the townsfolk. The hub has four gates that are north, south, east and west to the centre of town each leading to a different exits beyond Cock Town

Figure 26 - The centre of Clock Town contains a huge clock tower. Outside of Clock Town the tower can be seen for virtual miles.

3.4.3.3

Mini–games

Several mini-games that require rupee’s (the currency in Termina) to play are found in Clock town. These mini-games offer more than a distraction from the games story to the player as useful items as rewards are common.

3.4.3.4

Mini-quests

The town features a variety of mini-quests that are often entirely optional to the player. Studying a notebook given to the player named the “bombers notebook” often discovers these mini quests.

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3.4.3.5

Bomber’s Notebook

Images and schedules of NPC characters within clock town are recorded in the Bomber’s Notebook for a period of three days. The player can choose to log events that are of noteworthy interest in the notebook for each NPC. Completion of an NPC’s schedule in the Bomber’s Notebook typically concludes with a reward for the player.

3.4.4

Super Mario 64 Title: Super Mario 64 Genre(s): Platformer Platform: Nintendo 64 Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 1996

3.4.4.1

Princess Peach’s Castle

The inside of this hubcontains paintings and fake walls players can jump into to access each of the games 15 main courses. Progression through the hub is hindered unless the player collects power stars (120 in total) only the ground floor is accessible at first. Collecting a set amount of power stars unlocks doors and encounters with Bowser. Completion of these encounters gives keys that unlock the castles other floors, unlocking new courses.

Figure 27 - Creating a HUB for Super Mario 64 is a natural extension of the world map screens from Super Mario Bros 3 and Super Mario World.

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3.4.5

Banjo Kazooie Title: Banjo Kazooie Genres: Platformer Platform: Nintendo 64 Developer: Rare Original Publisher: Nintendo Year Released: 1998

3.4.5.1

Grunty’s Lair

In Banjo Kazooie players are required to progress through a hub. Doors require players to collect a set amount of musical notes from the games worlds to progress. The player also collects jigsaw pieces from each world designed to complete jigsaw puzzles in the hub, thus opening new worlds.

Figure 28 - The entrance to Grunty’s Lair is just off the training area of Banjo Kazooie. This allows the player time to learn the games controls before entering the hub.

3.4.5.2

Warp Cauldrons

In Grunty’s Lair are different coloured cauldrons. These cauldrons are in pairs of the same colour and act as warps between sections of the huge hub area. The player is required to locate two of the same colour in order to use their warping capabilities.

3.4.5.3

Hidden Areas

Players come across areas that are at first inaccessible in Grunty’s lair. These areas require the player to later return with the correct special abilities / magical transformation in order to access them. An example is the player transforming into an alligator, and then gaining access to a passageway full of dangerous swamp water that would otherwise kill the player

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3.4.6

Crash Team Racing Title: Crash Team Racing Genres: Racing Platform: Playstation Developer: Naughty Dog Original Publisher:Sony Computer Entertainment Year Released: 1999

3.4.6.1

Adventure Mode Hub

In the Adventure Mode the player must move through a series of four hub worlds. Each hub world contains races that the player needs to come 1st in, coming 1st rewards the player with a trophy. Collecting all the trophies in each hub world gives access to a boss encounter that if completed opens up a path to the next hub. The player can also physically drive up to a section of the hub at any time to save and load.

3.4.7

Diddy Kong Racing Title: Diddy Kong Racing Genres: Racing Platform: Nintendo64 Developer: Rare Original Publisher: Nintendo Year Released: 1997

3.4.7.1

Timbers Hub

In Diddy Kong Racing the player starts at the centre of Timber’s Hub, essentially a giant hub connecting to smaller hub worlds. The smaller hub worlds are accessed via doors, which require a set amount of balloons collected by the player. They are often inaccessible by the games default vehicles (karts) requiring the player to transform into driving a plane or a hovercraft. Each hub area contains a boss race, which players must win. Also within each hub world is a Minigame such as flying to a dinosaur’s nest and stealing eggs. See page 118 for island world synthesis or click here See page 18 for additional problems or click here

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3.5

Fake Open Worlds

Games like Grand Theft Auto employ an open world structure. Game.co.uk describes an open world as: “A vast, go-anywhere, do-anything gameworld with no loading screens between areas, in which players can follow the main story objectives, or simply explore off the beaten track and play with the game's features and sidequests...” While open world games give players a lot of freedom to experiment with the games mechanics and explore the environment, sometimes the liberty can be overwhelming for the player and they can get distracted and not experience the game to its fullest. Some games have managed to develop environments that appear to be open world but allow the player freedom in the environment for exploration. This means that players can experience what the designers have laid out for them but don’t feel cheated by being forced down tight linear paths.

3.5.1

Far Cry 2 Title: Far Cry 2 Genres: First Person Shooter / Sandbox Platform: PC / Xbox 360 / Playstation 3 Developer: Ubisoft Montreal Original Publisher: Ubisoft Year Released: 2008

3.5.1.1

Fake open worlds on a massive scale

Far Cry 2 is a great example of a fake open world. The map is 50km 2 with environments ranging from barren desert to dense, jungle forests. The environments are populated with thousands of assets that make the world believable and dynamic. The level design is made up of paths through valleys, housing and rivers allowing the designers to control where the players can go without looking forced.

Figure 29 - Far Cry 2’s illusion of an open world is convincing at first glance. Rocket Powered Hippo | Research

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3.5.1.2

Limited approaches

Players can’t climb the steep mountains and therefore directed around them. It is then easier for level designers to implement game mechanics. For example, an enemy camp can only be approached from 3 separate directions; therefore gameplay and environments are built with this in mind.

3.5.2

Prince of Persia Title: Prince of Persia Genres: Third Person Adventure Platform: PC / Xbox 360 / Playstation 3 Developer: Ubisoft Montreal Original Publisher: Ubisoft Year Released: 2008

3.5.2.1

Tight fake open world gameplay

Prince of Persia has hub area with several paths leading to the main levels. The main levels also have several paths, which lead to other levels. A combination of open levels and connecting paths help build the illusion of an open world while still maintaining a tight structure.

Figure 30 - Prince of Persia creates a feeling of an open world without overwhelming the player with too much choice. The levels are built in a way that players can traverse through any way they want. The only things stopping the player staying within the levels confines of the levels are the characters abilities or a connecting path to another level. The design of the world allows the players to progress further after gaining new abilities to help them reach higher and further places. The levels are layered but still linear, sometimes splitting into separate paths. The more structured the levels are, the more control the designers have on sculpting the experience.

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3.5.3

Red Faction: Guerrilla Title: Red Faction Guerrilla Genres: Third Person Shooter / Sandbox Platform: PC / Xbox 360 / Playstation 3 Developer: Volition, inc Original Publisher: THQ Year Released: 2009

3.5.3.1

Points of interest

Red Faction is similar in level design to Far Cry 2. Small towns and bases are built in the midst of valleys directing the player to their next point of interest. However, unlike Far Cry 2, Red Faction lets the players scale the terrain in an array of vehicles and by foot. Mars is a less densely populated environment and exploring off the paths usually isn’t very exciting forcing the player back to the civilisations.

Figure 31 - Red Faction Guerrilla always makes good use of its large world to direct players to their next piece of action.

3.5.4

Fable 2 Title: Fable 2 Genres: Role Playing Game Platform: Xbox 360 Developer: Lionhead Studios Original Publisher: Microsoft Game Studios Year Released: 2008

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3.5.4.1

Linear routes with pathways

Fable 2 is an open world formed by linear routes. Each area has a several entrances / exits which lead to the next area. Players can travel wherever they please within the world using these pathways. Some areas such as towns are more open and can be explored but the further out the player travels the more linear the game becomes. Fable 2 offers enough to explore around the linearity of some of the areas and always points the player towards something interesting; distant object / building, NPC, treasure etc.

Figure 32 - Fable 2 uses linear paths with large open sections to create the illusion of open. Fable 2 manages to be an open world game by allowing the player to freely travel around the map, as they desire. However, the map is made up of open areas and linear paths, which in combination; make up a larger, believable open world which gameplay can be easily built around See page 118 for fake open world synthesis or click here See page 18 for additional problems or click here

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3.6

Getting on and off a floating island 3.6.1

BASE-Jumping

“BASE-jumping is an activity that employs a parachute or the sequenced use of a wingsuit and parachute to jump from fixed objects. BASE stands for “Building, Antennas, Spans and Earth” essentially the four fixed objects that one can jump off.

Figure 33 - BASE-jumping evolved from skydiving; however BASE-jumping enthusiasts rarely reach terminal velocity on jumps, due to their starting height. BASE-jumping in modern terms is seen as a recreational activity for enthusiasts. Famous locations such as the Eiffel Tower and the Statue of Liberty in the early 20th century were jumped off at first before the activity had an actual name.” Source: http://en.wikipedia.org/wiki/BASE_jumping

3.6.2

Just Cause 2 Title: Just Cause 2 Genres:Sandbox / ActionAdventure Platform:PC / Xbox 360 / Playstation 3 Developer:Avalanche Studios Original Publisher: Eidos Interactive Year Released:2010

3.6.2.1

Base Jumping In Just Cause 2

In Just Cause 2 players can BASE (Building, Antennas, Spans (Bridges) Earth) jump from high altitude locations. The game requires players to BASE jump into enemy locations for surprise attacks. This high altitude to ground mechanic is essential to Just Cause 2’s unique take on vertical gameplay. Rocket Powered Hippo | Research

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Figure 34 - BASE-Jumping in Just Cause 2 allows the player to view their target from a distance then reach that target seamlessly.

3.6.3

Zip line

A Zip line consists of a pulley suspended on a cable mounted on an incline. It is designed to enable a user propelled by gravity to traverse from the top to the bottom of the inclined cable, usually made of stainless steel, by holding on or attaching to the freely moving pulley. Source: http://en.wikipedia.org/wiki/Zip-line

Figure 35 -Zip Lines are common as part of a recreational activity trips worldwide.

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3.6.4

Metroid Prime 3: Corruption Title: Metroid Prime 3: Corruption Genre(s):First Person Action Adventure Platform:Wii Developer:Retro Studios Original Publisher:Nintendo Year Released: 2007

3.6.4.1

Zip line gameplay

Metroid Prime 3: Corruption has a rail or zipline section to connect different regions in the world. This mechanic can be described as “on-rails”. Players can shoot both doorways and enemies that are blocking their path.

Figure 36 - Players use their grapple beam to attach to a zip line. An orange “grapple” icon denotes when players can activate the grapple beam to enter zip line sections.

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3.6.5

Transporter (Star Trek)

A transporter is a fictional teleportation machine used in the Star Trek universe. Transporters convert a person or object into an energy pattern (a process called dematerialization), then "beam" it to a target, where it is reconverted into matter (dematerialization). The term transporter accident is a catchall term for when a person or object does not rematerialize correctly. Source: http://en.wikipedia.org/wiki/Transporter_(Star_Trek)

Figure 37 - Transporters have become an iconic piece of science fiction since the original Star Trek aired in the 1960’s.The idea of technology that can instantly transport a person over great distances never fails to sparks the imagination.

3.6.5.1

Transporters in Unreal Tournament 3 Title: Unreal Tournament 3 Genres:First Person Shooter Platform:PC / Xbox 360 / Playstation 3 Developer:Epic Games Original Publisher:Midway Games Year Released: 2007

Teleporters are an important for gameplay in certain Unreal Tournament maps. Strategically placed Teleporters offer players a way to travel large distances, avoid danger or reach higher places. There is also a weapon called the Translocator. A player uses the Translocator to fire a small disk into the game world. When the placer presses the fire button, they immediately teleport to wherever the disk has been placed. This adds depth to any Deathmatch or Capture the Flag tournament. See page 119 for getting on and off a floating island synthesis or click here See page 18 for additional problems or click here

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3.7

Maps and Compasses 3.7.1

Far Cry 2 3.7.1.1 Handheld Map and GPS In Far Cry 2 the player map is displayed during gameplay. This map shows the players location with a green arrow as well as other information such as weapon caches in their local area. The map can be toggled between a local view, which displays the area local to the player, and a world map view, which details all locations in the region. The map is held in the player’s left hand and a GPS device is held in the right.

Figure 38 - Having a map and compass onscreen during gameplay breaks any issues with loss of immersion.

3.7.1.2 GPS During driving sections the GPS device can be attached any vehicles dashboard so navigation is made easier. The GPS device displays a mini map of the players main map at all times when on screen. Players can also use a diamond finding option on the GPS device to seek out the valuable stones. 3.7.2

The Legend of Zelda: The Wind Waker Title: The Legend of Zelda: The Wind Waker Genres: Action / Adventure Platform: Gamecube Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 2003

3.7.2.1

Ocean Map

In The Legend of Zelda: The Wind Waker player’s traverse a great ocean in a small boat. Players are required to navigate between islands on a vast ocean using a Rocket Powered Hippo | Research

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map. This map is filled in as players visit new areas of the ocean. The map is laid out in a grid with each grid usually containing hidden treasure and other gameplay within. Islands that are in several grids can be charted by purchasing maps from a character that lurks in nearby waters.

Figure 39 - Ocean travel in The Wind Waker is made easy thanks to easy to understand navigational displays.

3.7.2.2

Compass

The compass in The Legend of Zelda: The Wind Waker is used to help guide the player from location to location. Players can highlight a location on the map screen and use it as a navigation point. The game places a strong emphasis on controlling the elements. Players can control the winds direction using a wind baton; as a result the winds direction is shown on the map.

3.7.3

Fallout 3 3.7.3.1

Pit Boy 3000

In Fallout 3 the player has to navigate a massive map called “the wasteland”. Locations within the wasteland are automatically added to the games map upon players discovering them. All map function is located on the wrist worn Pit Boy 3000 electronic device.

3.7.3.1.1

Fast Travel

Once a location has been discovered the game allows “fast travel” between the player’s current location and their desired location. Fast travel allows players to move across the wasteland far faster than walking. Time passes when players are using fast travel, just like if they actually walked the distance themselves.

3.7.3.2

Markers

Players can at any time place markers on the map. These markers allow players to set a navigation point anywhere on the wasteland and simply “go explore”. Markers are automatically added to the players map during a quest to help them progress. See page 119 for maps and compasses synthesis or click here See page 18 for additional problems or click here Rocket Powered Hippo | Research

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3.8

Inventory Systems 3.8.1

Alone in the Dark Title: Alone in the Dark Genres:Survival Horror / Action Platform: PC / Xbox 360 / Playstation 3 Developer: Eden Games Original Publisher: Atari Year Released: 2008

3.8.1.1

Realistic real-timeinventory

Alone in the Dark has a unique inventory system that is more realistic and fluid than most games. All items are kept on the avatar instead of hidden menus. The player can scroll through accessible items and combine them from an in-jacket view.

Figure 40 - Having the inventory actually stored on the player breaks the trend of characters carrying 100’s of items hidden from view.

3.8.2

Broken Sword: The Shadow of the Templars 3.8.2.1

Point and click inventory

In Broken Sword, the player presses the inventory button to bring up items they are carrying. These are displayed in a menu across the bottom of the screen. Players can the select an object from the menu; it will appear highlighted, and then click on an object in the environment to try and use it. The same thing can be done with NPC interaction. When the player starts interacting with NPC’s, a bar at the top of the screen appears showing conversational topics represented by a small icon relating to a previous conversation or object you have found. Rocket Powered Hippo | Research

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Figure 41 - Simple icons are used in Broken Sword to represent the inventory during gameplay. Simplifying the item interface removes the common barriers of overly complex inventories.

3.8.3

Dead Space Title: Dead Space Genres:Survival Horror Platform: PC / Xbox 360 / Playstation 3 Developer: Visceral Games Original Publisher: Electronic Arts Year Released: 2008

3.8.3.1

Holographic real-time inventory

Menus, narrative, map and inventories in Dead Space all appear in game through holograms projected from the player’s suit. The idea behind them, apart from an aesthetic appeal, is to keep the player immersed and “on their toes”. Players can’t pause the game for a breather, change weapon or use a medi-kit. They have to fight or run.

3.8.4

Resident Evil 5 Title: Resident Evil 5 Genres: Action Adventure Platform:PC / Xbox 360 / Playstation 3 Developer: Capcom Original Publisher: Capcom Year Released: 2008

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3.8.4.1

Sharing a real-time inventory

The inventory in Resident Evil 5 is another good example of a menu system inside a game. Before a level starts, players can swap items between themselves, reload weapons and assign health, weapons and items to directional buttons for use in gameplay. After the initial set up screen, the game can’t be paused to go back to the inventory. A small, stripped down version of the inventory screen appears as a semi-transparent overlay leaving the player vulnerable to attacks while combining items or switching weapons. A large part of the game involves the player swapping items with their AI or human cooperative player. Players will have to be close together and find a safe area to do this in because character controls are disabled when the in-game inventory pops up.

Figure 42 – Sharing between two individual inventories is the key to survival in Resident Evil 5. Throughout the game, players come across items such as rubies and necklaces that are stored in the inventory but can’t be accessed mid-level. Between levels, on the set-up screen, players can then sell these items for money to upgrade weapons or buy new ones. This is a good game flow mechanic because it means that bigger weapons are only accessible in later levels when the player has enough money. The beginning of a new level can be used to practise with the newly acquired weapon before reaching harder situations.

3.8.5

Mass Effect Title: Mass Effect Genres: Role Playing Game / Third Person Shooter Platform: PC / Xbox 360 Developer: Bioware Original Publisher: Microsoft Game Studios Year Released: 2007

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3.8.5.1

Traditional menu interface

The inventory on Mass Effect is brought through a menu interface. The game pauses to allow the player to manage their weapons, armour and items. Upgrades to armour and weapons can be found during gameplay; either from fallen enemies or exploration of the environments. One upgrade, when combined with the armour, makes the player less vulnerable to chemical attacks. Weapon upgrades can improve the accuracy and reload times when equipped. Special ammunition can also be combined with weapons, which cause greater damage to specific enemies.

Figure 43 –Menu interaction in mass effect though detailed tend to feel clunky and dated. See page 120 for inventory system synthesis or click here See page 18 for additional problems or click here

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3.9

Weapon Select Research 3.9.1

Mass Effect 3.9.1.1

Weapons Overview

Players in the Mass Effect universe can have three weapons equipped at any time. These weapons fall into four categories, a handgun, a sniper rifle, an assault rifle and a shotgun. The player can carry more than these four equipped weapons however in their inventory.

3.9.1.2

Weapon Switching

Players can use a quick weapon select feature to change their weapon at any time during gameplay. When changing weapons a window opens that allow players to not only change their own weapon with ease but also change the two NPC’s in the squad’s weapons. Being able to change weapons for your squad mates allows players to adapt to combat situations as a team easily.

Figure 44 – The ability select window use the same intuitive interface as weapons.

3.9.2

Gears of War 2 Title: Gears of War 2 Genres: Third Person Shooter Platform: Xbox 360 Developer: Epic Games Original Publisher: Microsoft Game Studios Year Released: 2008

3.9.2.1

Quick Weapon Selection

In Gears of Wars 2 players select their weapons with the directional pad on the Xbox 360 controller. Having each type of weapon with the game set to a direction on the controller allows players to quickly switch weapons without thinking. Players can swap weapons out for ones they find on the ground during gameplay, Rocket Powered Hippo | Research

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however each weapon in the game has one of four locations on the quick at all times. Gears of War 2’s quick weapon select comes in useful during the games “horde” mode (a mode where players in a team clear round after round of enemies), giving the player a quick weapon swap ability allows for rapid adaptation to each enemy without thinking for skilled players.

3.9.2.2

Perfect Dark Title: Perfect Dark Genres: First Person Shooter Platform: Nintendo 64 Developer: Rare Original Publisher: Nintendo Year Released: 2000

In Perfect Dark players use a weapon select wheel to cycle through weapons. Holding down a button the controller brings up the weapon menu. Players can move their analogue stick to select a weapon with ease (items are also selectable). Pressing the “fire” button during selection allows player to choose the primary or secondary fire mode of their selection. See page 121 for weapon select synthesis or click here See page 18 for additional problems or click here

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3.10

Weapons Research 3.10.1

Projectile Weapons In Video games

3.10.1.1

Halo 3 Title: Halo 3 Genres: First Person Shooter Platform: Xbox 360 Developer: Bungie Original Publisher: Microsoft Game Studios Year Released: 2007

3.10.1.1.1

BB55HB SR Battle Rifle

The BB55HB SR Battle Rifle is a long-range infantry weapon equipped with a scope for 2X magnification; the weapon is a medium range marksman rifle and is held with two hands. The Battle Rifle fires three shot bursts and while it lacks the range of a Sniper Rifle its the best alternative to its highpowered sibling. The battle rifle in Halo 3 has some minor disadvantages such as the skill required from players to effectively use the weapon, the weapon leaves a trail for each bullet fired which in multiplayer can give away a player location.

Figure 45 – The Battle Rifle was first introduced in Halo 2(2004)and was featured heavily in Halo 3, however the weapon was removed from Halo 3: OSDT (2009) because of balancing issues.

3.10.1.1.2 Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle Commonly known in the Halo 3 universe as the Spartan Laser, this weapon is the most powerful handheld weapon within Halo 3’s human UNSC arsenal. The weapon uses directed energy to fire a devastating laser capable of penetrating several targets at once. To fire the weapon players need to hold down the fire button until the laser charges, this makes the weapon far more difficult to use against fast moving targets than the Battle Rifle. Within Halo 3’s multiplayer the Spartan Laser is a fearsome weapon as when fired the laser hits its target almost instantaneously. Rocket Powered Hippo | Research

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3.10.1.2

Gears of War 2

3.10.1.2.1

Lancer Assault Rifle

The Lancer Assault Rifle is the default rifle in Gears of War’s single player and multiplayer modes. The weapon has a unique melee attack in a chainsaw bayonet, which can be used to literally slice enemies apart. The chainsaw bayonet requires the player to press the games melee attack button to rev up the chainsaw; opposing players and enemies can fire at players, which lowers the chainsaw. The Lancer Assault Rifle’s range is good against enemies that are close to mid range from the user; however the weapon becomes useless against a shotgun-wielding enemy.

Figure 46 – The Lancer is excellent as a blend of medium range / close range firepower.

3.10.1.2.2

Torque Bow

The Torque Bow is essentially an advanced crossbow equipped with a laser sight. The weapon is useful against mid to long-range enemies due to its ammunition. The bow fires explosive arrows that if targeted effectively can penetrate enemy armour. Holding down the fire button brings up a laser from the weapons sight, when the laser turns red this tells players that the arrow will penetrate rather than essentially bounce off an enemy. The weapon has a huge disadvantage at long range however and should be switched to a more effective weapon in close quarters.

3.10.1.3

Call of Duty 4: Modern Warfare Title: Call of Duty 4: Modern Warfare Genres: First Person Shooter Platform:PC / Xbox 360 / Playstation 3 Developer:Infinity Ward Original Publisher:Activision Year Released: 2007

3.10.1.3.1

M16A4

The M16A4 is the default rifle used by players within Call of Duty 4: Modern Warfare’s single and multiplayer modes. The weapon in the game is a replica of a real life weapon that has become standard issue for all Rocket Powered Hippo | Research

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United States army units. The weapon is useful against all enemies at any range if equipped with red dot sight or an ACOG scope. The weapon can be equipped with a grenade launcher by a player that is mounted below the main barrel of the M16A4.

Figure 47 – The default nature of the M16A4 in Call of Duty 4: Modern Warfare makes the weapon accessible to a variety of skilled and non-skilled players.

3.10.1.3.2

AK-47

The AK-47 is the most common weapon used by enemies in Call Of Duty 4: Modern Warfare. The weapon is a replica of a real life weapon used by the Russian army (a weapon commonly miss associated with extremist groups / terrorists); in the game it has an advantage over other rifles in terms of penetration and firepower. The player can often in single player come across a variant of the AK-47 equipped with a GP-25 grenade launcher known as the AK-47 Grenadier. The weapon suffers from recoil issues however it keeps an open field of view when locating targets.

3.10.1.4

Dead Space

3.10.1.4.1

Improvised weaponry

The weapons in Dead Space are a mixed bunch, there is the traditional weaponry such as shotguns, machine guns etc. However the majority of weapons are futuristic mining tools. The game’s “default weapon” is the plasma cutter, a piece of mining equipment that demonstrates the games ability of each weapon having a useful secondary function (In the case of the plasma cutter swapping between vertical and horizontal plasma shots).

3.10.1.5

Shadow of the Colossus Title: Shadow of the Colossus Genres: Action Adventure Platform: Playstation 2 Developer: Team ICO Original Publisher: Sony Computer Entertainment Year Released: 2004

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3.10.1.5.1

Combat As Puzzles

The enemy in the game will be animalistic in nature and physique and therefore will require a different attack strategy. Shadow of the Colossus does this really well by having weak spots in the enemy colossi. By having to attack these spots on the colossi the game introduces a puzzle element to the combat. While many games choose to allow players simply to attack in any way possible Team ICO asks the player to think before they stab.

Figure 48 – While players are given a bow and arrow and a sword these weapons are useless unless an enemy’s weak spot is discovered.

3.10.1.6

Ratchet and Clank: Tools of Destruction Title: Ratchet and Clank: Tools of Destruction Genre(s): Platformer / Third person shooter Platform: Playstation 3 Developer: Insomniac Games Original Publisher: Sony Computer Entertainment Year Released: 2007

3.10.1.6.1

Weapon Experimentation

The Ratchet and Clank series is known for its unusual and inventive weapons and the latest iteration is no different with weird and wacky weapons and tools being added throughout the game. The highlights include the Disco ball, which makes enemies dance. Weapons and tools are mixed to create new effects and gameplay with exciting results. For example if the player combines the Disco ball tool with a tool which turns enemies intodancing penguins.

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Figure 49– The Ratchet and Clank series has always rewarded weapon experimentation. Penguins dancing to disco are more than an Easter egg; it’s a reward for player experimentation.

3.10.1.7

Borderlands Title: Borderlands Genres: Third Person / Sandbox Platform: PC / Xbox 360 / Playstation 3 Developer: Gearbox Software Original Publisher: 2K Games Year Released: 2009

3.10.1.7.1

Component based weapon customisation

Borderlands big claim before its art style gained any attention was its claim to have the most guns in a game than any game before it. This tenuous claim is true but with a twist the games guns are made up of many different components. Using 100’s of different components allows for almost unlimited custom ability; however these custom weapons many in the end only have slight differences.

3.10.1.8

The Legend of Zelda: Twilight Princess Title: The Legend of Zelda: Twilight Princess Genres:Action Adventure Platform:Wii / Gamecube Developer:Nintendo EAD Original Publisher:Nintendo Year Released: 2006

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3.10.1.8.1

Formulaic Gameplay

The Zelda franchise is one of the most formulaic game series created; the player in every game takes quests to gain his set of tools. The sword, shield, bow and arrow and Hook shot are given to the player in a series of quests paced very slowly throughout the game. These weapons and tools are used both in combat and puzzles; through inventive puzzle design the player is guided on how to effectively use these weapons and to spot points in levels where the tools will be most effective.

Figure 50 – While each game in the Zelda series introduces new mechanics the series is founded in tradition. A player obtaining a bow and arrow is expected in any Zelda game.

3.10.2

Military Weaponry

3.10.2.1

Semi automatic pistols

A semi automatic pistol fires, ejects the empty round, loads a new cartridge and cocks itself. Semi automatic pistols use a single chamber and a single barrel, when fired the energy from the weapons recoil is harnessed to extract and eject the fired cartridge then load a new round into the chamber. Pistols are useful for close to medium range encounters with an enemy. Due to their small size pistols only required one hand to operate allowing users to duel wield with another small firearm or melee weapon. http://en.wikipedia.org/wiki/Semi-automatic_pistol

3.10.2.2

SIG P226 Pistol

The SIG P226 is a semi automatic pistol widely used in several nations military forces. The weapon is a full sized, service-type pistol chambered for the 9x19mm Parabellum, .40 Smith &Wesson and .357 SIG. The weapon used iron sights to assist in targeting.

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Figure 51 – Attachments to the SIG P226 Pistol include sound suppressors and laser sight module. The pistol has several variants including the P226 Tactical (a P226 with an extended barrel and external threads to accept a suppressor) and the P226 Navy used by United States Navy SEAL teams. http://en.wikipedia.org/wiki/Sig_P226

3.10.2.3

Assault Rifles

Rifles used by modern day forces have selective fire (allows the user to change the mode of fire), and are gas powered. The range of an assault rifle can vary from 450m with iron sights to 650m with a SUSAT optical sight (The SUSAT is standard for British Royal Marines with 4x magnification and illuminated aiming pointer). Assault Rifles are fed from a STANAG magazine with a 30–round capacity. In modern day armies the assault rifle is the standard infantry weapon.

3.10.2.4

L85 Assault Rifle

The L85 rifle during operations is often fitted with a Laser Light Module (LLM). The rifle can also be equipped with a grenade launcher below the barrel. The weapon is standard issue for the British military and since the 1980’s has received several upgrades such as ACOG sights and a flash eliminator (used to reduce the visible gases that follow a round after it leaves the barrel, important for masking a shooters location from an enemy). http://en.wikipedia.org/wiki/L85

3.10.2.5

Sniper Rifle

The primary aim of a sniper rifle is the accurate placement of bullets in a target. Accuracy at long range over short-range weapons is achieved via a telescopic sight (allowing up 40x magnification). Technical advances in telescopic sights and more accurate manufacturing techniques have allows armies to specifically train solders with sniper rifles, however any rifle equipped with a telescopic sight essentially becomes a sniper rifle. http://en.wikipedia.org/wiki/Sniper_rifle

3.10.3

Hunting Weapons Rocket Powered Hippo | Research

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3.10.3.1

Atlatl

The atlatl is a tool used for throwing a dart or spear. It uses the same theory as a bow and arrow but was invented hundreds of years before. It consists of a long wooden stick with a burrowed groove for placing the dart, a cap to hold the back end in place and an optional finger or hand strap. The user uses his arm and wrist to launch the dart out of atlatl. The cap at the end stores the kinetic energy and releases it to the butt of the dart, much like the bow. The only difference between the bow and the atlatl, in theory, is that the bow transfers the energy to the arrow in a linear fashion while the atlatl uses an arc shape.

Figure 52 – The simple design of the atlatl hides the deadly weapon. The atlatl is used because it helps the user get a greater range and speed on the dart than if they threw it by hand. The darts from an atlatl can easily reach speeds of 150km/h and distances of 100m. http://en.wikipedia.org/wiki/Atlatl http://www.atlatl.com/

3.10.3.2

Bolas

Bolas are throwing weapons used to capture animals by tangling their legs. The bolas are made using a rope with weights on each end. When thrown, the weights give the rope momentum and fly parallel to each other. The weights fly past the animals’ legs catching their legs with the rope in between. The force on the weights shift direction they spin around the caught legs. http://en.wikipedia.org/wiki/Bolas http://www.the-ultralight-site.com/bolas.html

3.10.3.3

Blowgun

Blowguns are pipes, which are blown down to project a dart or needle into an animal or enemy. They are often made from bamboo or a similar material. They are silent weapons and can be used with poisons or explosives. http://encyclopedia2.thefreedictionary.com/blowgun http://en.wikipedia.org/wiki/Blowgun

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3.10.3.4

Bows

“The basic elements of a bow are a pair of curved elastic limbs, typically of wood, connected by a string. By pulling the string backwards the archer exerts compressive force on the inner section, or belly, of the limbs as well as placing the outer section, or back, under tension. While the string is held, this stores the energy later released in putting the arrow to flight.” http://en.wikipedia.org/wiki/Bow_(weapon) Hunters have used Bows for thousands of years. They are useful for hunting because they are a silent weapon with the power to fatally harm animals and possibly humans. The bow is constructed of curved limbs made out of wood and connected at one end by elastic rope. The rope is historically made of animal hair or intestines but other versions have been made out of hemp or linen fibres. There are various types of bow and arrow, all-different sizes, strengths and arrow types.

3.10.3.5

Crossbow

The crossbow is a variation on the Bow and Arrow. It is, at it’s most basic, a bow mounted on a shaft. It has a mechanical device for pulling back and holding the string. A gun-style trigger releases the string and fires the bolt along the shaft. The advantage of the crossbow over the traditional bow is power. The mechanisms for retracting, holding and firing the bolt puts less strain on the user.

3.10.3.6

Slingshot

A slingshot is a weapon that can fire almost any small object. It is usually made out of tough wood in a ‘Y’ shape with an elastic band connecting the two prongs. The elastic holds a material pocket at the centre in which a small projectile is placed. The user then holds the pocket with the projectile and stretches it back between the two prongs and releases it to fire. The slingshot is a useful weapon as it has the ability to use almost any small object as a projectile. The speed and distance of the weapon varies depending on the wood and elastic used on the slingshot. The only downside is the power of the weapon. It might be able to kill small animals such as birds and rats but on larger creatures, the most damage a used could inflict is possibly a knockout.

3.10.3.7

Battle Axe

A battle-axe is specific to combat. It consists of a large two-handed handle with a rectangle, metal head, sharpened to a blade on one side. The user swings the battle-axe much like a sword, albeit slower due to the weight in the head. It is because of this weight however, that the battle axe is so powerful. The weight of the head exerts more force onto the blade section and can easily cut through armour and other such tough materials. There are various styles of battle-axe, some with different blade shapes, handles, weights number of heads and sizes.

3.10.3.8

Spear

A spear is a long, usually wooden pole, with a metal, sharpened point fitted on the end. The user can either use this as a close quarter’s melee weapon or throw it for a medium range attack. The weighted spearhead controls the weapon through the air making sure it falls point first killing whatever it hits. The same theory applies to that of a badminton shuttlecock. The sharp, heavy head is also Rocket Powered Hippo | Research

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useful at piercing during melee attacks. Spears also come in varying sizes and styles depending on where they come from.

3.10.4

Ninja Weapons

3.10.4.1

Kunai

A kunai is a farming tool, which can also be used as a weapon, popular in ancient Japan. Traditionally used to dig holes, prying and for climbing, kunai could also be attached to the end of a pole to forge a spear, sharpened to use in close combat or thrown. At its most simple, a kunai is a metal spearhead combined with a handle and ring. The spearhead is sharpened and weighty so it can pierce more easily and fall point down. The ring at the opposite end is usually to put rope through so that it can be tied to the users hand or pole. http://en.wikipedia.org/wiki/Kunai

3.10.4.2

Shuriken

Shuriken are another form of ancient feudal Japanese weaponry. There are two types of Shuriken; Bo-Shuriken and Hira-Shuriken. Bo-Shuriken is metal spikes, almost shaped like a wooden stake which is thrown. They can vary in weight, size and sides but are primarily used in the same way. Hira-Shuriken is more commonly known as throwing stars. They are thin, round pieces of metal with several sharpened spikes. http://en.wikipedia.org/wiki/Shurikenjutsu

3.10.4.3

Naginata

A naginata is a spear type weapon with a blade on the end. It can be used in exactly the same way as a spear. http://en.wikipedia.org/wiki/Naginatajutsu

3.10.4.4

Kusarigama

A Kusarigama can also be known as a sickle and chain. A conventional sickle is attached to a chain from the handle, with the other end of the chain occupied by a weight. The wielder swings the weight and chain around their head and throws it much like the bolas. The weight wraps the chain around an opponent’s arms restricting their movement and then the user can run in with the sickle at the other end. http://en.wikipedia.org/wiki/Kusarigama

3.10.4.5

Metsubushi

Metsubushi is a technique to temporarily or permanently blind an opponent. The user could then easily attack or escape. Metsubushi is a powder that can be made up of various elements such as pepper, salt, ground up glass shards, mud, flower, ashes etc. They would be then mixed up together and kept in a hollow bamboo tube or eggshell. The powder could be blown out of the bamboo or thrown in the eggshell.

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3.10.4.6

Kayakujutsu

Kayakujutsu is the ‘art of gunpowder’. The technique can be applied to various situations. One of the most popular in ancient Japan was a bamboo mine. A capped bamboo tube is filled with gunpowder and small projectiles. This can be detonated remotely or using a tripwire.

3.10.5

Other Weapons

3.10.5.1

Glue Traps

A glue trap is simple to make; consisting of only a surface, glue and bait, an animal is lured into the glue where they become stuck and either die of starvation or killed by the user.

3.10.5.2

Rocketnet

A rocket net is used for catching many small animals such as birds. One end of the net is secured to the ground while the opposite edge is attached to several hollowed tubes. The hollowed tubes are placed over stakes pushed into the ground. The stakes have a hollow top in which an electrical charge is placed. The charges can be set of remotely or with a tripwire. When activated, the stakes blow off the tubes attached to the net, which sends them over the prey.

3.10.5.3

Needlegun

Needleguns are small weapons that fire needles or small darts at an extremely fast rate and have hardly any noticeable recoil. Because of the lack of recoil, the needles are very accurate and have the ability to cause large amounts of damage in a confined area. See page 121 for weapon synthesis or click here See page 18 for additional problems or click here

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3.11

Real-time Item Usage 3.11.1

Kingdom Hearts Title: Kingdom Hearts Genres: Action Adventure / Role Playing Platform: Playstation 2 Developer: Square-Enix Original Publisher: Square-Enix Year Released: 2002

3.11.1.1

Command Menu

In both combat and field gameplay the command menu is displayed. This menu has three main options “attack / talk, magic, item” the forth option is context sensitive, for example being by a crate the option becomes “lift”. The players can use the menu in battle to use magic and summons as well as use restoration potions such as ether. During combat the command menu can be navigated using the d-pad or right analogue stick (while the left analogue stick controls the player). This allows for easy navigating of the command menu while still moving the player.

Figure 53 – Kingdom Hearts used its command menu to bridge the gap between real-time and turn-based role playing games, a genre developer Square-Enix is famous for.

3.11.1.2

Item Customisation in the Command Menu

Entering the main menu and then “items” allows players to hotkey items such as potions and elixir’s to the Command Menu. Once players have chosen which items to hotkey they can use them in battle, however once used players needed to hotkey new items to the Command Menu. Players can also customise magic spells to the face buttons on the controller (triangle, square, x buttons). Instead Rocket Powered Hippo | Research

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on navigating to a spell via the Command Menu players can hold down the L1 button and press the button that corresponds to the required spell.

3.11.2

The Legend of Zelda: Ocarina of Time Title: The Legend of Zelda: Ocarina of Time Genres: Action Adventure Platform: Nintendo64 Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 1998

3.11.2.1

Item Hotkeys

Ocarina of Time allows players to equip items to three of the four “C Buttons. Equipping items via the item sub screen allows players to instantly use items during gameplay. In addition the player’s main weapon of a sword is always equipped to the B button. Having items equipped allows Ocarina to not break the sense of being immersed on an epic adventure.

Figure 54 – The legend of Zelda: Ocarina of Time makes item usage feel natural giving players complete control over the actions during combat via item usage. See page 124 for real time item selection synthesis or click here See page 18 for additional problems or click here

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3.12

Companion Character Research 3.12.1

Resident Evil 5

3.12.1.1

Sheva Alomar

Resident Evil 5’s gameplay is centred on the ability to play the game entirely in co-op. Players can choose to progress through the story with another human player or go it alone with the A.I. The player has some control over the A.I character such as equipment management / giving direction for the A.I to perform basic actions. As the game was designed from the ground up for co-op players without a human player needs to essentially babysit Sheva Alomar. Having to continually manage not only the player’s inventory by Sheva’s becomes a chore over time. The complex A.I required for Sheva to perform actions for the entire half dozen plus hours of gameplay performs an admirable job of assisting the player. Sadly playing with a human partner, the A.I is sadly no comparison.

Figure 55 - Sheva Alomar plays more than the simple role of a second player character / A.I partner. The entire gameplay experience of Resident Evil 5 is built around engaging with her.

3.12.2

Fallout 3

3.12.2.1

Followers

In Fallout 3 players can recruit “followers” who are essentially A.I characters that join the player on their adventure. Generally the player can have one follower at any time. Companions can use weapons and assist in combat; they can also be dismissed by the player and die in combat. Followers range from a robot, several humans (male and female), a dog and a combat robot.

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Figure 56 - Fallout 3 Followers come in a wide variety of shapes and sizes which complements their impact on the player’s journey during Fallout 3.

3.12.2.2

Dogmeat

Found in Fallout 3’s Scrap yard by the player Dogmeat was the first companion character shown to prior Fallout 3’s release. The character can be instructed by the player to search for in game objects such as ammunition and weapons. Dogmeat can be ordered to remain in a set area, return to the area known as “Vault 101” or the player’s home in the town of Megaton. Dogmeat like all companions is available in combat and can be healed afterwards. The character like other followers in Fallout 3 can die in combat, but cannot be dismissed.

3.12.3

Fable 2

3.12.3.1

Dog

Prior to the release of Fable 2 lead designer Peter Molyneux talked up how Fable 2 would address any issues with the original Fable. Players are introduced early to a dog, which becomes a companion for the entire game; the dog was intended to be a revolution of an A.I character in video games. The player is with the dog throughout the adventure and can teach it tricks in an attempt to build a relationship between human and dog. A lot of development time has been clearly spent on replicating the smallest details of real dog’s behaviour, movement and mannerisms.

3.12.4

Metal Gear Solid 4: Guns ofthe Patriots Title: Metal Gear Solid 4: Guns Of The Patriots Genres: Stealth Action Platform: Playstation 3 Developer: Kojima Productions Original Publisher: Konami Digital Entertainment Year Released: 2008

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3.12.4.1

Metal Gear MK2

Essentially a miniature version of a “Metal Gear”, a huge mobile combat machine, the MK2 is controlled by the player. Hiding in a corner as Old Snake then activating the small robot allows players to remain in one location but also scout ahead as the MK2. The MK2 can distract enemy soldiers and even render them unconscious with an electric shock. The small robot is useful until detected by an enemy, once detected the MK2 fails and players are returned to their player character.

Figure 57- An additional layer to the already complex stealth gameplay Metal Gear Solid is famous for is added via the Mark 2.

3.12.5

Ratchet and Clank Tools of Destruction

3.12.5.1

Clank

Clank is a robot that accompanies the main player character Ratchet in Tools of Destruction. Located on Ratchet’s back Clank has several abilities that augment Ratchets own. Players can for example float rather than fall of high ledges thanks to Clanks helicopter rotor ability. Parts of Tools of Destruction require Clank to go into sections of a level alone to complete tasks. Within Clank specific areas alien creatures called the “Zoni” assist Clank with awarding him abilities such as hovering.

Figure 58 - While Ratchet is the main protagonist of the series Clank has be given more and more screen time as the Ratchet series as evolved. Rocket Powered Hippo | Research

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3.12.6

The Legend of Zelda: Ocarina of Time

3.12.6.1

Navi

Ocarina of Time introduced lock on targeting to the Zelda series. Navi floats above the player characters head and auto moves towards an object, enemy or point of interest during gameplay. In combat Navi allows the player to strife and essentially judge the distance from themselves and their enemies with losing sight of targets. Navi glows a different colour depending on what it is hovering above, enemies for example are yellow and characters that can be engaged into conversation are green. The transition of the Zelda series into 3D from 2D clearly depended on the Navi targeting mechanic or as it is more commonly known “Z Targeting).

Figure 59 - Since Ocarina of Time the main protagonist of Link has been accompanied by a Fairy, giving advice on many topics to aid players.

3.12.7

Prince of Persia

3.12.7.1

Elika

In Prince of Persia the character of Elika accompanies the main character of the “prince� during the game. Elika has the ability to be used during combat with enemies, as well as help the player perform a double jump. The character is half computer controlled as she follows the prince climbing steep walls etc automatically. Elika has the ability to show the player the fastest path to their next objective as well as purify areas of the game that have become corrupted by evil. See page Error! Bookmark not defined. for companion character synthesis or click here See page 18 for additional problems or click here

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3.13

Dehydration / Energy Meters 3.13.1

Tomb Raider Title: Tomb Raider Genres:Platformer Platform:MS DOS / Saturn / Playstation Developer:Core Design Original Publisher: Konami Digital Entertainment Year Released:1996

3.13.1.1

Breathing Underwater

In Tomb Raider players can take the main protagonist Lara Croft underwater. During underwater sections a bar displaying the amount of oxygen players have remaining appears near to the games standard health bar. The player is required to move from section to section of air pockets to regenerate their oxygen meter. If the player fails to regenerate the oxygen meter they begin to lose health from their health bar. Players essentially drown Lara in these sections if they fail to complete them or locate a source of breathable air.

Figure 60 - Swimming in future Tomb raider games such as Tomb Raider: Legend (above) have kept the aesthetics of breathing underwater to add a sense of urgency to water sections.

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3.13.2

Lost Planet: Extreme Condition Title: Lost Planet: Extreme Condition Genres: Action / Third Person Shooter Platform: PC / Xbox 360 / Playstation 3 Developer: Capcom Original Publisher: Capcom Year Released: 2007

3.13.2.1

Thermal Energy (T-ENG) Harmoniser

The main character in Lost Planet wears a device on his arm called a Harmoniser. This device uses thermal energy collected by the player to recover player health when damaged. Thermal energy being supplied to the Harmoniser is displayed in a box below the player’s health and counts down from a max of 9999 depending on how much thermal energy has been obtained. The amount of thermal energy continually decreases during gameplay requiring players to constantly maintain an adequate supply.

Figure 61 - Lost Planet gives thermal energy in abundance, however taking damage quickly reminds players of its importance in the games design. See page 125 for dehydration / energy meter synthesis or click here See page 18 for additional problems or click here

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3.14

Gravity Gameplay 3.14.1

Super Mario Galaxy Title: Super Mario Galaxy Genres: Platformer Platform: Wii Developer: Nintendo EAD Original Publisher: Nintendo Year Released: 2007

3.14.1.1

Traversing Planetoids

Players move from small planetoid to small planetoid in each level. Each planetoid has its own gravitational field that pulls the player towards it. Players can escape a planetoids gravitational field by jumping to another nearby celestial body or using a launch star to fire Mario to distant planetoids. Some planetoids have gravity vortexes in their centre that suck the player in if they miss a jump.

Figure 62 - Mario can walk around a planetoid without the risk of falling off. Super Mario Galaxy is a dramatic change of pace for the Mario series. Galaxy relies heavily on players understanding quickly that they are always anchored to a planetoid by gravity. Using gravity in Super Mario Galaxy soon becomes second nature to players as gravitational forces fall into the background during gameplay.

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3.14.2

Ratchet and Clank Tools of Destruction

3.14.2.1

Gravity Boots

Sections of this game require players to walk upside down / vertically on certain platforms. These sections make used of the main character Ratchets gravity boots. These gravity boots are activated automatically upon walking onto a gravitational force enabled platform. The player can however jump when using the boots as well as aim & fire weapons.

The gravity boots allowed the developers Ratchet and Clank: Tools of Destruction to place sections of zero gravity in localised areas. Using specific platforms for gravity sections allows for a change of place during gameplay that typically happens on flat surfaces.

Figure 63 - Gravity Boot in later Ratchet and Clank games are taken as a standard part of Ratchet's equipment.

3.14.3

Half Life 2 Title: Half Life 2 Genres: First Person Shooter Platform: PC / Xbox / Xbox 360 / Playstation 3 Developer: Valve Original Publisher: Electronic Arts / Valve Year Released: 2004

3.14.3.1

Gravity Gun

Known as the “zero point energy field manipulator� by its creator the gravity gun allows players to further manipulate objects within the game. The gravity gun is primarily used in puzzles such as moving planks of wood and other objects to create a path across a dangerous area. The gun can also be used a weapon if Rocket Powered Hippo | Research

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combined with objects that can inflict damage when fired at high speed such as a circular saw.

Figure 64 – The Gravity Gun forces players to get creative with Half Life 2’s playground of physics.

3.14.4

Dead Space

3.14.4.1

Gameplay in Zero Gravity

Dead Space contains sections where the player enters zero gravity environments. The player in these sections typically is required to aim then jump from wall to wall. Puzzles are often present during these sections that involve locating the placing large keys into locks to reactivate inactive doors. The transition from gravity to zero gravity is shown during depressurisation and re-pressurisation sequences prior to entering zero gravity. Objects within the environment include explosive canisters than can be exploded in zero gravity.

Figure 65 – Zero Gravity adds a twist to the gameplay in Dead Space removing players from a comfortable experience into something wholly different.

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3.14.5

Prey Title: Prey Genres: First Person Shooter Platform: PC / Xbox 360 / Mac Developer: Human Head Games Original Publisher: 2K Games / 3D Realms Year Released: 2006

3.14.5.1

Variable Gravity

During gameplay Prey allows players to essentially walk on walls and the ceiling down special paths. Players remain on the paths unless they jump or walk of the path, in those situations gravity returns to normal and the player’s fall. Prey offers variable gravity gameplay first, then seen later refined in Valve’s Portal. See page 126 for gravity gameplay synthesis or click here See page 18 for additional problems or click here

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3.15

Health Research 3.15.1

Halo Combat Evolved Title: Halo: Combat Evolved Genres: First Person Shooter Platform: PC / Xbox / Mac Developer: Bungie Original Publisher: Microsoft Game Studios Year Released: 2001

3.15.1.1

Standard health bar with regeneration elements

In Halo the player has a regenerating energy shield protecting them, however below the energy shield is a standard health bar. Taking damage from enemies lowers the shield exposing the player’s health bar thus taking damage. Players have to judge when to hide and recharge their energy shield to lower the risk of their health bar taking damage. The health bar can be refilled by collecting health packs.

3.15.2

Super Mario 64

3.15.2.1

Health pie

Super Mario 64 has a health bar in the top-middle of the screen. The player’s health is split into eight sections resembling a pie; as players take damage pieces of the pie disappear. Once all eight pieces are gone players lose a life. Health can be restored in two ways, collecting coins within each course or floating on the surface of water.

Figure 66 – Restoring the bar is easy due the abundance of coins in each course; however the player can easily find themselves in deadly situations, such as landing in quicksand. Rocket Powered Hippo | Research

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3.15.3

Bioshock Title: Bioshock Genres: First Person Shooter Platform: PC / Xbox 360 / Playstation 3 Developer: 2K Boston Original Publisher: 2K Games Year Released: 2007

3.15.3.1

Health packs

In Bioshock players restore health by collecting first aid kits located across the undersea world of rapture. Players can buy health packs from vending machines using money acquired from in the game as well as utilise health stations for instant health restoration. The player can use ADAM, essentially the main currency in rapture (like oil) can be used to increase the health bar once procured.

Figure 67 窶天ending machines are commonplace in Bioshock. They can even be hacked, reducing the cost of health packs significantly. See page 126 for health synthesis or click here See page 18 for additional problems or click here

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3.16

Physics Based Puzzles 3.16.1

Portal Title: Portal Genres: First Person / Puzzle Platform: PC / Xbox 360 / Playstation 3 Developer: Valve Original Publisher: Electronic Arts / Valve Year Released: 2007

3.16.1.1

Puzzle gameplay using a single mechanic

Portal makes tremendous use of physics puzzles in all its levels; each level is presented as a puzzle, which the player must complete to get to the next level. The puzzles are of classic design and involve the player moving from point A to point B. Thoroughly looking at the designs of the levels show that good puzzles need planning far in advance and that the game comes first. There is no point creating a good looking level if the puzzles and gameplay are not present or shoddily done.

Figure 68 – Critical acclaim for Portal comes from its ability to force players to literally think outside of the box at times. The player carrying a tool for transportation and being able to use the physics tool on the fly instead of in a restricted location based effect. Portal’s only weapon or tool is the portal gun and this streamlining makes playing the game an easier experience as it gets rid of the possible confusion of deciding which tool to use for the different puzzles. Also as a side effect it makes the level designers think of new and interesting ways to create puzzles for the game and this stretches the creative minds of the designers and produces better and more refined puzzles.

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3.16.2

Trash Panic Title: Trash Panic Genres: Puzzle Platform: Playstation 3 Developer: SCE Studios Japan Original Publisher: Sony Computer Entertainment Year Released: 2009

3.16.2.1

Traditional puzzle game + physics

Trash Panic is an actual puzzle game so its main mechanic is totally dependent on its strength of its puzzles and its game physics. The player’s objective is to break down the garbage falling into their trashcan by strategically placing it and smashing objects into each other. The level ends when the player has cleared a set amount, alternatively the player fails if the trashcan fills up. This game highlights the alternative thinking that can be applied to puzzles, which rely on physics. An example of how this may have influence the game is that objects physical properties can be set in CryENGINE2 and puzzles which rely on physics may involve smashing items to clear a level or a certain weight to activate doors.

Figure 69 – Trash Panic ascetically looks like a twisted version of Tetris, however the experience is a generation beyond the simple block game due to its reliance of physics. Game objects having properties similar to real life. Weight, size and effects translate from real life to the game. A wooden block will weigh the same, look the same and burn the same. Trash Panic ramps up difficulty rapidly and therefore becomes less fun the more you play it. There are a small number of people who enjoy the frustration and repeated play through, however this game is just bad pacing and difficulty design. Rocket Powered Hippo | Research

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3.16.3

Red Faction Guerrilla

3.16.3.1

Open worlds taking physics to the extreme

Red Faction Guerrilla the most advanced destruction engine in any video game, objects shatter and collapse making for some truly spontaneous gameplay and game flow. The game gives players the option to compete objectives by literally blowing up everything in their path.

Figure 70 – Red Faction Guerrilla invites players into its sandbox of destructibility in a way that allows for experimentation. Destructible environments are really fun and engaging. Open world games need to have regular checkpoints or a fast travel system. The structured open world light feature of game means that we can manage the player experience better and give open the spot respawn and an intuitive checkpoint system. See page Error! Bookmark not defined. for physics puzzle synthesis or click here See page 18 for additional problems or click here

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3.17

Quest Systems 3.17.1

Fallout 3

3.17.1.1

Quest Overview

In general quests are given to players in Fallout 3 via quest givers. Quests tend to have several requirements such as “collect an object” or “talk to an NPC for what to do next”.

3.17.1.2

Quest Length

The length of each quest can vary greatly depending on its requirements, for example the games main quest is spread over several hours of gameplay compared to smaller quest such as investigating a minefield and returning safely.

3.17.1.3

Moral Choices

Often Fallout 3 allows the player some freedom to decide a quests outcome. Early within the game players have the choice to defuse a nuclear device in the middle of a settlement or arm the device to destroy the settlement? Choices like this effect how the entire game views the player, essentially if they are “good” “evil” or somewhere in-between.

3.17.1.4

Quest Updates

The game keeps track of each quest activated by the player in the “quests” sub screen of the player’s pip-boy data storage device. Selecting a quest from this screen activates it and details the player’s progression on said quest. The game sometimes gives a “show location” option on each quest, which brings up a marker on the map screen.

3.17.1.5

Quest Completion Rewards

Upon completing a quest the player is rewarded with experience points to help them improve their character. Often players are rewarded also with unique Items such as weapons by NPC’s upon completion.

3.17.1.6

Why Fallout 3 has a good quest system

Fallout 3 gives players a vast amount of interaction with several NPC characters. This interaction when getting quests make the game feel more real than simply having a list to choose from. Quest givers use their personality to build relationships with the player; this in turn helps the player to relate to each quest on a personal level. The moral choices available to player on each quest also add to the immersion of the entire Fallout 3 experience.

3.17.2

Fallout 3 Quest Example - Tenpenny Tower

3.17.2.1

Quest Overview

The ghouls want to live in the luxurious Tenpenny Tower but neither Allistair Tenpenny nor the other residents are willing to let them in. Kill the band of ghouls, let them into the Tower, or find an uneasy diplomatic solution. Note that the decisions you make in this quest can have permanent and major effects on the fate of a major city and obtaining one of the most useful items in the game. Source: http://fallout.wikia.com/wiki/Tenpenny_Tower_(quest) Rocket Powered Hippo | Research

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3.17.2.2

Quest Givers

This quest is given by two NPC’s Chief Gustavo, the security chief at Tenpenny Tower & Roy Phillips, the leader of the ghouls.

3.17.2.3

Quest Completion Options

Players can simply Kill Roy Philips and his followers then return to Chief Gustavo to collect the reward thus completing “Tenpenny Tower”. The player can attempt to convince the resident of Tenpenny Tower and Allistair Tenpenny to allow the band of ghouls led by Phillips into the tower to live peacefully. Another option is helping the band of ghouls into the tower via the towers basement. This option sees the ghouls massacre the residents.

3.17.2.4

Rewards

Chief Gustavo offers the player 500 caps (the currency in Fallout 3) for the death of Roy Philips Helping Roy Phillips gives players a “feral ghoul” allowing them to pass enemy feral ghouls without being attacked.

3.17.3

Mass Effect

3.17.3.1

Quest Overview

Assignments (quests) in Mass Effect are given to the player at several key intervals during the main story. Side assignments that take players of the path from the main story are found in several locations across the game.

3.17.3.2

Quest Length

In Mass Effect each time the player interacts with a key NPC they are given a new mini assignment such as “go speak to character A” or “Activate three terminals in”. Most assignments in the main story have varying lengths depending on the objective assigned.

3.17.3.3

Moral Choices

Mass Effect allows player to make choices during the main story that alter the game’s outcome. During assignments players can choose to for example kill a key NPC or let them live. How an assignment turns out can effect assignments undertaken in the future. Mass Effect places a heavy emphasis being good or evil giving players the choice to be a “paragon” (good) or “renegade” (bad).

3.17.3.4

Quest Updates

Information on assignments in kept in a journal for the player. This allows players to easily access information about a quest if they become unsure of how to proceed during a quest. Completed quests are also located in the journal.

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3.17.3.5

Quest Completion

Assignment completion is required to progress in the narrative of Mass Effect. Side quests offer new item and money; however both main assignments and side assignments give experience upon their completion as well as “paragon” or “renegade” points depending on the quests outcome.

3.17.3.6

Why look at Mass Effect?

Mass Effect implements quests into the gameplay seamlessly. Players have the choice to avoid smaller assignments completely and focus on the main story. Mass Effect urges players to delve into the lore behind the game, while it’s possible to follow the main quest in several hours side assignments flesh out the game world to those looking for a deeper experience.

3.17.4

Mass Effect Quest Example – Presidium Prophet

3.17.4.1

Quest Overview

Sheppard can obtain this assignment by overhearing the argument between the C-Sec officer and the Hanar. The C-Sec officer tells Commander Sheppard that the Hanar is a troublemaker. It is trying to preach on the Presidium, which is not a designated preaching area, and it doesn't have a permit. The C-Sec officer claims he is working to keep religious fanatics from bothering the public on the Presidium. The Hanar counters by saying it isn't preaching, it is merely stating the truth about the 'Enkindlers' and the truth doesn't need a permit. Once Sheppard has heard both sides of the story, the commander must decide whom to help. Source: http://masseffect.wikia.com/wiki/Citadel:_Presidium_Prophet

3.17.4.2

Quest Givers

As the player walks past the two NPC’s arguing a cut scene begins. The assignment is then automatically added to the player’s journal. This is only one of the ways quests are activated in Mass Effect; the most common situation is talking to an NPC whom requests the players’ assistance.

3.17.4.3

Quest Completion Options

A simple solution to this problem is simply to buy the Hanar a permit to preach legally elsewhere. The player can convince the Hanar to stop preaching by asking if the “Enkindlers” would want society’s laws broken to spread their message. Once the Hanar leaves the officer thanks the player. Sheppard can ask the office if anyone has made a complaint about the Hanar’s preaching. The office says no one has complained and after further dialogue gives up leaving the Hanar to continue preaching.

3.17.4.4

Rewards

The player gains no reward for buying the permit. Helping the officer gives players some Omni-gel and credits (the currency in Mass Effect).

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Helping the Hanar gives some medi-gel Both the Hanar and officer reward the player with experience points and points towards their renegade and paragon alignment status.

3.17.5

World of Warcraft Title: World of Warcraft Genres: MMORPG Platform: PC Developer: Blizzard Entertainment Original Publisher: Blizzard Year Released: 2004

3.17.5.1

Quest Overview

Quests are the cornerstone of World of Warcraft. The game relies on players completing quests to level up their characters. The game has varying types of quests that are assigned colours depending on their type, for example green for easy quests and red for very hard quests. Quests are activated from various NPC’s across the game, however some quests cannot be undertaken until the player has reached a required level. The game also employs a daily quest system where players can complete various quests to gain experience points up to 25 times a day.

3.17.5.2

Quest Length

As quests in World of Warcraft vary greatly from trivial five-minute missions to raids with several dozen players the length of quests cannot be easily determined. Like most massively multiplayer online games time spent on quests depends on not only the size of a quest but the player’s skill.

3.17.5.3

Quest Updates

World of Warcraft implements a quest log that keeps track of all quests undertaken by players. A recent addition to the game allows for quest completion criteria to be displayed onscreen during gameplay; this on screen tracking is activated in the games quest log.

3.17.5.4

Quest Completion

Upon completion of a quest in World of Warcraft players are given experience points, items, and money to spend in the world among other things.

3.17.6

World of Warcraft Quest Example – The Killing Fields

3.17.6.1

Quest Overview

Look at what has happened to this place! These lands were once occupied by good farm folk. But the damned thieves have driven them all off. Not me, though! But it seems some Harvest Watchers have taken over the fields.

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If you're up for the work, I'd like you to go out and kill twenty of them. Come back when you're done for your pay. If you finish up with the ones in my field, clear them from the neighbouring fields as well. Source: http://www.wowwiki.com/Quest:The_Killing_Fields

3.17.6.2

Quest Givers

Farmer Saldean, a level 20 bread vender, the owner of Saldean’s farm in the human territory of Westfall

3.17.6.3

Quest Completion Options

The players has only one option to complete this quest, kill 20 Harvest Watchers then return to Farmer Saldean for a reward.

3.17.6.4

Rewards

The player is given the option of two rewards, a pair of Harvesters Pants or a harvesters Robe (each when equipped improves the players stats). The player also gains experience points, which range between 110 to 1050 points. See page 127 for quest systems synthesis or click here See page 18 for additional problems or click here

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3.18

Real World Traps 3.18.1

Deadfall

The deadfall trap uses a large rock propped up on a mechanism of sticks over some bait. Once the bait is pulled off the trigger, the sticks flip out of the way and the rock drops onto the animal killing it instantly.

Figure 71-Here is the theory behind the basic ‘Figure-4 Trigger’

Figure 72-Components of a Deadfall trap.  A rock or other weight rests on the end of the diagonal stick. This supplies downward pressure to the end of that stick.  The diagonal stick rests on and pivots on the vertical stick at "C". This keeps the diagonal stick from slipping away to the left.  The diagonal stick is also held in place by having the end rest in a notch at "B".  The pressure of the diagonal stick is pulling the horizontal stick towards the left.  The horizontal stick is held in place by the notches at "A".  "A" is where the actual trigger mechanism is located.  The bait is placed at the end of the horizontal stick to the right of "A" (this stick can be made longer as necessary), so that it is located directly under the weight. Rocket Powered Hippo | Research

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 When the animal takes the bait at the end of the horizontal stick, the trigger at "A" is released. The horizontal stick falls to the ground, and the diagonal stick flips up and out in a counter-clockwise arc. This allows the weight to come crashing down on the animal, killing it instantly.  Note that the vertical stick should be resting on a hard surface, such as a flat stone. Otherwise it may dig into the ground and cannot fall out of the way when the trap is triggered - the deadfall weight will come to rest on the vertical stick and won't fall to the ground.  Note also that it is usually good practice to put something hard on the ground under the whole trap, or place the trap on rock. Otherwise, the deadfall, when it falls, may not kill the animal; only injure it, since the animal may be pressed into the soft ground. Source: http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html)

3.18.2

Apache Foot Hold Trap

The Apache Foot Hold Trap is a versatile trap with the ability to capture nearly any animal and be set up on most soft surfaces. It is a simple trap consisting of only rope, stakes and a hole.

Figure 73 The user first digs quite a deep hole, about 20 inches deep depending on the animal. It is advisable to dig where noticeable tracks are located for the best chances of success. The next stage is to get some sturdy sticks and carve them into stakes. These are dug into the sides of the hole in two layers. In the image there is another layer of stakes under the water. The stakes are roughly 12 inches long and are used to hold the animal briefly allowing it to struggle and possibly injure it. Make a snare or slipknot with strong rope. Lay the loop over the stakes. Making sure the rope is strong and the knots are tight is the key to capturing any animal. Tie the other end of the rope around a strong tree. Make sure the rope is not too short or too long; the animal needs room to struggle in the rope allowing it to tighten. The final step is to camouflage the trap with grass and leaves. Source: http://www.wildwoodsurvival.com/survival/traps/apachefoothold.html Rocket Powered Hippo | Research

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3.18.3

Paiute Deadfall Trap

The Paiute Deadfall Trap is similar to the Figure-4 Deadfall Trap apart from it uses some rope or cordage. The rope doesn’t need to be too strong so users who find themselves without can quickly use some plant fibre or such instead.

Figure 74

Figure 75 The horizontal trigger at the bottom of the trap is what the bait is attached to. Once the animal pulls on the bait, the trigger stick falls, releasing the small stick tied to the rope. This then loosens the large stick propping up a weighted object that falls on top of the animal.

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Figure 76 -Detail of rope mechanism. Notice how the horizontal trigger is holding the rope in place.

3.18.4

Bird Snare

The bird snare is a simple and effective trap for catching birds. It consists of an upward stick with a small hole cut into the top, a noose, a rock and a trigger perch. The trigger perch is a small stick inserted loosely into the hole of the base stick. The noose is threaded through the hole and left open on the trigger perch. The other end of the rope is tied to a heavy rock. The trigger gently holds the rock in place. When a bird settles on the trigger perch, the loose stick falls causing the rock to plummet thus tightening the noose quickly around the bird’s feet.

Figure 77

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Figure 78

3.18.5

Trapping Pit

Trapping pits are deep holes in the ground, covered and camouflaged to trap large animals. The pits can be filled with water slightly or filled with leaves to humanely capture animals or alternatively, filled with stakes to kill the animal.

Figure 79 - Trapping Pit uncovered. See page 127 for real world traps synthesis or click here See page 18 for additional problems or click here

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3.19

Camera Systems / Aiming 3.19.1

Resident Evil 4 Title: Resident Evil 4 Genres: Action Adventure / Survival Horror Platform: Gamecube / Playstation 2 / Wii Developer: Capcom Original Publisher: Capcom Year Released: 2005

3.19.2

(OSS) Over-the-Shoulder Shot

Resident Evil 4 utilises an over the shoulder shot perspective during gameplay. The camera follows the player as they walk, run and then zooms in closer once the player aims their equipped weapon. The camera can be moved slightly up, down, left and right around the player during gameplay to view the surrounding area.

Figure 80 – An OSS shot allows players to feel closer to the action in an action packed game such as Resident Evil 4 When using certain weapons the camera system shifts into first person (Sniper Rifle, Mine Thrower with scope). This camera has been emulated in several other games since its successful implementation in Resident Evil 4 including.     

Gears of War 1 + 2 Dead Space Tom Clancy’s Ghost Recon Advanced Warfighter 1 + 2 Tom Clancy’s Rainbow Six Vegas 1 + 2 Mass Effect

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3.19.3

The Elder Scrolls IV: Oblivion / Fallout 3 Title: The Elder Scrolls 1V: Oblivion Genres: Role Playing / Sandbox Platform: PC / Xbox 360 / Playstation 3 Developer:Bethesda Softworks Original Publisher:2K Games Year Released: 2006

3.19.3.1

First Person

Oblivion gives the option to play though the entire game from a first person perspective. The player can choose to play in 3rd or 1st person. However, the sense of immersion diminishes in third person. In first person the player can wield magic and weaponry with a fantastic sense of total immersion. In Fallout 3 the first person is the same as Oblivion except Fallout has VATS (Vault Assisted Targeting System) that takes place in third person. Another Issue with playing both these games in 3rd person is the lack of refined believable animations for the player character; the sense of immersion is somewhat lost when a player

character does not move realistically.

Figure 81 – Playing any game in first person draws players in as they view the gameplay from an eye level perspective; In Oblivion combat is incredibly intense in this intimate perspective.

3.19.4

Gears of War 2

3.19.4.1

Aiming with visual Indicators

When aiming in Gears of War several on screen visual indicators appear. The over the shoulder camera system comes in tighter to the player in sync with an animation showing the characters weapon being drawn. Once the weapon is Rocket Powered Hippo | Research

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drawn a targeting reticule, often specific to the weapon equipped appears. Some weapons automatically go into a scope zoomed view such as the Sniper Rifle. During aiming, players can still move around the environment however their movements are slower than without aiming.

3.19.5

Uncharted: Drakes Fortune Title: Uncharted: Drakes Fortune Genres: Action Adventure Platform: Playstation 3 Developer: Naughty Dog Original Publisher: Sony Computer Entertainment Year Released: 2007

3.19.5.1

Switching positionduring Aiming

When aiming a weapon in Uncharted the player can switch the camera to look over the characters other shoulder. This helps when the player is wall hugging and cannot get a decent aim with the camera in its default position (on the player’s right shoulder).

Figure 82 – For a game built around firing from cover Uncharted: Drakes Fortune allows players a large array of cover options to suit any situation.

3.19.6

Resident Evil 5

3.19.6.1

Tight Third Person Aiming

Resident Evil 5 uses a third person camera during aiming that comes in close to the player. While aiming, the camera zooms to a point where only the players head and shoulders are onscreen. Bringing the player closer to weapon aiming increases the overall sense of immersion during combat and displays a more dynamic camera view of gunplay. In addition being able to see more of the aiming area clearly enhances the ease of use of the targeting mechanics found in Resident Evil 5 (mechanics built on from Resident Evil 4). Rocket Powered Hippo | Research

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3.19.7

Tomb Raider Underworld Title: Tomb Raider Underworld Genres: Action Adventure Platform: PC / Xbox 360 /Playstation 3 Developer: Crystal Dynamics Original Publisher: Eidos Interactive Year Released: 2008

3.19.7.1

Adrenaline Headshot (One Shot Kill)

During combat Lara’s adrenaline level increases, in the top left of the screen is an adrenaline gauge, when full Lara can vault over an enemy, which activates adrenaline mode. The combat slows down allowing the player to place their weapon crosshair over the enemy’s head, once over the head firing the weapon incurs a one shot kill.

Figure 83 – Surrounded by enemies Underworld’s one shot kill mechanic comes in vital as players controlling Lara often find themselves relying on it. See page 128 for camera systems / aiming synthesis of click here See page 18 for additional problems or click here

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3.20

Conversation Systems 3.20.1

Mass Effect

3.20.1.1

Interactivity

In Mass Effect every conversation is given weight. Players are pulled into each time the main character engages in dialogue. Using dynamic camera angles the developer Bioware has given Mass Effect framing akin to films during dialogue. Dialogue can feel tense; this tension is multiplied by how the camera gives players an over the shoulder (OSS) shot typically. This interactivity is a natural evolution from two of Bioware’s previous games Star Wars: Knights of the Old Republic & Jade Empire.

Figure 84 - The "open ended" conversation structure of Mass Effect give a complexity to conversations to make players care about the choices.

3.20.1.2

Dialogue Wheel

A dialogue wheel is present during dialogue. This wheel has a number of replies or questions the player can ask to whomever they are currently talking to. Mass Effect allows players to choose a conversations outcome. Players can often for example be asked to help an NPC in need, the player can choose to help or essentially ignore the NPC’s plight via dialogue. Choices made during dialogue can have a profound effect on the games narrative and even close/open plot elements further down the road in Mass Effects planned sequels.

3.20.2

Fallout 3

3.20.2.1

Choosing a Path

Dialogue in Fallout 3 come across as technically basic at first, the player simply stands in front of the NPC they wish to interact with and talks to them. Quickly players begin to realise that Fallout 3 gives players perhaps the largest conversation / dialogue choices of any game. Players can talk to an NPC and ask various questions about who they are or the players location etc by the game Rocket Powered Hippo | Research

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really comes into its down in how conversations end. Players can often find themselves in a firefight if they choose to disrespect an NPC, usually a firefight early in the game ends with death.

3.20.3

Shenmue

3.20.3.1

FREE

With Shenmue its producer/director Yu Suzuki coined a genre name “FREE” which stands for “Fully Reactive Eyes Entertainment”. Suzuki wanted to make the world of Shenmue feel real to players, the games conversation system is vital in the illusion intended by Suzuki and his staff.

Figure 85 – Each NPC engaged with in Shenmue is nothing more than a narrative focused sign pointing to the next clue in Ryo’s the main characters adventure. During gameplay the player talks to NPC’s who essentially are the key to completing the game. For example the player is looking for who murdered his father; he talks to a young girl who tells him about a black car that ran over a cat. She tells him where the car was headed and who to ask for more info. The player can talk to almost any NPC, however many only have a line or two of dialogue. See page 129 for conversation system synthesis or click here See page 18 for additional problems or click here

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3.21

Hint Systems 3.21.1

The Legend of Zelda: Ocarina of Time

3.21.1.1

Navi

In Ocarina of Time Navi glows green when near any important parts of the game. The player can use Navi throughout their quest to essentially point them in the right direction. Often Navi will give a basic description of a problem to the player with just enough information to guide the player to an eventual solution.

3.21.2

Tomb Raider Legend

3.21.2.1

Lara Journal

During gameplay players will often find themselves unsure how to progress. A feature implemented into Tomb Raider: Legend and its sequels is Lara Croft giving the player small audio hints such as “maybe I can move that statue” etc. These hints are continually updated, as the player progresses within her Journal (accessed on Lara’s PDA) allowing skilled players the choice to not access them or for casual players to use them. Giving the player small hints in the right direction are used without giving away how exactly to do a puzzle.

3.21.3

Bioshock

3.21.3.1

Audio Devices

While exploring the underwater world of Bioshock players come across audio devices. These devices are often used to give the player some insight into the world before them became part of it. Often however players listening to these audio drops come across information such as codes for locked doors etc, recorded by the games inhabitants. Bioshock keeps track of all the audio devices found by the player allowing them to be replayed at any time.

Figure 86 – Bioshock invites players to uncover the world of Rapture before their arrival. When collecting an audio device the audio plays automatically making a point not to pause gameplay.

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3.21.3.2

Text Help

When players are really stuck in certain areas, they can access their map screen and ask for a hint by pressing the square button. The hint will often say things like: “Head to the medical bay to find the doctor and kill him” If the player is still stuck and can’t find their way to the medical bay, they can again access the map and press the triangle button for direction. This often results in the following: “To get to the medical bay, melt the ice covering the door using your incendiary plasmid…” This kind of hint system allows players to choose how much help they want to have during the game, if any at all.

3.21.4

Uncharted: Drakes Fortune

3.21.4.1

Sir Francis Drakes Diary

At the start of Uncharted, players receive a Diary. This diary charts the adventures of Sir Francis Drake. During gameplay players often comes across puzzles that defy logic. During these sections the “select” button appears on screen which when pressed displays a page of the diary. An example of this mechanic comes in a room with four pressure switches; the player is required to press each switch (each with its own symbol) in the order written in the diary.

Figure 87 – As Drakes Fortune progresses the diary almost becomes a character. The gameplay heavily relies on the information contained within. See page 129 hint systems synthesis or click here See page 18 for additional problems or click here

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3.22

Ammunition counters 3.22.1

Gears of War 2

3.22.1.1

Visual Representation

The ammunition counter in Gears of War 2 consists of an image of the selected weapon, a visual representation of the clip size and a number indicating the amount of ammunition left. The ammunition in the clip reduces as the player fires their weapon. During reloading players can gain an active reload by pressing the reload button at the correct time when prompted by an animation on the ammunition counter.

Figure 88– Gears of War 2’s ammunition counter is by no means complex, this is because this type of HUD icon should be displayed clear so players have a clear reading of remaining ammunition at all times.

3.22.2

King Kong Title: King Kong Genres: Action / Adventure Platform: PS2, Xbox, PC, Xbox 360 Developer: Ubisoft Montpellier, Ubisoft Casablanca Original Publisher: Ubisoft Year Released: 2005

3.22.2.1

No HUD to Display Ammunition

King Kong has no HUD. Health is represented by the pace of the characters breathing and a blood overlay. Ammunition is announced by the character whenever a weapon is reloaded or the player presses a button. This take on removing the HUD from the player gives a more immersive experience.

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3.22.3

Mirrors Edge Title: Mirrors Edge st

Genres: 1 Person, Action / Adventure Platform: PS3, Xbox 360, PC Developer: DICE Original Publisher: Microsoft Games Studios Year Released: 2008

3.22.3.1

No indication of how much ammunition remains

Mirrors Edge takes a unique approach by having no HUD. Any weapons that the player picks up has a limited amount of ammunition which when used up, can’t be replenished. Naturally, the player or character that picks up a weapon in real life can’t tell how much ammunition is left.

Figure 89 – Zero onscreen ammunition information creates a feeling of reality. See page 130 for ammunition counters synthesis or click here See page 18 for additional problems or click here

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3.23

Binocular Research 3.23.1

Far Cry 2

3.23.1.1

Tagging Enemies and Locations

Far Cry 2 includes an improved version of the binoculars from the first game in the series. When a player uses the binoculars, any enemies in the view are tagged in the mini-map. The feature is extremely useful for assessing an environment, especially an open world one, before running in. The binoculars can also be used in the same way to find new areas before actually travelling to them making it easier to use the map.

3.23.2

Tomb Raider Legend

3.23.2.1

Environmental Analysis

Binoculars in Tomb Raider legend are useful for scouting areas and solving puzzles. The player can activate the RAD mode on the binoculars to analyse the environment. Breakable, explosive, mechanical and moveable objects can be identified with an on screen icon as long as they are in view. The player can then decide how these objects can help them progress.

3.23.3

Warhawk Title: Warhawk rd

Genres: 3 Person Multiplayer Shooter Platform: PS3 Developer: Incognito / SCE Studios Santa Monica Original Publisher: Sony Computer Entertainment Year Released: 2007

3.23.3.1

Binoculars and Weapon Combination

The binoculars in Warhawk have a second feature; when the player scopes an enemy in the distance, the fire button calls in a missile strike, which usually ends in an instant kill. See page 130 for binoculars synthesis or click here See page 18 for additional problems or click here

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3.24

Enemy Types 3.24.1

Fallout 3

3.24.1.1

Wasteland Creatures

The capital wasteland area is home to various dangerous creatures in Fallout 3 These creatures range from small crab like creatures to fearsome beast resembling wild bears. The creatures will follow the player and attack him / her until defeated. Players can run from some of these creatures, however many are equally as fast as the player. The AI for these creatures is pretty basic in comparison to NPC enemies.

Figure 90 – Yao Guai represent Fallout 3’s most violent predators. Players need to gain a lot of experience before attempting to take one even one Yao Guai.

3.24.1.2

Wasteland Enemies

The majority of NPC enemies carry weapons in Fallout 3, ranged or melee based. During the game players encounter a wide variety of NPC enemies such as Androids, large mutants and infected zombies. These NPC’s have AI that is similar to the wasteland creatures however when they are attacking the player can holster their weapon, which occasional stops them.

3.24.2

Tomb Raider Underworld

3.24.2.1

Wild Animals

During each level of Tomb Raider Underworld puzzle gameplay is interwoven with encounters with various wild animals. Players are at one point introduced to a pack of wild tigers that work together to attack the player. The Tomb Raider series has often introduced wild animals into rural environments to add a touch of reality to locations as well as break up long sections of exploration. See page 131 for enemy types synthesis 1 or click here

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3.24.3

Halo 3

Halo 3 is an excellent example of having a game with various types of enemies. Each enemy in Halo 3 is positioned to challenge the player. Smaller enemies are used to swarm the player while large more formidable enemies are used challenge the player’s abilities.

3.24.3.1

Grunts

The grunts are essentially “cannon fodder” in the Halo universe. Leaders often accompany them, when their leaders die the grunts tend to run in fear of the player. Grunts are often in groups of several and can offer some challenge in numbers.

Figure 91 – Grunts have become to comic relief in the Halo series players are often met with Grunts that spurt the occasional comical one liner upon encountering the player.

3.24.3.2

Buggers

Buggers attack in flying swarms. They move with some speed and like grunts are formidable in large groups. Buggers in numbers are difficult to defeat due to their agile quick movement.

3.24.3.3

Brutes

The Brute is a formidable enemy within the Halo universe. They resemble large ape like creatures that are commonly seen as “bullet sponges” due to the amount of damage they can take from the player. Players must use strategy to defeat Brutes compared to Grunts.

3.24.4

Uncharted 2: Among Thieves Title: Uncharted 2: Among Thieves Genres: Action Adventure Platform: PS3 Developer: Naughty Dog Original Publisher: Sony Computer Entertainment Year Released: 2009

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3.24.4.1

Basic Soldiers

Basic soldiers in Uncharted 2: Among Thieves come in two colours, grey and black. The soldiers come equipped with a variety of weaponry. They often work in small groups to clear out and patrol areas.

Figure 92 –While it would be easy to dismiss the solders players combat in Among Thieves as all being the same the reality is far from. Soldier’s types similar in appearance often require a complete rethink of the player’s strategy.

3.24.4.2

Armoured Soldiers

A step up from the basic soldiers are armoured soldiers, these soldiers are well protected with riot equipment. In addition these solders are equipped with high damage weapons such as M4 Assault Rifles and Shotguns. See page 137 for enemy typesrefinement or clickhere See page 18 for additional problems or click here

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3.25

Economy 3.25.1

Fallout 3

3.25.1.1

Caps

Caps are Fallout 3’s system of currency. Every object players can place in their inventory in Fallout 3 has a monetary value. Players can view an items Caps value before picking one up.

Figure 93 – Taking the value of Caps to the extreme players can kill any merchant and take their entire supply of Caps rather than trade peacefully. Items can be sold for Caps to various merchants in Fallout 3. Players can use obtained Caps to buy new items, repair damaged equipment and even buy a slave follower. While the player occasionally comes across Caps typically selling items is the best way to obtain new Caps.

3.25.2

The Legend of Zelda: Twilight Princess

3.25.2.1

Rupees

Rupees are the main currency in The Legend of Zelda series, Rupees has the appearance of gems and come in different colours depending on their value. Throughout the Zelda series the colour scheme for Rupee value has remained the same allowing players to instantly recognise a Rupee’s value in a new Zelda game.

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4

Synthesis 4.1

Synthesis – Action / Adventure Games 4.1.1

Synthesis 1 – More action based gameplay

Based on research into action games more emphasis was placed on combat to give players a more action orientated experience.

4.2

Synthesis – Hub Worlds 4.2.1

Synthesis 1 –Whole Island Jumping Island

The first design of the games floating island level allowed players to jump off the island from any point to land in the area belowat will. Players could soar through the air and land close to where their objectives in the area below begin. This approach gives the player freedom, the chance to explore and an exhilarating visual experience. See page 132 for whole island jumping refinement or click here

4.2.2

Synthesis 2 – Giant Chain

The island neededto be more structured,the design needed to control where the player lands in the area below. A series of chains were synthesised from the island down to the area below. The chains led from specific objective areas on the island straight to important locations on the surface See page 132 for chain island refinement or click here

4.2.3

Synthesis 3 – Spot Jump

The third design takes the best of the previous ideas and combines them. The parachute jump is surrounded by an invisible cylinder that gives players some freedom in their jump but they will only land in populated areas. The visual punch remains, but in a controlled manner. Areas that the player can jump from are therefore pre-defined to where the cylinders and landing points are placed. This means that the edges of the island have to be covered by buildings or fences.

4.3

Synthesis – Fake Open Worlds 4.3.1

Synthesis 1 – Paths

The first design for the wasteland took inspiration from games such as Fable 2 and Call of Duty Modern Warfare. Open areas were spaced apart and connected by one or two paths. Fences and buildings keep the player on the path. This design allows players to have a sense of freedom and exploration but in a controlled, linear way. See page 132 for fake open world refinement or click here

4.3.2

Synthesis 2 – Environmental Paths

Far Cry 2 and Red Faction Guerrilla inspired the next design for the wasteland. These games make use of the natural landscape to direct players to their objectives. This is a much more natural technique for guiding the players down paths. Open areas will be placed in valleys and craters. Because the hills guiding the player are so high, players cannot see past them and will therefore not feel the need to explore further. Level Rocket Powered Hippo | Synthesis

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designers can quickly sculpt hills in the landscape that means where artists will be freed up from creating assets to guide the player.

4.4

Synthesis – Getting On and offa floating island 4.4.1

Synthesis 1 – BASE Jump

The first idea about how the player could leave the floating island was a BASE jump. This feature would be easily implemented as it’s a feature built in to CryENGINE. BASE jumpingwill give players a dynamic exciting gameplay sequence. See page 132 for BASE jump refinement or click here

4.4.2

Synthesis2 – Zip Line

A zip line is the second design for exiting the island. This technique will be just as visually thrilling and has the advantage of directing the player to a point where gameplay has been designed. See page 132 for zip line refinement or click here

4.4.3

Synthesis3–BASE Jump 2

BASE jumping was the most thrilling option for getting off the island but was proving difficult in getting the player to land where the design was implemented. The answer to this problem was to get the player to BASE jump in an invisible cylinder all the way to the ground. This means that the player has some freedom in movement but will land where the designer wants them to.

4.4.4

Synthesis4 – Teleporters

Teleporters offered the best solution to getting back up to the island. They were instant and fitted into the narrative. Teleporters will be placed at key points throughout the levels to give players an easy way back to the island to collect ammunition or health. Once a teleporter has been activated on the surface, the player can use the one teleporter in the island to get back to any one of the visited teleporter.

4.5

Synthesis – Maps and Compasses 4.5.1

Synthesis1 - 1st Person Over-the-Shoulder Map

Taking inspiration from Far Cry 2 again, the map will be an in-game, paper map. When the player pressed a button, the character would pull out a map and the camera would zoom to a first person perspective. This would keep the player immersed in the game world. See page 133 for map refinement or click here

4.5.2

Synthesis2 – Compass

Staying in the 3rd person perspective keeps the players immersed. Switching between perspectives breaks the flow of the game. A compass was designed for the HUD in a similar style to the game. The compass allows players to navigate themselves through the levels. A compass fits the theme of survival.

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See page 133 for compass refinement or click here

4.5.3

Synthesis 3 – Compass / Map Hybrid

Players require a 2D map to mark points of interest. Areas the player has discovered through exploration are automatically added to their map, quest givers will add set areas of interest to the map. Players can in addition scan an area using binoculars to locate tech. A compass was designed which outlined a 2D map. The map turns where the player is facing which allows the player to travel with given directions.

4.6

Synthesis – Inventory Systems 4.6.1

Synthesis1 – Classic Inventory

The first inventory system developed was the classic pause menu inventory. This was where the player paused the game and accessed the inventory through a menu. A new screen was brought up where items were contained in a modular, pictorial form. The items and weapons could be selected and a small options menu for that specific item would pop up. This small menu allowed the player to equip, use or combine. See page 133 for inventory refinement or click here

4.6.2

Synthesis 2 – Classic In-Game Inventory

The first inventory that was designed was based on classic RPGs such as The Elder Scrolls 3: Morrowind and Final Fantasy. The only difference was that the inventory appeared in-game, much like Broken Sword, instead of a separate screen that paused the game. Pausing the game would take away some of the immersion and intensity of the game. The player holds down the inventory button, which brings in a grid from the side of the screen. The grid contains all of the items the player has attained during the course of the game. From here, the right analogue stick camera controls are disabled and used to select items. This allows the game and the player to carry on playing, stay immersed and heightens the intensity.

4.6.3

Synthesis 3 – Streamlined Inventory

While in theory, the in-game inventory grid would work, it will take up too much screen space and break immersion. Instead of having a 8 x 8 grid roll in from the side of the screen, a simple 1 bar inventory could be used in its place. Loosely based on the Playstation 3s XMB menu, the player can navigate their items horizontally and with a quick push down on the right analogue stick, the item menu fades and brings up that item sub-context menu; use or combine. All the selections are controlled with the right analogue stick, much like in the first design of the inventory. See page 133 for streamlined inventory refinement of click here

4.6.4

Synthesis 4 – Auto Combining Inventory

After finding that an interactive, in-game inventory was too complicated to implement, a new, auto-combining inventory was created. Once a player has a learnt what items can be combined, they are automatically adjusted in the inventory. For example, a large health plant is made from 3 small plants. If the player collects 3 small plants, it is combined to create a large plant. However, if the player needs some health, they can

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easily use one of the small health plants. Specific items can be used, but are assigned to keys on the keyboard.

4.7

Synthesis – Weapon Select 4.7.1

Synthesis 1 – Pop-Up Weapon Select

The original design for weapon selection included a pop-up inventory which came in from the left of the screen. The player would hold the weapon selection button, the game would pause and the weapon could be selected using the right analogue stick. See page 134 for pop-up weapon select refinement or click here

4.7.2

Synthesis 2 – D-Pad Weapon Selection

Weapons are automatically assigned to the D-Pad when picked up. It is very easy for the player to then use the d-pad to switch between weapons without pausing the game. See page 134 for d-pad weapon selection or click here

4.7.3

Synthesis 3 – In-Game Weapon Selection

The third design for weapon selection is a blending of idea one and two. The player will hold down the weapon select button and use the right analogue stick to choose their selection. Instead of this being on a pop-up inventory screen, the camera zooms slightly to the back of the character where the weapons are mounted. The selected weapon glows slightly allowing the player to shift the analogue stick to the left or right to select the next weapon. This method of in-game selection frees up screen space and doesn’t pause the game or take the player out of the experience. See page 134 for in-game weapon selection refinement or click here

4.7.4

Synthesis 4 – Mouse Wheel Selection

The in-game, on-back selection for weapons would be possible but take up too much time to implement. A more classic mouse wheel selection is going to be used to scroll through weapons.

4.8

Synthesis – Weapons 4.8.1

Synthesis 1 – Classic Weapons

The first ideas for weapons were based on classic types found in most shooter games; melee weapon, handgun, shotgun, assault rifle, sniper rifle, grenade. The weapons designed were going to have the same characteristics as these weapons but built from raw and recycled materials.

4.8.2

Synthesis 2 – Survival Weapons

To cut down on art asset development and balancing, the weapon numbers decreased and picked to fit in with the theme of survival and assassination. The player will carry five weapons during the time of the game:  

Knife – Used for close quarters combat and cutting food off plants Throwing knives – Mid range combat weapon, deals medium damage

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  

Blow Dart – Poison and weapon is needed to be effective. Used to get past enemies easily but the player loses the opportunity to gather materials and food from their body. Crossbow – The crossbow is the most powerful weapon, used best at long range because of the slow reload time. Explosive Packs (various) – With the right materials, various explosives can be constructed to kill, stun and put to sleep creatures and enemies.

4.8.3

Synthesis 3 – Weapon Upgrades 1

To keep players interested in the five standard weapons, upgrades were designed to reward the player at pre-defined sections in the game.

4.8.4

Synthesis 4 – Weapon Upgrades 2

Each weapon needs upgrades to keep players interested in playing the game.

Weapon

Upgrade

Knife

Upgrade 1: Machete Upgrade 2: Serrated Machete Upgrade 3: Poison Machete Upgrade 1: Throwing Stars

Throwing Knives Blow Dart Crossbow

Grenades

4.8.5 Weapon Machete

Upgrade 2: Poisoned Throwing Stars Upgrade 1: Long Range Blow Dart Upgrade 2: Tagging Darts Upgrade 1: Scope Upgrade 2: Laser Upgrade 3: Steel Bolts Upgrade 1: Stun Grenade Upgrade 2: Explosive Grenade Upgrade 3: Tagging Grenades

Synthesis 5 – Revised Weapons Weapon Description The machete is used in close quarters encounters or as a last resort when the player has run out of or wants to conserve ammunition.

Upgrades Serrated Machete Poisoned Machete

Electric Discharge Machete

Upgrade Description A more powerful machete Once the enemy is cut with the poisoned machete, their health slowly depletes until they die. This gives the player a chance to escape without using any ammunition. This upgrade is hidden from the player in a secret area. When the player stabs an enemy, a burst of electricity

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Slingshot

The classic slingshot has unlimited ammunition due to the amount of small stones lying around the desert landscape. It is relatively weak in power but can finish off poisoned or weakened enemies easily and is also useful on blinded creatures to conserve ammunition.

Metsubushi Ammunition

Pheromone Bomb

Handheld The handheld crossbow Crossbow sprays the enemy with a barrage of needles. While the needles don’t cause a lot of damage, they have the ability to hit multiple enemies at a time weakening them for further attacks. Repeated hits with the needles can finish off enemies quickly.

Large Ammunition Clip

Bow and Arrow

Scope Attachment

The bow and arrow is the most powerful weapon the player has access to. It is capable of instantly killing most enemies and can travel long distances.

Poison Needle Round

Explosive Arrows

enters their body instantly killing them. Metsubushi ammunition contains plant seed from an alien life-form. It has the ability to severely blind an opponent giving the user chance to escape. The seeds are contained in a thin layer of animal skin that bursts on impact. Using a skin sack collected from dead creatures, the player can combine this with a pheromone gland from another creature to create a diversion. The sack breaks on impact and splashes an area with mating pheromones causing other creatures in the area to investigate. A larger ammunition clip for the handheld crossbow allows the player to fire 5 rounds in succession without reloading. Using the poison of a rare plant life with needles from another, the player can combine the ingredients to slowly poison a large amount of enemies. The scope will allow the player to accurately fire arrows over large distances using magnification. Combining the arrows with the explosive oil sacks of the creatures can be lethal. The arrows explode on impact causing great

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damage to anything around.

4.8.6 Weapon Machete

Weapon Description The machete is used in close quarters encounters or as a last resort when the player has run out of or wants to conserve ammunition. The spear is more powerful than the machete and can keep enemies at a distance. The Blunder Buster fires rocks from the environment. It is used much like a shotgun and is powerful at close range and large groups of enemies. The bow and arrow is the most powerful weapon the player has access to. It is capable of instantly killing most enemies and can travel long distances.

Spear

Blunderbuss

Bow and Arrow

4.9

Synthesis 6 - Final Weapons Upgrades Poisoned Machete

Upgrade Description The poisoned machete damages an opponent but also poisons them. Good for swift stealth attacks.

Tech Spear

The tech spear is more powerful than the regular spear.

N/A

N/A

Scoped Bow and Arrow

The scoped bow and arrow improves accuracy making the reticule more precise. Explosive ammunition is the most powerful weapon in the game. The arrow explodes on impact causing large damage to anything in the vicinity.

Explosive Ammunition

Synthesis – Real-Time Item Selection 4.9.1

Synthesis 1 – Pop-Up Inventory Selection

Using the pop up inventory menu without pausing the game, much like in Resident Evil 5, increases the tension and fits in more with the theme of survival; don’t have time to heal mid-battle. The player holds down the inventory button and navigates the menu with the right analogue stick or the mouse depending on their preferred hardware. Camera controls are temporally disabled during this feature. The player can still view much of the screen which they use to avoid enemies using the left thumb stick. The player won’t have as much control over the avatar during item selection which heightens the excitement and keeps the player immersed. See page 134 for pop-up inventory selection refinement or click here

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4.9.2

Synthesis 2 - Real-Time Scrolling Item Selection

After the new one bar scrolling inventory was synthesised, players can navigate the menu much quicker using the right thumb stick. There is less distance to travel and fewer options for each item. See page 135 for real-time scrolling item selection refinement or click here

4.9.3

Synthesis 3 – Context Dependant Items

Items will be used automatically. Triggers will activate when the player comes into close proximity. For example, to upgrade the bow to a scoped bow, the player collects the broken telescope and takes it to the tech NPC on the island. A trigger activates and automatically takes the broken telescope from the player’s inventory and upgrades the bow. Other items like health replenishment can be assigned to the keyboard.

4.10

Synthesis – Companion Characters 4.10.1

Synthesis 1 – Companion Bird

To clear the HUD, the first synthesis included a companion character that assists the player. A small bird would be able to help point out clues in puzzles, directions and discover secret areas or items. See page 135 to companion bird refinement or click here

4.11

Synthesis –Dehydration / energy meter 4.11.1

Synthesis 1 – Classic Shield

The first design of an energy meter evolved into a shield that would act as a second health bar which when depleted started detracting from the primary health bar. This was simple for players to work out and gave them something to search for in the environment. See page 135 for classic shield refinement or click here

4.11.2

Synthesis 2 – Damage Divider

The second design of the shield still uses a bar to show the shield strength. Instead of it having to be fully depleted before the health bar starts dropping, it acts as a divider. If the shield is at 100%, the next hit will be blocked. If the shield is at 50%, the next hit will be halved. This gives the player a greater feeling of survival, especially against stronger enemies that are extremely dangerous. Players have to search for tech in the environments to build back up their shields. The shield slowly depletes through gameplay so survival depends on the player finding tech to top up the shield. See page 135 for damage divider refinement or click here

4.11.3

Synthesis 3 – Shield Glow

To get rid of the shield bar, the player’s character will have a glowing border to represent the shield. The stronger and larger it glows, the more shield is available. When the shield eventually depletes, the glow will disappear. The glow allows the Rocket Powered Hippo | Synthesis

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designer to free the HUD up from unnecessary items giving the player the chance to focus on the game.

4.12

Synthesis - Gravity Gameplay 4.12.1

Synthesis 1 –Island Gravity Navigation

Much like Super Mario Galaxy, players would be able to walk on and around rocks stuck in gravity anomalies. These could be used as vertical and horizontal navigation puzzles. See page 135 for gravity gameplay refinement or click here

4.12.2

Synthesis 2 – Gravity Puzzles

After researching more games with gravity elements, other ideas were inspired and synthesised.

4.12.2.1

Gravity Fishing

The player drops into an area surrounded by gravity wells. There is a tunnel in the centre which has a locked catch. To get into the tunnel, the player has two options: The first option is to combine the arrows, clay and rope to make a projectile fishing device. The aim is to fish out the explosives from all the debris and blow the hatch open. When the arrows are fired into the gravity well, they become affected by the gravity and challenge the player to adapt. The second option is to drag out a large rock from the debris over the hatch. Once the rock is pulled out of the gravity, it plummets onto the hatch door cracking it open.

4.12.2.2

Platforming

The player comes across a large chasm with various gravitational anomalies. There are various rocks floating around which the player can use as platforms when they are rotate the right way.

4.12.2.3

Mined the Explosives

A gravitational well covers a path the player needs to cross in an old hunting area. There is a tunnel half way through that the player needs to get to. The gravity is full of rocks and old mines. The player must carefully cross through without touching the mines. Exploded mines can set off a chain reaction, which can cause the pathway to become blocked; players have to be careful if they choose to shoot the mines.

4.13

Synthesis - Health Bar 4.13.1

Synthesis 1 – Classic Health Bar

It is important for players to take care of their health in a survival adventure game. The best way to do this is using a classic health bar. This way, the player can quickly glance and know how much health they have left. The health bar will be wrapped around the compass. Each quarter of the health bar is 25%. When the health bar hits 0, the player dies and respawns at the last checkpoint. Rocket Powered Hippo | Synthesis

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See page 135 for classic health bar refinement or click here

4.13.2

Synthesis 2 – Health Overlay

Much like Gear of War 2, Ascension would use a red / blood overlay on the screen to indicate damage and direction. This would also clear the HUD.

4.13.3

Synthesis 3 –Health Backup

As well as the overlay for damage direction, players who have large plants in their inventory will see a small ball under their compass and health bar. When the player’s health reaches 0, the large plant will be used and health will be replenished.

4.14

Synthesis – Quest Systems 4.14.1

Synthesis 1 - NPC Activation

Quests will be activated by talking to specific NPCs. The quest givers can be found marked on the HUDs mini-map. When the player approaches the NPC, they will be able to interact with them. After talking to the NPC, the quest is marked on the mini-map and added to the “active quests menu”. This method is similar to the Fallout 3’s quest system implementation.

4.14.1.1

Quest Screen

All activated quests will appear on a quest screen. Here the player can see all quests they have discovered, get a description of it and place the marker on the mini-map. However, unlike Fallout 3, the game will not pause. A vertical quest bar will appear on the left side of the screen listing all discovered quests. While scrolling through the quests, a small box fades in next to the quest describing its objectives. The player simply has to click to confirm this is the quest that they are attempting to place a marker on the mini map.

4.15

Synthesis – Traps

With the theme of the game being survival, traps would play a major role in obtaining food and water. Captured and killed animals can also be used to create poisons or health packs.

Trap

Description

Trapping Pit

The trapping pit is a large hole, natural or man-made, that is camouflaged in the environment with the hope that an animal will walk over and fall in. Deadfall Trap Can be lethal or humane. Consists of wooden sticks holding up a large rock or cage. Bait is centred underneath attached to a trigger rope. When the rope is triggered, it pulls a stick away allowing it to fall on or over the animal. Snare A snare is a fine piece of wire with a slipknot. These are laid across popular paths of small animals. When the animal runs through, the snare locks around its neck, the force of it lifts the trigger and the snare is sprung up into the air. Apache Foot- The Apache Foot Snare is a snare in the ground. A small hole is dug which Snare the snare is placed in, attached around a nearby tree and covered up using leaves. When the animal steps in the hole, the snare tightens around its ankle and the animal is then caught to the tree.

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The traps will be combined using items the player has collected through gameplay. Once they have combined items to create a trap, players can set them in anywhere in the wastelands. Players can tag creatures to find out their regular paths which will appear on the map. Some traps like the Trapping Pit can only be placed where large holes occur in the landscape. Trapped animals will provide different raw materials than animals caught in battle.

Trap

Item Combination

Trapping Pit Deadfall Trap Snare Apache Foot Snare

Environmental Pit + 3 Spear Shafts + 2 Animal Skins 3 Sticks + 1 Rope + Bait 1 Rope + Environmental Tree 1 Rope + Environmental Tree + 3 Sticks

See page 136 for traps refinement or click here

4.15.1

Synthesis 2 – Traps in the Ruins of Nyzal

Traps are now being used only in the Ruins of Nyzal environment. Players can set traps in specific areas. For example, where large pits are dug in the environment, players who have the right materials can set up a trapping pit. When players return to the environment later on, traps contain captured creatures that the player can gain more materials from. See page 136 forruins of Nyzal traps refinement or click here

4.16

Synthesis – Camera Systems 4.16.1

Synthesis 1 – Over the Shoulder

The first camera that was synthesised was the Over the Shoulder view. This camera system has been very popular in recent 3rd person games because of the unique visual style and immersion in the gameworld. It’s a similar camera to that in documentaries and news reports. It gives the player the feeling they are in the gameworld, following the character around and experiencing all the excitement and tension in person. See page 136 for over the shoulder camera refinement of click here

4.16.2

Synthesis 2 – 3rd to First Person Aiming

Mechanics that require precise aiming require a first person view so that the player can accurately line up shots. This happens in Gears of War when the player uses the scope on the rifle; the camera switches from an Over the Shoulder perspective to a First Person perspective looking down a scope. See page 136 for 3rd to 1st person aiming refinement or click here

4.16.3

Synthesis 3 – Tight 3rd Person Camera

In games such as Resident Evil 5, when the player wants to aim more accurately, the view changes from a standard Over the Shoulder view to a tight Over the Shoulder view. This gives the player more screen space to aim and brings them closer to the action. The smooth zoom transition from far to close breaks immersion much less than a cut to first person. Usually when this technique is implemented, an aiming reticule or laser dot appears so that the player can clearly see where they are aiming. Rocket Powered Hippo | Synthesis

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4.17

Synthesis – Conversation Mechanics 4.17.1

Synthesis 1 – Narrative Driven

To keep the project scope to a minimum, conversations with NPCs will be driven by the plot. The player won’t have a choice in what the avatar says; the conversation is carried out like a cut scene within the game engine. This means the design can focus more strongly on the story and give the player a clear indication of what they need to do. This type of storytelling takes inspiration from films and is often seen in narrative driven games like Shenmue and Heavenly Sword. See page 136 for narrative driven refinement or click here

4.17.2

Synthesis 2 - Multiple Choice Conversations

Giving the player some sort of interactivity during conversations will hopefully keep them interested in the story and gameworld. One of the best ways to do this is through dialogue options. This mechanic lets the player respond to what the NPC has said by using one of the predetermined sentences which appear. Games such as Fallout 3 use this technique and have even incorporated other mechanics, such as bargaining, to their conversations. To keep scope to a minimum, players can only choose one of two options at occasional points during a conversation. Unlike Fallout 3, the outcome of the conversation is always going to be the same. The advantage to this method of conversations is that it allows players to find out more about the gameworld and it could also lead to helpful information about their quests.

4.18

Synthesis – In-Game Hints / Help 4.18.1

Synthesis 1 – Text Box

In-game help and hints are delivered to the player through text boxes that fade in at the bottom of the screen. See page 136 for text box refinement or click here

4.18.2

Synthesis 2 – Audio Help

To get rid of long text boxes, the player will get audio instructions through an ear piece from the Elders on the island. This could be accompanied by a small on screen hint. The less text on the screen holds the immersion.

4.18.3

Synthesis 1 – NPC Pet

Much like in Legend of Zelda: Ocarina of Time, the first hint system that was going to be implemented was a small pet that followed the player around the gameworld. The pet would talk to the player if they asked for help, fly to points of interest and act as a map. Using a pet in the gameworld means that players don’t have to leave the game at any point to look at a map or receive hints; immersion is kept. See page 137 for NPC pet refinement or click here

4.18.4

Synthesis 2 – On-Screen Hints

After taking inspiration from Bioshock, the hint mechanics would only appear if the player wanted access to them. The player would press the help button and a box would fade onto the screen hinting at their next objective. If the button is held down, the help Rocket Powered Hippo | Synthesis

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would become more detailed, essentially telling the player what they have to do. The help system is still embedded within the gameworld as to not take player out of the experience, but also is a lot easier to implement than an AI controlled NPC Pet. Not having a pet also explored what it means to survive by yourself in a desolate land with inhospitable creatures. See page 137 for on-screen hints refinement or click here

4.18.5

Synthesis 3 – Audio Help

To help keep the player immersed and clear screen space, the previous on-screen hints are going to be replaced with audio versions. This will require some more effort for the sound department but will be a nice payoff between gameplay and work hours. The player will again press the help button once for a hint or hold it down for a description of the task at hand. This time though, audio will come through the avatars headset rather than appearing as a message box on the screen.

4.19

Synthesis – Ammunition Counter 4.19.1

Synthesis - Classic Ammunition Counter

With a game based on survival, the player will need to manage their ammunition consistently through the game. The first design for this was based very much in classic FPSs. There would be a small image of the selected weapon somewhere on the HUD with a number next to this indicating the amount of ammunition left. See page 137 for classic ammunition counter refinement or click here

4.19.2

Synthesis 2 – Ammunition Counter Overlay

The second design merges the elements from the classic ammunition counter. A silhouetted image of the selected weapon is displayed on the HUD with the amount of ammunition in the clip nested within. A dynamic overlay acts as a percentage meter which moves down the silhouette as the total amount of ammunition decreases. The player only has to glace at the image to get an idea of the amount of ammunition left in the weapon and total ammunition overall. See page 137 for ammunition counter overlay refinement or click here

4.19.3

Synthesis 3 – Refined Counter

After refining the counter, the overlay for clip size will not be needed as the weapons only fire one shot per round.

4.20

Synthesis – Binoculars 4.20.1

Synthesis 1 – Binocular tagging

In the first design of the binoculars, they were used in much the same way as in Far Cry. When the binoculars focussed on an enemy, they would become tagged and appear on the players mini-map for them to keep track of. See page 137 for binocular tagging refinement or click here

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4.20.2

Synthesis 2 – Tech Detection Binoculars

When tech was included in the narrative as a source of power for the ancient race and became part of the shield mechanics, exploring for tech would be a major part of the gameplay. The binoculars can be used to detect tech. The precision is not pin-point accurate but gives a blotchy area on the mini-map for the player to explore. The binoculars can detect tech through walls, which give the player a reason to explore and figure out smaller puzzles.

4.21

Synthesis – Enemies 4.21.1.1

Synthesis 1 – Enemy Types

Initially there would be a variety of wasteland creatures, at least a dozen. During the games design it has become necessary to have a small selection of enemies based on known types within popular games based on strength and other attributes. Further research is required into enemy types. See page 115 for additional enemy types research or click here

4.21.1.2

Synthesis 2 – 4 Enemy Types + 1 Boss

Four creatures have been designed for the game. Each creature will attack the player differently, meaning the player will be continually challenged by varying enemies at any one time.

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5

Refinement 5.1

IslandWorld Refinement 5.1.1

Whole Island Jumping Refinement

The layout of the Ruins of Nyzal below the floating island changed from an open area, to a more structured “hub and spokes” plan. This meant that if the player jumped from anywhere on the island, the freedom to do so could lead the player to land in an area that hasn’t been implemented with any kind of design. The island now needs to be more structured. See page 118 for synthesis 2, giant chain or click here

5.1.2

Chain Island Refinement

The chains would be very useful for directing the player to where mechanics and art had been implemented. The only downside to this design is that it did not have the same visual flair as a parachute jump and walking down the chain would be slow and lack gameplay. See page 118 for synthesis 3, spot jump or click here

5.2

Fake Open World Refinement 5.2.1

Paths

The path design of the wasteland had to be changed for several reasons. Keeping players to paths using objects such as buildings and fences requires a large amount of diverse assets. Players can feel cheated by objects like fences if they can’t break through or jump over them to explore the other side. Directing the player in this way would require lots of extra time for the art department and the player might feel cheated when they realise they cannot explore further past a fence. See page 118 for synthesis 2, environmental paths or click here

5.3

Getting on and off a floating island 5.3.1

BASE Jump Refinement

The initial sky diving idea, although exciting visually, proved to be problematic from a game flow perspective. As the player undertakes the dive, they have the freedom to move through the air. There is then a chance the player will land away from where they are supposed to be, possibly in a place unpopulated with assets or in an area they should only reach later on in the game. See page 119 for synthesis 2, zip line or click here

5.3.2

Zip Line Refinement

The zip line proved well for directing the player to follow the design of the game but was restricting in interactivity and gameplay. See page 119 for synthesis 3, base jump 2 of click here

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5.3.3

Sky Dive 2 Refinement

The second synthesis of the sky dive allowed players the visual rush of jumping off something high but in a controlled environment where they would always land in the same place. However, this was not a solution to getting back up to the island. See page 119 for synthesis 4, teleporters or click here

5.4

Map and Compass Refinement 5.4.1

3rd Person Over-the-Shoulder Map Refinement

The switch between 3rd and 1st person view to bring up the map breaks the immersion of the game. The game should stay in one perspective. The technique of zooming the camera into first person also brings problems with movement controls and programming time. See page 119 for synthesis 2, compass or click here

5.4.2

Compass Refinement

While the compass fits in with the survival theme of the game, other mechanics such as tagging hidden locations and tech need a 2d map to place markers on. See page 120 for synthesis 3, compass / map hybrid or click here

5.5

Inventory Refinement 5.5.1

Classic Inventory

The classic inventory is very easy to navigate and understand but takes the player out of the game and ruins the experience. For a survival game, many sections need to be intense. The player shouldn’t be able to pause the game to take a breath, heal or change weapons. Allowing the player to have access to their inventory on a separate screen would make the game easier and ruin the experience of survival. See page 120 for synthesis 2, classic in-game inventory or click here

5.5.2

In-Game Inventory Refinement

The first in-game inventory worked well at keeping the players in the game but took up too much screen space and ruined some of the immersion. Having a large grid menu pop up during gameplay detracts from the experience. See page 120 for synthesis 3, streamlined inventory or click here

5.5.3

Streamlined Inventory Refinement

The streamlined inventory worked well in theory, but after researching the implementation, it was going to be difficult to make. See page 120 for synthesis 4, auto combing inventory or click here

5.6

Weapon Selection Refinement

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5.6.1

Pop-Up Weapon Select Refinement

The pop-up inventory is practical but pauses the game and brings menus on to the screen. These detract the player from the experience of survival and momentarily take them out of the game. See page 121 for synthesis 2, d-pad weapon select or click here

5.6.2

D-Pad Weapon Selection Refinement

While the d-pad is a convenient method of switching between weapons quickly without pausing the game, it takes up space on the screen. The less on-screen HUD elements that are present, the more engaging the game is. See page 121 for synthesis 3, in-game weapon selection or click here

5.6.3

In-Game Selection Refinement

The on-back selection for weapons is a unique idea but would take too long to implement. It is possible, but the time and effort in implementation would risk other mechanics becoming held up. See page 121 for synthesis 4, mouse wheel selection or click here

5.7

Weapon Refinement 5.7.1

Classic Weapon Refinement

The classic weapons would be easy to balance and implement because they are already available within CryENGINE 2. The only problem with having the classic weapons is that they do not fit the theme and experience or survival. See page 121 for synthesis 2, survival weapons or click here

5.7.2

Survival Weapon Refinement

After designing only five weapons based within the theme of survival, players needed some variance or rewards to keep them interested in playing. See page 122 for synthesis 3, weapon upgrades 1 or click here

5.7.3

First Weapons Refinement

The first weapons synthesised did not reflect the theme of hunting and survival very well. They felt distinctively different from one another. See page 122 for synthesis 5, revised weapons or click here

5.8

Real-Time Item Selection Refinement 5.8.1

Pop-Up Inventory Selection Refinement

After the inventory changed from a 3x6 grid to a scrolling 1x6 grid to save screen space, the item selection has to be refined slightly. See page 125 for synthesis 2, real time scrolling item selection or click here

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5.8.2

Real-Time Scrolling Item Refinement

The Crysis Wars Flash interface didn’t come with interactivity built in, therefore it would require a lot of effort for the programmer and could damage the development of other mechanics. See page 125 for synthesis 3, context dependant items or click here

5.9

Companion Character Refinement 5.9.1

Companion Bird Refinement

The bird would clear the HUD and be a unique addition the game. However, to keep the scope of the game down and heighten the sense of loneliness and survival, the companion character was cut.

5.10

Shield Refinement 5.10.1

Classic Shield Refinement

The classic shield is simple and effective but is not realistic for the theme of survival. See page 125 for synthesis 2, damage divider or click here

5.10.2

Damage Divider Refinement

The damage divider worked well for the survival theme. The mechanic makes players search for tech to build up their shields so they can last longer in confrontational situations. The fact that the shields deplete over time make the gameplay a little more tense and desperate. However, the shield bar is very generic and too much information on the HUD can get confusing and dampen the experience of the game. See page 125 for synthesis 3, shield glow or click here

5.11

Gravity Refinement 5.11.1

Island Gravity navigation

After looking into the technology of CryENGINE2 and SandBox2, the mechanic of attaching the player’s feet to a floating object seemed to be hard to achieve and put a lot of stress on the programmer. There were no mods or information available about how this could be achieved so this particular mechanic was dropped. See page 126 for synthesis 2, gravity puzzles or click here

5.12

Health Refinement 5.12.1

Classic Health Bar Refinement

The classic health bar is easy to implement because it only requires a small amount of effort from programming and art. However, it was not unique enough and Ascension aimed to have a minimal HUD. See page 127 for synthesis 2, health overlay or click here

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5.13

Traps Refinement 5.13.1

Traps 1 Refinement

Traps were beginning to be an unnecessary but interesting addition to the game. It became difficult to implement them in every level and give the player a good enough reward for doing so. For this reason any traps where constrained to the ruins of Nyzal level. See page 128 for synthesis 2, traps in the Ruins of Nyzal or click here

5.13.2

Ruins of Nyzal Traps Refinement

Traps became difficult to implement when it was discovered that items cannot be left in the environment and later returned to. For this reason, traps were dropped from the game.

5.14

Camera / Aiming Refinement 5.14.1

Over the Shoulder Refinement

Certain mechanics are best applied to a first person view; precision aiming with weapons for example. Also, a lot of effort is required for animations in 3 rd person, especially when climbing ladders or crawling through tight spaces. See page 128 for synthesis 2, 3rd to 1st person aiming or click here

5.14.2

3rd to 1st Person Perspective Aiming Refinement

Switching perspectives to increase accuracy is useful but can break immersion and the player loses view of the immediate environment around them. See page 128 for synthesis 3, tight third person camera or click here

5.15

Conversation Refinement 5.15.1

Narrative Driven Conversations Refinement

Giving the player no options of how the conversations play out keeps scope down but can leave the player feeling bored, especially if a particularly long conversation is in progress. Some sort of interactivity could keep the players attention. See page 129 for synthesis 2, multiple choice conversations or click here

5.16

In-Game Hints / Help Refinement 5.16.1

Text Box Refinement

The text box in-game hints are practical but players would prefer not to read much text when playing a game. See page 129 for synthesis 1, text box or click here

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5.16.2

NPC Pet Refinement

While the pet kept the player in the game and functioned as both a map and help system, the scope of adding this into a University mod was quite daunting in scope. It would require a lot of extra work for art, animation, programming and level design. See page 129 for synthesis 1, NPC pet or click here

5.16.3

On-Screen Hint Refinement

The On-Screen Hints system would work at keeping the player in the game while maintaining the level of help the player required. Some hints could become quite detailed and the design of the game is trying to keep as much information off the screen as possible thus heightening the immersion. See page 129 for synthesis 2, on-screen hints or click here

5.17

Ammunition Counter Refinement 5.17.1

Classic Ammunition Counter Refinement

While the classic ammunition counter works and is practical, it is not very unique and takes up some extra screen space. See page 130 for synthesis 2, ammunition counter overlay or click here

5.17.2

Overlay Refinement

Realising the weapons only have one shot per round, the overlay on the silhouette indicating clip size was not needed. See page 130 for synthesis 3, refined counter or click here

5.18

Binocular Refinement 5.18.1

Binocular Tagging Refinement

Because the games takes place on much smaller maps than Far Cry 2 there was not much point in giving the player binoculars. Another mechanic had to be thought of to make the binoculars useful. See page 131 for synthesis 2, tech detection binoculars or click here

5.18.2

Tech Binocular Refinement

While the binoculars did add an exploratory addition to Ascension, the game became less open world and the need for binoculars was so slim that they were eventually dropped.

5.19

Enemy Refinement 5.19.1

Enemy type refinement

Based on additional research the game will now feature four creatures and a boss See page 131 for synthesis 2, 4 enemy types + 1 boss or click here

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6

Appendix 6.1

Fig lists for images 6.1.1

Fig 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

Box art

Source (URL etc) http://media.giantbomb.com/uploads/0/4938/609237grim_fandango_box_front_6498x8172_large.jpg http://upload.wikimedia.org/wikipedia/en/1/13/Shadow-of-the-Templars-01.gif http://retropixels.org/files/images/dreamcast/dreamcast_shenmue_box.jpg http://www.pre-ordergames.co.uk/index.php?main_page=popup_image&pID=3030 http://jogaste.com.br/web/caixa/zack-and-wiki-quest-for-barbaros-treasure-wii.jpg http://recensioni-videogiochi.dvd.it/images/Farenheit/fahrenheit_cover-m.jpg http://a1.vox.com/6a00cd970e4cda4cd500d09e78e949be2b-500pi http://ec1.images-amazon.com/images/I/51tAUmNcUEL._AA280_.jpg http://jogaste.com.br/web/caixa/mercury-meltdown-revolution-wii.jpg http://upload.wikimedia.org/wikipedia/en/6/69/Elefunk.png http://icons.wegame.com/game/god_of_warbox.png http://img.qj.net/uploads/articles_module/61905/tomb_raider_legend_qjpreviewth.jpg http://mundob.files.wordpress.com/2008/07/super_metroid_box.jpg http://media.giantbomb.com/uploads/0/27/11501-fallout3_ps3_cover_super.jpg http://blog.newsweek.com/photos/levelup/images/original/The-Legend-of-Zelda_3A00_Majora_2700_s-Mask-box-shot.aspx http://lh5.ggpht.com/_N_Bdr7KRNsc/SjA8j8UN8lI/AAAAAAAAAXg/eIWyi_hTUMg/800pxSuper_Mario_64_box_cover%5B5%5D.jpg http://image.com.com/gamespot/images/bigboxshots/4/196694_41748_front.jpg http://greggman.com/images/games/ctr%20cover.jpg http://www.videogameobsession.com/videogame/n64boxes/n64-DiddyKongRacing.jpg http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/farcry2.jpg http://www.el33tonline.com/images/cache/3305.JPG http://www.videogamesblogger.com/wp-content/uploads/2009/07/red-faction-guerrillabox-artwork.jpg http://images3.souq.com/uploaded/0509/972a4062cde9244be73d7f9dd9b904ae_71016 811551242826951.jpg http://www.play.com/Games/PC/4-/9975974/-/EnlargedImage.html http://www.jaanuskase.com/en/metroid_prime_3_boxart.jpg http://tinypic.com/view.php?pic=sbsuxe&s=3 http://image.com.com/gamespot/images/bigboxshots/0/469050_front.jpg http://img.game.co.uk/ml/3/2/8/6/328684ps_500h.jpg http://upload.wikimedia.org/wikipedia/en/archive/5/57/20081004164345!Dead_Space_ Box_Art.jpg http://www.gamemanx.com/wp-content/uploads/2008/12/resident-evil-5-box-art.jpg http://news.filefront.com/wpcontent/uploads/2007/08/masseffect_box_cover_01_532x748.jpg http://gaygamer.net/images/gears2box.jpg http://nintendorks.com/media/8/20090306-Perfect_dark_box.jpg http://blogs.eastvalleytribune.com/old_images/46/halo3.box.cover.jpg Rocket Powered Hippo | Appendix

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35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58

http://cache.kotaku.com/assets/resources/2007/08/callofdutybox.jpg http://eyeofthevoid.files.wordpress.com/2009/04/sotc1.jpg http://image.com.com/gamespot/images/bigboxshots/9/932369_94614_front.jpg http://geeksyndicate.files.wordpress.com/2009/09/borderlands.jpg http://www.thewiigenius.com/images/special_features/20090922_top_10_nintendo_wii _games/4_20090903_the_legend_of_zelda_twilight_princess_0_box_art.jpg http://images.fanpop.com/images/image_uploads/Box-Art-kingdom-hearts58021_307_435.jpg http://static.houseofnintendo.com/houseofnintendo.com/imgname-ocarina_of_time_named_best_game_ever---ZeldaOoTbox-thumb.jpg http://ps3.kombo.com/images/content/misc/boxart_metalgearsolid4_large.jpg http://image.com.com/gamespot/images/bigboxshots/1/199041_89521_front.jpg http://jogaste.com.br/web/caixa/lost-planet-extreme-condition-ps3.jpg http://www.thetanooki.com/wp-content/uploads/2007/08/i_13158.jpg http://lparchive.org/LetsPlay/Half-Life%202%20with%20Episode%201/Images/1Half_life_2_box.jpg http://www.systemrequirements.in/wp-content/uploads/2009/06/PREY-pc-game.jpg http://www.endsights.com/wp-admin/images/halo1_box.jpg http://thunderb1rdblog.files.wordpress.com/2008/01/bioshock.jpg http://hosting04.imagecross.com/image-hosting-09/3132PortalBox00.jpg http://technabob.com/blog/wp-content/uploads/2009/06/trash_panic_ps3.jpg http://www.xponex.com/images/world-of-warcraft.jpg http://www.ngcfrance.com/images/jaquettes/resident_evil_4_box_pal.jpg http://www.mobygames.com/images/covers/large/1143232181-00.jpg http://image.com.com/gamespot/images/bigboxshots/4/932984_75525_front.jpg http://news.filefront.com/wp-content/uploads/2008/06/truwps3-jhdfhjerghegh.jpg http://media.giantbomb.com/uploads/0/26/10884-warhawk-box-art_large.jpg http://projectgamers.com/wp-content/uploads/2009/07/uncharted2full0721.jpg

6.1.2 Fig 1 2 3 4 5 6 7 8 9 10 11

Other images

Source (URL etc) http://cdn1.gamepro.com/blogfaction/images/professor%20layton%20and%20the%20de vils%20box.jpg http://image.com.com/gamespot/images/2007/155/938681_20070605_screen001.jpg http://www.seganerds.com/wp-content/uploads/2008/05/shen051608.jpg http://ps3media.ign.com/ps3/image/article/963/963746/uncharted-2-among-thieves20090318093715516_640w.jpg http://uk.cube.ign.com/dor/objects/17012/the-legend-of-zelda-the-windwaker/images/0229_zeldamegaton_22.html http://image.com.com/gamespot/images/2004/screen0/564903_20040430_790screen00 1.jpg http://archived.ryanjohnwilliams.com/files.ryansgoblog.com/small/grimaanone.jpg http://mazoo.net/quest/monfacon.jpg http://www.hardcoregaming101.net/shenmue/shenmue-8.jpg http://dsmedia.ign.com/ds/image/article/102/1027217/professor-layton-and-thediabolical-box-20090922101333395.jpg http://news.filefront.com/wp-content/uploads/2007/12/zack-wiki-screen.jpg Rocket Powered Hippo | Appendix

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12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

http://blog.pricegrabber.co.uk/buttonsmasher/files/2008/03/fahrenheit.jpg http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2009/05/Repeated% 20videogame%20legends/Finished/tetris_gameboy--article_image.jpg http://www.pda4x.com/attachmentes/Day_081026/67_298809_364c3_pxdxa.lemmings. png http://www.nesretro.com/mariohistory/images/MariosPicross2.jpg http://veffekt.files.wordpress.com/2009/09/506x363-minesweeper.jpg http://files.xboxic.com/xbox-360/bomberman-live/bomberman-live-30.jpg http://www.ntsc-uk.com/reviews/nds/PanelDePon/04.jpg http://www.spaziocellulare.com/ispazio/en/wp-content/uploads/2009/03/mystlibrary_and_ship.jpg http://www.ohgizmo.com/wp-content/uploads/2009/04/tetris.jpg http://www.dailygame.net/images/screens/mercury-meltdown-revolution/mercurymeltdown-3.jpg http://o.aolcdn.com/gd-media/games/god-of-war/playstation-2/5.jpg http://z.about.com/d/compactiongames/1/0/s/O/tombraiderlegend060202cc.jpg http://slashie.net/e107_images/newspost_images/super_metroid_inventory_screen.png http://z.about.com/d/compactiongames/1/0/r/K/1/screen31B.jpg http://media.photobucket.com/image/clock%20town%20zelda/uberpolychrome/cpclockt own50001el7.png http://farm3.static.flickr.com/2008/2150127583_b5e812feb2.jpg http://upload.wikimedia.org/wikipedia/it/1/14/200px-GruntyLair.png http://images.fragland.net/screenshots/2301/20.jpg http://bulk.destructoid.com/ul/87897-ubidays-08-new-prince-of-persiadetails/PoP_S_015-noscale.jpg http://gamingaddict.today.com/files/2009/03/red_faction_guerrilla_1.jpg http://www.collider.com/uploads/imageGallery/Fable_2/fable_2_xbox_360_video_game _image__2_.jpg http://upload.wikimedia.org/wikipedia/commons/c/c1/04SHANG4963.jpg http://www.elecplay.com/screenshots/j/justcause2-01.jpg http://www.mindanao.com/blog/wp-content/uploads/2008/01/zip-line-of-mawapa.jpg http://guidesmedia.ign.com/guides/748547/15/033.jpg http://media-2.web.britannica.com/eb-media/77/79577-004-DB38842E.jpg http://www.gamasutra.com/db_area/images/feature/4115/farcry_map.jpg http://www.virginmedia.com/microsites/games/slideshow/game-art/img_9.jpg http://sweetflag.files.wordpress.com/2008/05/905_0004.jpg http://i44.tinypic.com/5p4cyd.jpg Photograph taken by Louie Mitchell http://www.pcgamereader.com/wp-content/uploads/2008/07/masseffectequipment.jpg http://xbox360media.ign.com/xbox360/image/article/834/834262/mass-effect20071109041701588.jpg http://www.gamerhelp.com/images/content_images/129360-3.jpg http://www.gearsofwarrealm.com/w/images/0/0b/Lancer.png http://www.imfdb.org/images/2/28/COD4M16A4.jpg http://media.photobucket.com/image/shadow%20of%20the%20colossus%20weapons/fa ctotum72/shadow_of_the_colossus.jpg http://cache.kotaku.com/assets/resources/2007/07/penguins.jpg http://www.nintendoworldreport.com/media/11449/1/11.jpg Rocket Powered Hippo | Appendix

140


51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83

84 85 86 87 88

http://www.specialwarfare.net/data_base/202_pistols/pistol_002_03_swiss_01/sig_p226_r_01.jpg http://www.post-gazette.com/images3/20051113wp_atlatl_2_450.jpg http://uk.ps2.ign.com/dor/objects/16467/kingdom-hearts/images/hearts_0729_16.html http://ptcgaming.files.wordpress.com/2009/04/ocarina-of-time.jpg http://image.com.com/gamespot/images/2008/279/929198_20081006_screen001.jpg http://images4.wikia.nocookie.net/fallout/images/1/12/Followers.jpg http://media.giantbomb.com/uploads/0/6742/556802325324_mgs4_metal_gear_mk_ii2_super_super.jpg http://www.wired.com/images_blogs/photos/uncategorized/2007/08/08/ratchetclank_ft d_metropolis_closeup.jpg http://www.videogamesblogger.com/wp-content/uploads/2008/10/link-with-navi-zeldaocarina-of-time-artwork.jpg http://media.giantbomb.com/uploads/0/3009/912367-58_super.jpg http://www.dignews.com/legacy/screenshots/lost_planet_05.jpg http://uk.wii.ign.com/dor/objects/748588/mario-wii/images/super-mario-galaxy20071031104310344.html http://ratchet.wikia.com/wiki/File:Gravity_Boots.png http://www.visualwalkthroughs.com/halflife2/ravenholm1/4.jpg http://machouse.mhvt.net/mac/mac_game/dead_space/dead_space_zero_g_gravity.jpg http://www.mywii.com.au/img/game/large/Super-Mario-64-11.jpg http://firsthour.net/screenshots/bioshock/bioshock-machine-gun-vending-machineclown.jpg http://img248.imageshack.us/img248/3563/portal4dimensionsno3.jpg http://www.juegos.es/blog/wp-content/uploads/2009/04/trash-panic.jpg http://mimg.ugo.com/200906/9825/red-faction-guerilla-explosion.jpg http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html http://www.wildwoodsurvival.com/survival/traps/apachefoothold.html http://www.wildwoodsurvival.com/survival/traps/paiute/PaiuteRob-1-0440.jpg http://www.wildwoodsurvival.com/survival/traps/paiute/WalterPaiute0033.jpg http://www.wildwoodsurvival.com/survival/traps/paiute/PeterLinkePaiute0004.jpg http://www.wildwoodsurvival.com/survival/snares/bird/BirdSnareRob-2-0442.jpg http://www.wildwoodsurvival.com/survival/snares/bird/BirdSnareRob-2-0444.jpg http://upload.wikimedia.org/wikipedia/commons/thumb/4/4e/Wolfsgrube.JPG/800pxWolfsgrube.JPG http://aletorro.files.wordpress.com/2009/02/screenshot_02pub.jpg http://media.photobucket.com/image/oblivion/atomicmorgoth2/Oblivion-outdoors1.jpg http://www.wired.com/images_blogs/photos/uncategorized/2008/01/03/natedrake.jpg http://www.gameboyz.com/content/files/Tomb%20Raider%20Underworld%20(Xbox%20360)%20pic%201. 80.JPG http://gallery.techarena.in/data/500/Mass-Effect-Images.jpg http://playingo.files.wordpress.com/2009/07/shenmue05.jpg http://www.visualwalkthroughs.com/bioshock/frolic2/48.jpg http://2.bp.blogspot.com/_bMnwx1R3Was/RzxLkqdBgRI/AAAAAAAAAKc/ZA868Upq3mM /s320/diary.JPG http://cdn1.gamepro.com/article_img/gamepro/184488-2-1.jpg Rocket Powered Hippo | Appendix

141


89 90 91 92 93

http://www.platformnation.com/wp-content/uploads/2009/07/mirrors-edge-3.jpg http://images2.wikia.nocookie.net/fallout/images//f/f5/When_Yao_Guais_Attack!.jpg http://farm2.static.flickr.com/1226/1453701848_11f02c6c84.jpg?v=0 http://www.kombo.com/images/content/news/kim_1208Uncharted2screenleaksa.jpg http://shrani.si/f/9/kT/2I1NZlov/fallout3-2008-12-02-11-0.jpg

6.2

Mindmaps 6.2.1

Implementation – Stage One

Rocket Powered Hippo | Appendix

142


6.2.2

Implementation – Stage 2

Rocket Powered Hippo | Appendix

143


6.2.3

Design – Stage One

6.2.4

Design- Stage Two

Rocket Powered Hippo | Appendix

144


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