As technology has become more a part of our everyday lives, people have become accustomed to it accurately simulating our humanness. At the dawn of the video game era visuals that were not anatomically accurate where to be expected. In the early 1980s if a sprite in an arcade game became visually distorted it would not have been that off-putting due to its already pixelated nature. However, if at that time there was a sprite that depicted highly accurately a human visage this would have been uncanny to users. That was in a pre-digital world, but as Ferreira and Ribas argue we are now living in a post-digital world. This post-digital world is one where we are surrounded by technologies that can accurately depict real world images. Because of this, when glitches occur that distort this intended realism they are especially off-putting.
This is the case with the invisible face glitch from Assassin’s Creed Unity. A fairly famous glitch that was present when the game first released, this glitch causes characters’ faces to be invisible except for their eyeballs, gums, and teeth. Players found this glitch to be unsettling and horrifying, though I believe for more nuanced reasons than its pure grisly image. By removing the digital features that covered the eyes and mouths, players are faced with features that they clearly identify as human parts. Like humans, Unity’s characters are made up of separate parts that combine to make a whole being. The invisible face glitch highlights these parts, which in turn remind players of their own body parts, which could technically be dissected if so desired. As players face the levitating eyeballs and gums of Arno, they are reminded of their own mortality by the image’s uncanny reflection of themselves. While this could have acted as an opportunity for reflection on human experience, it was not welcomed by many Unity players due to them not going into the game expecting an existential experience.
While reading chapter 7 of Tracy Fullerton’s Game Design Workshop I was struck by the diversity of things that can be prototyped. According to Fullerton, a prototype is a working model that allows for testing of the feasibility of an idea. (203) In relation to video games, physical prototyping is often used prior to programing to fine tune gameplay mechanics. This led me to wonder how far the label “gameplay mechanic” could be applied.
Is movement a gameplay mechanic? I think it depends on the game. In some old school arcade games movement requires simply the push of a joystick in the desired direction, and its only purpose is to get to the next enemy. However, in games like those of the Assassin’s Creed series players have to evade enemies by running, climbing, and jumping. To successfully do this requires more skill, as players must manage speed, direction, and route accessibility (e.g. am I jumping for a handhold, or will I fall to my death?). Even arcade games are not immune to this phenomenon. In the original Donkey Kong arcade game one of the gameplay mechanics was to avoid projectiles by moving away from them. If movement was not a part of gameplay, then it would be near impossible to miss the projectiles and win the game. Arguably, my earlier example of using movement to get to an enemy also counts, but to a lesser extent. It is also worth mentioning that many video game tutorials include instruction on how to move the player character around.
Overall, I would say movement counts as a gameplay mechanic. Is it always a main gameplay mechanic? No. In both contemporary and earlier video games movement is an aspect of gameplay, but sometimes there are other mechanics that have a bigger impact. While some may think this is a drawback as it makes it more difficult to categorize what is and is not a gameplay mechanic, I disagree. The fluid nature of the importance of mechanics I feel is a sign of how wonderfully diverse and creative games are.
Sources
Donkey Kong. Nintendo, 1981. Arcade Game.
Fullerton, Tracy. “Chapter 7: Prototyping” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.
I have always thought of myself as a gamer with a diverse taste. So when I came across an exercise in Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games that challenged readers to define the types of games they like by objective, it seemed like a chance to test this perception of myself. Before I made a list of the games I like and their objectives, I speculated that there would be some similarities, but the biggest thing that would stand out would the differences between games. The following table shows 10 games I enjoy, a description of their main objectives, and the categories those objectives fall into.
Game
Main Objective
Objective Type
The Elder Scrolls V: Skyrim
Finish quests, clear dungeons, and explore the open world
Capture, Exploration
Minecraft
Build using resources gathered from exploring the world
Construction, Exploration
Cards Against Humanity
Collect the most black cards by coming up with the funniest card combination
Outwit
The Sims 4
Simulate life and create buildings
Construction
Lego Indiana Jones: The Original Adventures
Complete levels by defeating enemies and solving puzzles
Capture, Solution
Sid Meier’s Civilization VI
Become the most powerful civilization via culture, religion, science, or military
Capture, Construction
Mahjong Master
Clear the board by matching tiles
Alignment
Assassin’s Creed II
Complete levels and missions using stealth and combat
Capture
Tennis
When the ball is hit to you, hit it back at your opponent
Forbidden Act
Bar Trivia
Work with a team to correctly answer questions about pop culture
Outwit
One of the things that struck me when compiling this list was the difficulty in narrowing down objective type. Many of the games have minor objectives or gameplay elements that could be classified as a sperate objective type. For example, in Minecraft there are monsters players can combat (i.e. capture objective), and in Assassin’s Creed II there are side missions involving chasing targets (i.e. chase objective). I also found it difficult for some of the games to pinpoint what objective category they fall into. With tennis I originally thought it fell into the capture objective, but after reviewing Fullerton’s descriptions of objective types I decided it was more in line with forbidden act. This is because the rules of tennis impose physical limitations that players must follow (e.g. don’t go into the opponents area or go over foul lines, hit the ball towards you opponent, etc.), which I felt made it more akin to the examples Fullerton gives for forbidden act objectives (e.g. Twister, Don’t Break the Ice) and her description of them as “involving stamina or flexibility, and sometimes just plain chance.” (Fullerton 71)
Based on the results of this exercise I feel that although the games I choose are diverse in their objectives, as was expected. However, upon reflecting as to why I gravitate towards these games, I found that it was not because of my desire to play a diverse range of games. Instead, I’m drawn to each of these games because of my desire to be creative, explore, and use my intelligence to solve problems. Even when I play a physical activity based game like tennis, my strategy to beat my opponent is to study their body language and moves to find a weak spot I can exploit. I take a similar approach when playing games that are primarily capture based, like Assassin’s Creed II and Skyrim. Another similarity I noticed was that most of the games have more than one type of main objective, as well as minor objectives of various types. My preference for games that are not unanimous in their objective I think reflects a larger trend in gaming, by both players and game designers, towards more dynamic and diverse gameplay by way of multiple different objectives.
This post is based on Exercise 3.4: Objectives (“List ten of your favorite games and name the objective for each. Do you see any similarities in these games? Try to define the type or types of games that appeal to you.”) from Chapter 3 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 73).
Sources
Assassin’s Creed II. Montreal: Ubisoft, 2009. Video Game.
Dillon, Josh et al. Cards Against Humanity. Chicago, IL: Cards Against Humanity LLC, 2011. Card Game.
Fullerton, Tracy. “Chapter 3: Working with Formal Game Elements” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.
The Elder Scrolls V: Skyrim. Bethesda, MD: Bethesda Game Studios, 2011. Video Game.
Lego Indiana Jones: The Original Adventures. San Francisco, CA: LucasArts, 2008. Video Game.
Mahjong Master. GB Games, 2013. Android App.
Minecraft. Stockholm: Mojang Studios, 2011. Video Game.
Sid Meier’s Civilization VI. New York, NY: 2K Games, 2016. Video Game.
The Sims 4. Redwood City, CA: Electronic Arts, 2014. Video Game.
As the name implies, the objective of The Sims 4 is to simulate life. However, this can become challenging when I’m not able to do everyday things like drive a car, go to a hotel, or go grocery shopping. These are just some of the features that are present in previous Sims titles but are not in Sims 4. What I find interesting is these challenging features of Sims 4 don’t appear to be intentional, but rather a consequence of poor game design. Since players were not expecting to encounter this type of conflict in Sims 4 due to precedents set by previous games, the challenge was not welcome.
Harry Potter Hogwarts Mystery – Challenge: Time Management
Unlike players of The Sims 4, players of Harry Potter Hogwarts Mystery were somewhat aware of the type of challenge the game might contain. Being a mobile game, microtransactions are inevitable. However, upon release players were not happy to learn that most missions were practically impossible unless they purchased energy via microtransactions. The other way to get energy is waiting, and since missions have a time limit this often means they could not be successfully completed. My technique for dealing with this was to set a timer on my phone to notify me when I would have enough energy as well as enough mission time left. The actions performed in the game were not challenging, but I found the added burden of re-organizing my real-life schedule to accommodate the game’s energy system to be challenging and ultimately not worth it.
Assassin’s Creed IV: Black Flag – Challenge: Don’t Get Caught
Multiple times while playing Assassin’s Creed IV: Black Flag I rage quite because I couldn’t get into a fortress undetected, or kept getting caught while tailing an enemy, among other frustrating incidents. However, unlike the previous games discussed, I was OK with this. There are several factors that made the challenges in Black Flag more palatable than those in Harry PotterHogwarts Mystery or TheSims 4. For me, the biggest factors that made the challenges in Black Flag enjoyable were their expected presence, cause, and solution. Black Flag is not a casual game, and I knew going into it that I would be faced with potentially difficult levels and missions. When gameplay became challenging, it was due to me not knowing what to do, how to do it, or just fumbling the controls. Finally, with time and effort, I was able to beat the game’s challenges. This last aspect I believe is the most important. Challenges in games are not bad, as long as it’s possible for players to overcome them while remaining immersed in the game’s world.
Reflection
The games that I choose for this entry are ones I enjoy playing, but also find challenging. Upon writing and reflecting, I found the challenges in these games stemmed from different sources. Although not something I consciously had in mind when selecting the games, this diversity ended up offering more insight than if the challenges had been uniform. I believe this diversity better illustrates how challenge can be done right, and how it can go wrong.
This post is based on Exercise 2.6: Challenge (“Name three games that you find particularly challenging and describe why.”) from Chapter 2 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 39).
Sources
Assassin’s Creed IV: Black Flag. Montreal, QC: Ubisoft, 2013.
Fullerton, Tracy. “Chapter 2: The Structure of Games.” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.
Harry Potter: Hogwarts Mystery. Culver City, CA: Jam City Inc., 2018.
The Sims 4. Redwood City, CA: Electronic Arts, 2014.