Thursday, September 6, 2012

Developers Log. Prototype Date 3. - Games we can learn from

Here is a list of five games that have ideas, controls, or gameplay mechanics worth looking at for either a single player or multiplayer game (or both.) I wanted to look into both, not yet being decided on the exact game we will be making:

1. Mark of the Ninja - A interesting 2D ninja stealth game being developed for XBLA. If we go single player/co-op this is worth studying. The pace and puzzles are really intriguing. I especially like how it seems that there are several ways to move around the map, going past the guards through the front door, finding a way to go above, or through a vent beneath.  Video
2. Splinter Cell Conviction: Co op - A great game that capitalizes on stealth co-op gameplay. Splinter cell is also great for integrating multiple entry paths to an objective, offering a unique experience for each player, which adds to the life of a game. Video
3. Assassin's Creed - An amazing example of fluid controls. the game is set up in such a way that a completely new city is easily navigated using the acrobatics in place one the player has mastered the controls. By repetition the player learns what can be used to grab on to, swing from, slide down, or safely jump off. The player can master the controls and feel awesome as he/she travels about accomplishing goals. The fluidness of both the controls and the level design is important to study for what we will be making.
4. Mario Kart Battle Snes/N64 - Both of these versions offer amazing gameplay on just a few levels. The randomness of the item pickup adds to the re-playability, as each round is different. Items are given out at a fast enough pace that the player is expected to miss attacks more often than not, making successful hits give a feeling of mastery and accomplishment.
5. Ninja Gaiden - Originally I hoped to observe controls with regards to movement and wall running and such, but ended up being mostly intrigued by the camera. Unlike in Batman: Arkham City the camera doesn't just follow the player, but it acts more like a movie. The player can control the camera, and set the angle which he/she wishes to view the action. Left on the joystick is always left relative to the camera, and not the player. This works very well and feels surprisingly natural. Both control styles work, and we will definitely need to experiment and see which we like better.

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