<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8851920666198972106</id><updated>2011-04-21T14:53:11.936-07:00</updated><title type='text'>Dan's IAT 312 Game Journal</title><subtitle type='html'>This is a Journal for the class IAT312 at SFU Surrey (Foundations of Game Design)

I will be posting entries on a weekly basis on two video/computer games of different genres, using the concepts learned that week in class.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>14</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-2684107187519660079</id><published>2008-04-06T23:37:00.001-07:00</published><updated>2008-04-06T23:39:11.269-07:00</updated><title type='text'>We're Done!</title><content type='html'>Well thats it!  It's the end of the semester and unfortunately this is the end of the road for this blog :(&lt;br /&gt;&lt;br /&gt;I have learned alot during this semester and I really enjoyed Iat312. &lt;br /&gt;&lt;br /&gt;I hope you've enjoyed reading the blogs as much as I've enjoyed writing them!  Games are awesome, and I've learned to look at them in a new way.&lt;br /&gt;&lt;br /&gt;Have a great summer everyone, and best wishes for the future!&lt;br /&gt;&lt;br /&gt;Dan&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-2684107187519660079?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/2684107187519660079/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=2684107187519660079' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/2684107187519660079'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/2684107187519660079'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/04/were-done.html' title='We&apos;re Done!'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-566441073506540128</id><published>2008-03-26T17:17:00.000-07:00</published><updated>2008-04-08T14:34:34.402-07:00</updated><title type='text'>Week Twelve - Resource Management</title><content type='html'>Well my two games are perfect examples of resource management, as it plays a huge role in the games and they both have economic systems implemented into the game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Counter Strike's economic system is extremely popular among gamers, and is well known.  In pop culture, gamers are familiar with the keyboard buy buttons most commonly used to purchase equipment and guns in the game (for example:  B, 4, 3 will purchase the player an M4A1, a very popular weapon in the game).&lt;br /&gt;&lt;br /&gt;The economic system in Counter Strike is set up as follows:  Players start off with a predetermined amount of money once they begin a game.  By default, this amount is $800, but can be edited by the server's administrator.  Everyone at the beginning of the round starts off with this much, so it keeps the round balanced.  However, if a player were to joint a server halfway through a match, then everyone else would have earned more money and the player would start off at a disadvantage.  So they would need to obtain guns and equipment either by picking up guns from fallen players, or by slowly saving money by not purchasing anything for a few rounds.&lt;br /&gt;&lt;br /&gt;in the game, $800 is not enough to purchase very powerful guns, so players are limited to either purchasing cheaper equipment such as body armour, grenades and flashbangs, or cheaper guns such as weaker submachine guns and pistols.&lt;br /&gt;&lt;br /&gt;each round, players earn a certain amount of money based on several factors such as how many players they killed, whether they planted the bomb or not (for terrorists), and whether their team won the round or not.&lt;br /&gt;&lt;br /&gt;Below is a chart depicting the monetary system in CS, and the various amounts awarded for their respective actions.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R-rs1DSeMFI/AAAAAAAAAFE/fMq4qwVkvh0/s1600-h/moneychart.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R-rs1DSeMFI/AAAAAAAAAFE/fMq4qwVkvh0/s200/moneychart.jpg" alt="" id="BLOGGER_PHOTO_ID_5182214717403181138" border="0" /&gt;&lt;/a&gt;Once players begin earning money, they are able to purchase better guns and equipment, which gives them competitive advantage over other players who are less fortunate.  For the most part, players are able to afford generally the same amount of equipment or guns, unless one team or player is being totally dominated.  In this case, one team may be at a constant disadvantage, as they are unable to afford armor or good equipment, and a vicious cycle may begin, as the team loses due to lack of money for guns and equipment, and lacks money for guns and equipment because they are losing.  In cases like this, it is very difficult for the losing team to "come back" and turn the tables.  Oftentimes, skilled players with some money on the winning team will need to switch over to the losing team to make things fair again.&lt;br /&gt;&lt;br /&gt;The method of trade in CS is like a black market of sorts.  At the beginning of every round, players spawn in their respective team's spawn points, which are also called "buy zones".  these buy zones are the only areas where players are allowed to make purchases, and are signified when the player sees a green shopping cart logo on their screen.  when they see this shopping cart logo, they know they are able to buy things.  By default, there is usually a buy timelimit, which prevents players from buying items too much later into the round.  otherwise, players with lots of money can simply stick around the buy zone and purchase and throw unlimited grenades until they run out of money (also known as "nade spam").  Again, this can be adjusted or eliminated by the administrator.&lt;br /&gt;&lt;br /&gt;To open the purchasing system or "buy menu", the player presses the key that they assigned to bring up the menu (by default this key is "b").  This brings up the following menu:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R-rvSTSeMGI/AAAAAAAAAFM/7e0Gq5aky00/s1600-h/buy1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R-rvSTSeMGI/AAAAAAAAAFM/7e0Gq5aky00/s200/buy1.jpg" alt="" id="BLOGGER_PHOTO_ID_5182217418937610338" border="0" /&gt;&lt;/a&gt;from here, players shop through the menu and purchase whatever they need.  They can use their mouse to click on the menu items, but skilled players prefer to use the number keys as they allow for much faster buying (which allows them to advance quicker and gain valuable time and ground on their enemies).  Most players eventually come to memorize their favorite or preferred buy selections.  This is quite a phenominon to witness as players can be seen hitting keys like a code extremely quickly on their keyboards.  For example.  My preference , funds allowing, is to purchase an M4, ammunition, body armor, a grenade and 2 flashbangs, and a USP pistol and ammo.  This is a full loadout and give me everything i could possibly need on the battlefield.  The sequence of buttons I would use to accomplish this is:&lt;br /&gt;&lt;br /&gt;b,4,3,(buys M4) b,6,(buys M4 ammo) b,2,1,(buys USP pistol) b,7 (buys usp ammo), b,8,4 (buys grenade), b,8,3, (buys flashbangs), b,8,2 (buys full body armor).&lt;br /&gt;&lt;br /&gt;so in total the keys i would hit are:  b43b6b21b7b84b83b82&lt;br /&gt;&lt;br /&gt;That sounds complicated, but players quickly come to learn this system, and it becomes very convenient and fast to purchase things.  me and any other skilled player can enter a sequence like that and buy all their items within 2 or 3 seconds!  thats lighting fast!&lt;br /&gt;&lt;br /&gt;Personally, I have my buy menu keys re-set to custom preferences on the number pad on my keyboard as i find i can buy faster like this.&lt;br /&gt;&lt;br /&gt;Some players, however, may have pre-set buy combinations binded to single keys so all they have to do is hit the buy menu and press a single button on their keyboard to purchase the full loadout.  this is the ultimate in fast buying, however players need to have enough money for this to work.&lt;br /&gt;&lt;br /&gt;If players do not have enough money for an item, a message will appear that says "not enough funds!" and the player will have to choose something else they can afford.&lt;br /&gt;&lt;br /&gt;Most players do not actually look at prices and spend anytime shopping around, but rather just try buying their desired equipment.  If they do not have enough funds, they will simply try buying other equipment until they are able to get something.  Most skilled players, however, will always have enough money for what they want, and will not need to worry about budgeting or resource management.  The only time in CS that a player needs to worry about their funds is when they are playing quite badly.  At this point, players will begin to budget their funds in various ways, in an attempt to save money for equipment they want.  some will just by cheaper guns, and some will just save money for a couple of rounds by not buying anything, then purchase their desired loadout.&lt;br /&gt;&lt;br /&gt;A player's money is displayed at all times on their HUD, along with their health and armor meters.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Revision:&lt;/span&gt;  The monetary system and buy system in CS is ever changing, and players progressively experience increases and decreases in their money every single round, as their wealth slowly increases (assuming that they are doing well).  This environment creates a very Dynamic equilibrium for the game, as player wealth is in a state of constant change throughout the game.  The player's resources are rarely fully depleted, and they seldom remain static.  The ability for players to accumulate wealth, and deplete it in real time makes the equilibrium dynamic.  Only when a player's funds reach zero, and they have absolutely no funds left, are they for a moment in Static equilibrium (having to wait until they earn some money before they can start up again).  For this time, they must resort to their default weaponry.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R-r-DDSeMHI/AAAAAAAAAFU/GfmK-7ska18/s1600-h/Css1_hud.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R-r-DDSeMHI/AAAAAAAAAFU/GfmK-7ska18/s200/Css1_hud.jpg" alt="" id="BLOGGER_PHOTO_ID_5182233649619021938" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R-r-QDSeMJI/AAAAAAAAAFk/xx9eK7SATrY/s1600-h/css20.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R-r-QDSeMJI/AAAAAAAAAFk/xx9eK7SATrY/s200/css20.jpg" alt="" id="BLOGGER_PHOTO_ID_5182233872957321362" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R-r-LjSeMII/AAAAAAAAAFc/BXWpBzL0BEU/s1600-h/cs_fsaa.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R-r-LjSeMII/AAAAAAAAAFc/BXWpBzL0BEU/s200/cs_fsaa.jpg" alt="" id="BLOGGER_PHOTO_ID_5182233795647910018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza Motorsport 2:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Forza Motorsport 2 also uses a monetary system for the purchase of cars.  Players start off their racing careers with a small amount of money, set by default to be enough to purchase one car necessary for the first race series (usually a front wheel drive series).&lt;br /&gt;&lt;br /&gt;As players win races, they earn more and more money.  The amount of money earned is proportionate to the difficulty and level of the race.&lt;br /&gt;&lt;br /&gt;One interesting factor in the money earning system, is that players can earn bonuses and percentage increases in their winnings if they turn off things like Stability management and traction control.  This makes the game much more realistic and simulated, and as a result, much more difficult.  But the reward is more money.&lt;br /&gt;&lt;br /&gt;As players earn more money, they can purchase more cars, or purchase upgrades for their existing vehicles.&lt;br /&gt;&lt;br /&gt;To purchase more cars, the player selects the option to buy a car, at which point they are taken to a list of car manufacturers, sorted by country.  They can then select each car manufacturer and browse through the cars available.  Not all cars are available for purchase, even if the player has enough money.  Some cars must be unlocked by winning certain races, and this gives them the ability to buy the cars.  After a player buys their desired car, the car is added to their garage and they can begin to upgrade if they have enough money remaining.&lt;br /&gt;&lt;br /&gt;It is important for players to purchase cars that are appropriate to the races they must win next.  For example, if the next race series requires front wheel drive cars, it would be foolish for a player to waste all their money on a rear wheel drive car thats fully upgraded.  If a player accidentally does this, then they may be forced to re-do previous races to earn more money, or risk losing by using an inferior car in their garage.&lt;br /&gt;&lt;br /&gt;In addition to the in game converter that allows players to purchase vehicles, X box Live has given players the ability to trade or sell cars online with other real players anywhere in the world.  This feature is very cool, and acts as an online marketplace which brings a totally new trader to the game.  Players can not only purchase vehicles and download them onto their own games, but they can also use their vehicles to trade with other gamers.&lt;br /&gt;&lt;br /&gt;In addition to purchasing new vehicles, players can purchase upgrades for their cars.  Upgrades range anywhere from suspension upgrades to full engine swaps, and are categorized according to the type of upgrade they are (suspension, brakes, engine, etc.)&lt;br /&gt;&lt;br /&gt;To purchase upgrades, players select a vehicle they wish to upgrade, and proceed to the upgrade garage where they may purchase and install various parts.&lt;br /&gt;&lt;br /&gt;Upgrades play a crucial role in the game and are necessary to win races, where stock cars would be uncompetitive.  The prices for upgrades depend on the level of upgrade part.  Each category of upgrade has three or four different levels of upgrades.  The higher the level, the higher the price, and higher performance increase.&lt;br /&gt;&lt;br /&gt;It is up to players to properly manage their resources and customize their vehicles wisely.  For example, if players have limited funds, but decide to spend all their money on engine upgrades and power, without touching suspension and brakes, they will most likely end up with a car that is fast in a straight line, but terrible around the corners, and as a result they will not be competitive, despite the increased power.&lt;br /&gt;&lt;br /&gt;The wide variety and granularity of the upgrades and car customization allow for endless combinations, and it is almost entirely up to the player how they allocate and manage their resources.  As players become better at the game and learn more about vehicles and performance enhancements, they will use their in game funds more wisely.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;Revision&lt;/span&gt;:  &lt;/span&gt;Forza 2's money system is rather dynamic, in that players are always earning or spending their money to purchase and upgrade parts.  However, this is largely up to the user's purchasing habits, and if they so choose, the equilibrium resource management in Forza can be quite static.  Since players are awarded their winnings after a race, they are in static equilibrium for the duration of the race, and are only able to spend their winnings afterwards.  Also, the player can choose not to spend any money at all until they desperately need to, creating a very static resource management equilibrium.  However, some players prefer to upgrade their vehicles in very short intervals, along the way during a single race series.  If the player chooses to do this, then the equilibrium can suddenly become Dynamic, as the player's resources increase and decrease rapidly.  This style of spending may be necessary to progress further in the game, however.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;Pictures:&lt;br /&gt;&lt;br /&gt;ARGH!!!!  I dont know what it is about this game, but I'm finding it IMPOSSIBLE to find pictures of the in game menus and buy system.  This is really frustrating.&lt;br /&gt;&lt;br /&gt;If i find any pictures I will post them up&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-566441073506540128?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/566441073506540128/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=566441073506540128' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/566441073506540128'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/566441073506540128'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/03/week-twelve-resource-management.html' title='Week Twelve - Resource Management'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_7FwV_2EkX34/R-rs1DSeMFI/AAAAAAAAAFE/fMq4qwVkvh0/s72-c/moneychart.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-5720438834042642944</id><published>2008-03-16T17:00:00.000-07:00</published><updated>2008-03-16T19:27:41.901-07:00</updated><title type='text'>Week Ten - Similarities with Thief III</title><content type='html'>&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Although Counter Strike and Thief III are both quite different games, they do actually share some subtle similarities which affect the game play in similar ways.  The one major difference between the two is obviously the fact that CS is multiplayer, while Thief is not.  As a result, CS players are playing against other REAL people, not just AI.  This is important as it affects one of the similarities between CS and Thief.  Footstep noises.&lt;br /&gt;&lt;br /&gt;In Thief, a player's footsteps are dynamic and change with different surfaces that the player walks on.  Also, Thief is a heavily stealth based game, so players must be cautious not to make too much noise or else they may be discovered.  Counter Strike also shares this dynamic footstep aspect and player's footsteps make different noises depending on the surface they are walking on (sand, brick, metal, etc.).  This is thanks to the Half Life engine.  As a result, skilled players who use headphones or very loud volume levels can actually use the sound of other player footsteps to pinpoint their general location and where they are headed.  Using this, they can predict enemy movements and be prepared to shoot them before the other player is ready.&lt;br /&gt;&lt;br /&gt;To bring a new aspect to the game, the creators of CS have added the ability to "walk".  The player can press an hold the walk key, and they will slow down to and the player will hunch over and sneek around as opposed to running around.  This will slow the player down, but they tradeoff is they make absolutely no noise just as long as they are walking and not jumping or running.  This gives skilled players another edge, as other players can no longer hear their footsteps.  Sometimes, when only two skilled players are left in the round, they will both hunt for each other using the walk key, and neither player will make any noise.  This adds a very large amount of suspense as both players know that the other is sneaking around, and neither of them knows where the other could be or might pop out of.&lt;br /&gt;&lt;br /&gt;Sound in general plays a similar role in CS as with Thief III.  For example, gunshots also let a player know the general direction of other players, and some guns like the M4 and the USP have the option of silencers, which, while not completely eliminating the sound, make the guns MUCH more silent, so stealthy players can eliminate targets while players remain confused to where they are being shot from.  At close ranges, however, players can still hear the muffled sounds of silenced weapons.&lt;br /&gt;&lt;br /&gt;Another similarity between Thief and CS was the topic we discussed last week.  Lighting.  Although CS does not possess Dynamic lighting, the player can still use the shadows in each map to their advantage to either ambush enemies, gain competitive advantage during a firefight, or simply avoid detection (if the player is low on health or if they are the bomb carrier).  But as we mentioned last week, most players come to remember where the common hiding spots are, and this tactic only works on new players who are unfamiliar yet with the game.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R93XDHet87I/AAAAAAAAAE8/cPc4aoMGZBE/s1600-h/cs_sneak0001.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R93XDHet87I/AAAAAAAAAE8/cPc4aoMGZBE/s200/cs_sneak0001.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531595093406642" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R93XAnet86I/AAAAAAAAAE0/FS_xmjti-P8/s1600-h/karpov_colpb_frodmid.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R93XAnet86I/AAAAAAAAAE0/FS_xmjti-P8/s200/karpov_colpb_frodmid.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531552143733666" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R93W8Het85I/AAAAAAAAAEs/Znv5l29Kf20/s1600-h/rad2D4D4_counter-strike_wallpaper_01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R93W8Het85I/AAAAAAAAAEs/Znv5l29Kf20/s200/rad2D4D4_counter-strike_wallpaper_01.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531474834322322" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R93W4Xet84I/AAAAAAAAAEk/pOm04m5RuTw/s1600-h/1375139160_6579eb93ab.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R93W4Xet84I/AAAAAAAAAEk/pOm04m5RuTw/s200/1375139160_6579eb93ab.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531410409812866" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R93W1Xet83I/AAAAAAAAAEc/CXU27P73mgo/s1600-h/csdl_source_574t.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R93W1Xet83I/AAAAAAAAAEc/CXU27P73mgo/s200/csdl_source_574t.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531358870205298" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R93Wynet82I/AAAAAAAAAEU/aonrkTynizg/s1600-h/m4_a.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R93Wynet82I/AAAAAAAAAEU/aonrkTynizg/s200/m4_a.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531311625565026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R93Wnnet81I/AAAAAAAAAEM/jECiaYjWAso/s1600-h/usp1577374358.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R93Wnnet81I/AAAAAAAAAEM/jECiaYjWAso/s200/usp1577374358.jpg" alt="" id="BLOGGER_PHOTO_ID_5178531122647003986" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R93WfHet80I/AAAAAAAAAEE/XBw09qK4mpw/s1600-h/01_05_03_7bac38a9e41a97ef945dad9f189a66a5.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R93WfHet80I/AAAAAAAAAEE/XBw09qK4mpw/s200/01_05_03_7bac38a9e41a97ef945dad9f189a66a5.jpg" alt="" id="BLOGGER_PHOTO_ID_5178530976618115906" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R93WXXet8zI/AAAAAAAAAD8/Ou4KnTUm9zE/s1600-h/intro_usp.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R93WXXet8zI/AAAAAAAAAD8/Ou4KnTUm9zE/s200/intro_usp.jpg" alt="" id="BLOGGER_PHOTO_ID_5178530843474129714" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza Motorsport 2:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Well I tried to think really hard about any possible similarities between Thief III and Forza, but these games are just so completely different!  one is a racing simulator with no real narrative, while Thief is a third person stealth game. the gameplay and objectives in the game are nowhere near similar, so I cant really talk about any similarities.  (For example, both games use dynamic lighting, but Thief uses lighting to affect player decisions through stealth and gameplay, while Forza's lighting is purely aesthetic).   Even the narrative aspects are different, Forza being linear, while players in Thief can explore the entire city.  I guess one small similarity might be Audio, where players in Forza can determine other AI or player positions in relation to them by listening to engine sounds, just as Thief III uses audio to give player clues to where things are happening around them.  This is quite a vague and small similarity though.&lt;br /&gt;&lt;br /&gt;If I manage to think of any similarities I'll be sure to update this post!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-5720438834042642944?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/5720438834042642944/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=5720438834042642944' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5720438834042642944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5720438834042642944'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/03/week-ten-similarities-with-thief-iii.html' title='Week Ten - Similarities with Thief III'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_7FwV_2EkX34/R93XDHet87I/AAAAAAAAAE8/cPc4aoMGZBE/s72-c/cs_sneak0001.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-6747129011205105747</id><published>2008-03-09T16:57:00.000-07:00</published><updated>2008-03-09T22:22:46.396-07:00</updated><title type='text'>Week Nine - Lighting</title><content type='html'>&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Although Counter Strike is quite an old game, it is quite interesting how the creators still knew how powerful lighting was when they created it.  The lighting in Counter Strike is quite strategic, and actually can be used as tactics during gameplay.&lt;br /&gt;&lt;br /&gt;The lighting in Counter Strike is definitely static, as it is an old game and Dynamic lighting was not available for the original Half Life engine.  as a result, the lighting does not change with changes in the environment.  However, since very little of the environment can be changed, this is not necessarily too much of a negative point, since it keeps things consistent (which is one of the strong aspects of the game which has made it so addictive).&lt;br /&gt;&lt;br /&gt;Most of the maps in Counter strike are well lit and bright and vibrant, making it easier to see enemies and keeping the action intense and up front (there is little stealth).  However, some maps have various "dark spots" which players can use to hide.  The only disadvantage is, that seasoned players usually know all of the map's dark spots and almost always check them.  Since they are static and do not change, veteran players can easily check them every time by shooting in the area or throwing a grenade in the position.  Many skilled players refer to the spots as "free kills", since they require little effort or thought, and are almost guaranteed.&lt;br /&gt;&lt;br /&gt;As there is very little narrative in Counter Strike, as it is a multiplayer team deathmatch, the lighting is not placed to support any sort of storyline, but rather strategically placed to control certain aspects of enemy confrontation, and the timing of some battles as well as control the pace of the game.  For example, on the most popular map de_dust, the areas in the center of the map where the two teams meet up and battle are darker than the other areas.  This actually works quite effectively as each player feels there is a huge element of risk in going into the area because they know its more difficult to spot players, and they can easily be shot if the other team has already beaten them to the position.  As i stated in previous blog postings, it is a matter of which team has more courage to advance and take the position.  Whoever gets the darker tunnels on de_dust has a huge advantage because they can easily see outwards to the well lit areas, but its difficult for them to be seen by the enemy since they are in the shadows.&lt;br /&gt;&lt;br /&gt;The darker areas also create tension and climax as players begin to approach them.&lt;br /&gt;&lt;br /&gt;For the most part, however, Counter Strike is quite a well lit game, depending on the map.  The maps with higher visibility areas tend to be more popular as most players prefer a quicker pace of play, and darker areas generally slow the game down.  Personally, (and i think i speak for most CS players), I prefer well lit maps that i can engage enemies in with ease, and spot people from a distance.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TFUHet8wI/AAAAAAAAADk/JRZSojG8fIQ/s1600-h/cs_assault1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TFUHet8wI/AAAAAAAAADk/JRZSojG8fIQ/s200/cs_assault1.jpg" alt="" id="BLOGGER_PHOTO_ID_5175978821151486722" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TEfHet8vI/AAAAAAAAADc/EEww0oGQvug/s1600-h/pic_dust03s.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TEfHet8vI/AAAAAAAAADc/EEww0oGQvug/s200/pic_dust03s.jpg" alt="" id="BLOGGER_PHOTO_ID_5175977910618419954" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TEQXet8uI/AAAAAAAAADU/jlQ73bqT05Y/s1600-h/Counter-Strike_Dust_To_Dust_screen.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TEQXet8uI/AAAAAAAAADU/jlQ73bqT05Y/s200/Counter-Strike_Dust_To_Dust_screen.jpg" alt="" id="BLOGGER_PHOTO_ID_5175977657215349474" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R9TD83et8tI/AAAAAAAAADM/-yymh2l19YM/s1600-h/ramp2-dust2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R9TD83et8tI/AAAAAAAAADM/-yymh2l19YM/s200/ramp2-dust2.jpg" alt="" id="BLOGGER_PHOTO_ID_5175977322207900370" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza Motorsport 2:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Since all the racetracks in Forza Motorsport 2 are outdoors, there is very little artificial light.  All the lighting during gameplay is natural lighting based on the track's pre-set weather (the weather does not change and is pre-determined for each track).&lt;br /&gt;&lt;br /&gt;The Lighting in Forza 2 is Dynamic, however since the tracks are outdoors and there is no artificial light, there is very little noticeable differences or changes in the lighting as you drive around some tracks.  However, some tracks have small bridges that the player drives under that create brief shadows, but almost every track in Forza is during daylight.  Also, some tracks have thick foliage and trees that actually create interesting lighting effects that can be quite distracting while racing.  The lights flicker in the player's screen as they drive through the shadows that trees create. This adds a very realistic aspect to the game because in real life, visibility is a huge factor in racing, and the slightest differences or variations in the lighting can have a huge effect on driver focus and performance as their eyes are constantly having to adjust for low light and high light settings.  Although there is no artificial light, some tracks put the sun within the driver's visible horizon so that if the driver is driving towards the sun, there is very noticeable glare that is actually quite distraction.  I have crashed many times and lost races because i turn a corner and am met with huge glare.  This also contributes to the high realism in Forza and definitely adds to the game experience.&lt;br /&gt;&lt;br /&gt;As I discussed before, Forza 2 has very little narrative , and since the lighting does not change during the course of a single race, it does not serve to add to any sort of narrative, climax, or tension.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Although there is very little variation in lighting for one single track, there are quite big differences in lighting BETWEEN different tracks.  This is mainly due to the different weather environments offered for each track.  However, each track's weather is fixed, and does not change or vary (for example, Tsukuba circuit has a dynamic mid-afternoon sunbaked look that is the same every time the player races on that track).  The different lighting settings vary from sunset type lighting to full daylight lighting.  There are no dark or nighttime tracks in Forza and there are no rainy maps either.&lt;br /&gt;&lt;br /&gt;How much the lighting affects game play also has much to do with what view the player is racing in.  In first person view, the player will most likely not notice the reflections coming off their car, or the shadows that their car is creating.  However, if they are racing other player or AI, then they can clearly see these effects on the other cars.  The shadows and the car reflections help to add valuable depth to the game and further immerse the player in the racing experience.  It also contributes to the realism of the game.&lt;br /&gt;&lt;br /&gt;Overall these two games are not the most dynamic as far as changing lighting environments (im sure games like Doom, FEAR, Half Life, Thief, or Assassin's Creed have way more dynamic lighting environments that affect the game much more directly), however lighting still plays an important role in creating ambience, and adding depth and realism to the game.  For Counter Strike it serves as a valuable tool in controlling the pace of the game, and adding tension and climax to certain areas of the map.  Although some areas can be used for stealth, the static nature of the lighting easily allows players to predict that players will be hiding in the shadows.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R9TDrnet8sI/AAAAAAAAADE/mrOCmgBdyOY/s1600-h/552213226_7311bfd0dd.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R9TDrnet8sI/AAAAAAAAADE/mrOCmgBdyOY/s200/552213226_7311bfd0dd.jpg" alt="" id="BLOGGER_PHOTO_ID_5175977025855156930" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TDFXet8rI/AAAAAAAAAC8/H1tq0HP_-Ko/s1600-h/forza-motorsport-20040816013359065.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TDFXet8rI/AAAAAAAAAC8/H1tq0HP_-Ko/s200/forza-motorsport-20040816013359065.jpg" alt="" id="BLOGGER_PHOTO_ID_5175976368725160626" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R9TC33et8qI/AAAAAAAAAC0/3-DCipx6tsU/s1600-h/543674185_27c0378f0d.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R9TC33et8qI/AAAAAAAAAC0/3-DCipx6tsU/s200/543674185_27c0378f0d.jpg" alt="" id="BLOGGER_PHOTO_ID_5175976136796926626" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TCkHet8pI/AAAAAAAAACs/JW-zivHpzjI/s1600-h/537266312_a023d492e6.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R9TCkHet8pI/AAAAAAAAACs/JW-zivHpzjI/s200/537266312_a023d492e6.jpg" alt="" id="BLOGGER_PHOTO_ID_5175975797494510226" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TCQXet8oI/AAAAAAAAACk/-GtOHq6pywY/s1600-h/537383077_f72d2e8ccd.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R9TCQXet8oI/AAAAAAAAACk/-GtOHq6pywY/s200/537383077_f72d2e8ccd.jpg" alt="" id="BLOGGER_PHOTO_ID_5175975458192093826" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-6747129011205105747?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/6747129011205105747/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=6747129011205105747' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/6747129011205105747'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/6747129011205105747'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/03/week-nine-lighting.html' title='Week Nine - Lighting'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7FwV_2EkX34/R9TFUHet8wI/AAAAAAAAADk/JRZSojG8fIQ/s72-c/cs_assault1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-8137048044205518976</id><published>2008-02-28T19:33:00.000-08:00</published><updated>2008-02-28T19:37:35.298-08:00</updated><title type='text'>Week Eight - Puzzle Design</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R8d98nrILAI/AAAAAAAAACU/V9v0Adk_he4/s1600-h/sad-face.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R8d98nrILAI/AAAAAAAAACU/V9v0Adk_he4/s200/sad-face.gif" alt="" id="BLOGGER_PHOTO_ID_5172241177453800450" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Well I thought about it for quite a while, and neither of my games Counter Strike, or Forza Motorsport 2 have any sorts of puzzles in them!&lt;br /&gt;&lt;br /&gt;I asked Magy about this, and she just told me to state on my blog that neither game has any puzzles so here it is! :S&lt;br /&gt;&lt;br /&gt;Well hopefully next week's lecture topic will be something I can write about :)&lt;br /&gt;&lt;br /&gt;Thanks for tuning in!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-8137048044205518976?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/8137048044205518976/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=8137048044205518976' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/8137048044205518976'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/8137048044205518976'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/02/week-eight-puzzle-design.html' title='Week Eight - Puzzle Design'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7FwV_2EkX34/R8d98nrILAI/AAAAAAAAACU/V9v0Adk_he4/s72-c/sad-face.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-4411344900485751654</id><published>2008-02-28T19:32:00.000-08:00</published><updated>2008-02-28T19:33:36.600-08:00</updated><title type='text'>Week Seven - No Blog!</title><content type='html'>No Lectures or blogs for week seven&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-4411344900485751654?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/4411344900485751654/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=4411344900485751654' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/4411344900485751654'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/4411344900485751654'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/02/week-seven-no-blog.html' title='Week Seven - No Blog!'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-5233707041004323904</id><published>2008-02-14T17:54:00.000-08:00</published><updated>2008-02-14T23:20:39.758-08:00</updated><title type='text'>Week Six - Level Design</title><content type='html'>This week I will be discussing my two games on Level design concepts, such as the environmental aspects, linear vs nonlinear, lighting/pacing/emotion, choices (different paths), Balance, and Aesthetics.&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;&lt;br /&gt;Counter Strike:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There are several levels in Counter Strike which have become extremely popular and have worked their way into the cultural vocabulary of youths.  Counter strike, being a multiplayer game, has two teams which start at their respective spawn points and meet somewhere on the level/map to battle.  A good map should therefore be quite balanced so that no one team has a total advantage over the other.  Also, the game is meant to be fast paced and loud, (not very tactical or stealthy), so levels should be relatively open, well lit, with little complications.  Adding to the fast paced aspect of the game, players want every round to be over quickly, so if maps are too big or too complicated, then a few remaining players may take forever to find and kill each other.  Therefore, maps should be simple, with only a couple or few main paths to take.  Maps should be easy to memorize and get used to.  A badly designed map would be one which does not fulfill the above criteria.&lt;br /&gt;&lt;br /&gt;As an example, lets take by far the most popular/famous map from CS:  de_dust.  This map is set in a desert like setting with structures, as if in a middle eastern country.  The map is extremely popular, and this can be attributed to several concepts of level design.  first off, the environment is very open with few obstacles.  There are two very well defined paths for each team to engage in combat.  This would make the map quite linear (or multilinear).  The map is also quite simple and the paths and risky/dangerous areas are very easy to pick up.  The map is very well lit, with a darker area in the middle where both teams meet to fight.  This is interesting as it adds a level of uncertainty and fear from players of both teams, and the team with the most courage would, together, advance and take over the dark area (which is a dominant position since its harder for the other team to spot players, while they remain totally open in a well lit area).  But this requires a bit of team work and cooperation, as one person rushing the other team would likely be easily disposed of.  The map was designed so that the time it takes for each team to get to the advantageous spot is almost exactly the same, so it will all come down to which team manages to get more players to the spot quicker.  This map is extremely well balanced as a result, and unless the teams are stacked in terms of players, each round could really go either way.  As far as aesthetics go on this map, there are very few details or obstacles to distract players.  There are some boxes to provide cover, however players can still shoot through the boxes and kill the hiding person (guns damage is weakened through obstacles).  Players can also shoot through some walls that are thin, as well as through the corners of the thicker walls (this adds an element of realism).  The map has a two bomb sites.  The first is a little after the dark tunnels, which is the site that most terrorists will plant the bomb at.  The second site is at the CT spawn, which is riskier to plant at.  Most of the time that the bomb is planted here, it is because there are only a few players left and a Terrorist has managed to sneak by the remaining CT's and infiltrate their spawn point.  Also, most CT's will check the first bomb site before checking their own spawn, so this buys the terrorist some time to guard the bomb before it explodes.  The simplicity of the map, coupled with the great balance, is what makes de_dust the most popular map in Counter Strike, and one of the most famous levels in the world from any game.&lt;br /&gt;&lt;br /&gt;Here is a map of the level de_dust for your reference:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R7T5HjCYHCI/AAAAAAAAABs/tuZn8BuN0ko/s1600-h/de_dustlabelled.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R7T5HjCYHCI/AAAAAAAAABs/tuZn8BuN0ko/s200/de_dustlabelled.JPG" alt="" id="BLOGGER_PHOTO_ID_5167028580560411682" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R7T30TCYG_I/AAAAAAAAABU/FauYORRX5WE/s1600-h/de_dust05.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R7T30TCYG_I/AAAAAAAAABU/FauYORRX5WE/s200/de_dust05.jpg" alt="" id="BLOGGER_PHOTO_ID_5167027150336302066" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R7T38zCYHAI/AAAAAAAAABc/wwfQuxDJAYo/s1600-h/de_dust06.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R7T38zCYHAI/AAAAAAAAABc/wwfQuxDJAYo/s200/de_dust06.jpg" alt="" id="BLOGGER_PHOTO_ID_5167027296365190146" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R7T4DzCYHBI/AAAAAAAAABk/RdoRwhjC9_k/s1600-h/de_dust13.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R7T4DzCYHBI/AAAAAAAAABk/RdoRwhjC9_k/s200/de_dust13.jpg" alt="" id="BLOGGER_PHOTO_ID_5167027416624274450" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;&lt;br /&gt;&lt;br /&gt;Forza Motorsport 2:&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Forza is a racing game, with most of the tracks coming from real life race tracks.  as a result, the tracks are simply duplicated as well as possible.  Racing in real life is extremely linear.  Only one path is available for drivers.  The lighting on all of the tracks in Forza is very bright and there are no night time or rainy day races.  The nature of racing is naturally quite balanced as the race is only one way, and all players are subject to the same course and start/end positions.  Overall, the tracks in Forza 2 are well made, with very realistic graphics and feel.  With a force feedback controller, the player can feel when they are driving over apexes, or when they are going off the track or hitting a wall.  There are realistic smoke effects and tire marks can be laid on the track surface.  Due to the extremely linear nature of racing, the levels offer no alternate paths or freedom for players to choose.  Forza offers an option that allows players to see a "suggested line" on the track surface which suggests braking and accelerating points as well as the proper line to follow throughout the course for quickest results.  This helps for beginners who do not know the tracks, but for seasoned drivers or enthusiasts who are familiar with the tracks, they can usually drive much better than what the suggested line informs.  As far as simplicity goes, the tracks vary from very simple to very complicated.  some tracks are very long such as the Nurburgring Nordeschleif in Germany which is 22 km long and take quite a few laps to memorize.  Overall, there is only so much a racing simulator can offer in terms of level variety, and the gameplay itself only allows for a linear level design (or else there would be no point in racing).  Despite these constraints, Forza 2's levels are very true to their real life counterparts and offer a very realistic experience.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R7U9BDCYHDI/AAAAAAAAAB0/hwkGNWldNVo/s1600-h/nurburgring_map_color.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R7U9BDCYHDI/AAAAAAAAAB0/hwkGNWldNVo/s200/nurburgring_map_color.jpg" alt="" id="BLOGGER_PHOTO_ID_5167103235681950770" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R7U9LTCYHGI/AAAAAAAAACM/U_xS4H0NPpw/s1600-h/2111292704_e05d7d8c41.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R7U9LTCYHGI/AAAAAAAAACM/U_xS4H0NPpw/s200/2111292704_e05d7d8c41.jpg" alt="" id="BLOGGER_PHOTO_ID_5167103411775609954" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R7U9IzCYHFI/AAAAAAAAACE/MLSpBvmS0nA/s1600-h/Maple_Valley_Raceway.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R7U9IzCYHFI/AAAAAAAAACE/MLSpBvmS0nA/s200/Maple_Valley_Raceway.jpg" alt="" id="BLOGGER_PHOTO_ID_5167103368825936978" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R7U9GDCYHEI/AAAAAAAAAB8/Bk_BzfxM4r0/s1600-h/Tsukuba_Circuit.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R7U9GDCYHEI/AAAAAAAAAB8/Bk_BzfxM4r0/s200/Tsukuba_Circuit.jpg" alt="" id="BLOGGER_PHOTO_ID_5167103321581296706" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-5233707041004323904?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/5233707041004323904/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=5233707041004323904' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5233707041004323904'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5233707041004323904'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/02/week-six-level-design.html' title='Week Six - Level Design'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_7FwV_2EkX34/R7T5HjCYHCI/AAAAAAAAABs/tuZn8BuN0ko/s72-c/de_dustlabelled.JPG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-8450278884527988281</id><published>2008-02-08T14:47:00.000-08:00</published><updated>2008-02-08T16:34:13.593-08:00</updated><title type='text'>Week Five - Drama and Formal Abstract Design Tools</title><content type='html'>Well we've had a nice break from our entries due to the snow last week, but now its back to work!  This week's critiques assess the games using Doug Church's Formal Abstract Design tools as well as some dramatic aspects of our games.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R6zzgFRd6KI/AAAAAAAAAAM/NaY2jVullqQ/s1600-h/img_Counter-Strike_7.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R6zzgFRd6KI/AAAAAAAAAAM/NaY2jVullqQ/s200/img_Counter-Strike_7.jpg" alt="" id="BLOGGER_PHOTO_ID_5164770605183920290" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drama:&lt;/span&gt;   Since Counter Strike is an Online game, you wouldn't expect much in terms of Narrative or Dramatic arc, since there is no real plot or storyline.  Despite this, Counter strike can indeed be quite a dramatic game, even in the formal sense of the term!  In class and in the handouts, the dramatic arc is depicted as having a Conflict, Climax, and Resolution, with buildup to the climax and a drop off afterwards, leading to resolution.  The central conflict is said to create "Tension" that accumulates to build up to the climax.  Two factors that contribute to tension are Uncertainty (the sense that the outcome is still unknown), and Inevitability ( the sense that the contest is moving forward toward resolution).  Now in terms of the game counter strike:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Conflict&lt;/span&gt; -   Conflict is already provided (since the whole objective is to eliminate the other team), so most of the match is contributing to rising tension for the player (assuming they are still alive).  Additional conflict may be added by planting of the bomb, which adds new uncertainty.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Uncertainty&lt;/span&gt; - in counter strike, there is plenty of uncertainty created as soon as each round starts.  each player wonders who will win or lose, and the round is pretty much up in the air.  players will have to work to win the match.  even when there is only one person left on the other team, and many remaining on your team, it is still very uncertain who will win, as the player could either "fluke" out and kill everyone, or he may be a very skilled player that is more than capable of taking on several players at once.  Furthermore, the remaining player, if a Terrorist, may also choose to evade contact and plant the bomb, which would add even further uncertainty to the game.  If they succeed in planting the bomb, then new conflict is added, and even if the last player is killed, the CT team must still be able to defuse the bomb in order to win the round.  This happens many times during rounds where the last terrorist remaining will plant the bomb, and the CT's will kill the last player, but still lose the round because they were not able to defuse the bomb in time!   Uncertainty is also individual in the game, as a player is unsure if they will survive the round or not.  Their health bar is a constant reminder of this, and if they are low on health, it is even more uncertain if they will survive.  this succeeds in adding tremendous tension in the player (i know first hand haha).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Inevitability&lt;/span&gt; - Counter strike games surely create a sense of inevitability.  For starters, each round has a set time limit that can be adjusted by the administrator.  If time runs out during the round, the team with the most players remaining alive will win.  In most cases, though, CS rounds rarely reach the time limit before everyone on one team has been killed off.  Although it is uncertain WHO may win, it is fairly certain that someone WILL win.  If the map is a bomb map, then the CT's win if they are able to defend the bomb sites until the end of the round (simply means that the T's do not plant the bomb).  The fewer and fewer players that remain alive, the higher the dramatic inevitability.  This inevitability builds more and more tension the more time passes by.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Climax&lt;/span&gt; - Counter strike builds climax in several ways.  Through the building of tension via uncertainty and inevitability, the climax is reached when the end of the round draws near, and there are very few players left.  When there is one player remaining on one team, or victory seems quite close for a certain team, climax is reached and players await the resolution.  The Bomb is also quite climactic in that it has a beeper that beeps quicker and quicker as the time runs out until it explodes.  there is a huge climax when the CT's try to defuse the bomb, creating a "will they make it?" situation where everyone awaits on the edge of their seat to see who will win.  Sometimes it is EXTREMELY close which is extra climactic.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Resolution &lt;/span&gt;- the game is resolved when there is a clear winner, or if the outcome is probable and obvious.  For example, defusing the bomb is a resolution and a release from the climactic tension.  the bomb exploding would also be a resolution.  In most cases, the resolution is simple the elimination of the other team.  At an individual level (for players who dont really care about team wins or losses, but rather personal score), resolution may be when the player dies.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R6zzu1Rd6LI/AAAAAAAAAAU/sQuSneSXtw4/s1600-h/1095036748-counter-strike_wallpaper_06.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R6zzu1Rd6LI/AAAAAAAAAAU/sQuSneSXtw4/s200/1095036748-counter-strike_wallpaper_06.jpg" alt="" id="BLOGGER_PHOTO_ID_5164770858586990770" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Formal Abstract Design Tools:&lt;/span&gt;  So lets analyze Counter Strike in terms of Doug Church's FADT's:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Intention:&lt;/span&gt;  Making an implementable plan of one's own creation in response to the current situation in the game world, and one's understanding of the game play options.  Counter strike achieves this in a similar fashion to the Mario 64 example used by Doug in his article.  Counter strike allows players to create implementable plans quite well, partly thanks to extremely consistent gameplay.  there are no surprises and the players generally know exactly what they have to work with. as Doug said in his article "by offering a very limited set of actions, but supporting them completely, the world is made real for players".  this goes for Counter Strike as well, and players rarely feel cheated.  The maps are very basic and they stay the same every round.  and most players quickly grasp each map as they are very simple and easy to memorize.  From here, players can focus on different tactics and approaches to every round, or stick with one that seems to be yielding good results.  Furthermore, the weapons buy system and economics of the game stay consistent so players also know what to expect here.  They have free run with what they are given, and they know that whatever they are given will work, and work as expected.  This also allows them to be free to think about HOW they will go about things rather than WHAT they will need to accomplish their goals.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Perceivable Consequence:&lt;/span&gt;  A clear reaction from the game world to the action of the player.  Counter strike is very clear and concise.  From my experience playing the game, there were almost no times when i was left thinking "what the heck just happened?  what did i do?".  The game is quite basic, and as a result does not really leave much to question.  Players are not given complicated tasks or special functions that they must "learn".  maps are easy and straightforward.  When players are hit, they are aware of it immediately from the red displays on their screen and the diminishing health, as well as audible injury sounds.   When players jump off high platforms, they are injured in the same fashion and are well aware of it.  Its difficult to think of any consequences that are not perceivable, so it may sound like mindless praise, but perhaps this is why the game became so successful!  The only uncertainty that i can think of arising would be a player's own uncertainty with the controls of the game (pressing wrong buttons, accidentally dropping their weapons or performing unwanted actions), but assuming that a player knows the basics of the game and controls, there is little to chance.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Story:&lt;/span&gt;  As you know by now, Counter strike has little narrative in terms of a story line or plot.  It is a very basic "kill the other team" with a little bit of "plant/defuse the bomb" added to some maps.  As discussed in the drama critique above, counter strike still creates a traditional narrative arc with distinct conflict, climax, and resolutions, if just in the most basic sense of the word.  (well i think you could at least create an action film from this very basic premise).  The pure competitiveness of players and the "desire to win" are what drive players to each round's conclusion.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_7FwV_2EkX34/R6zz2FRd6MI/AAAAAAAAAAc/vgMHAIkTZMo/s1600-h/DHCAd_CounterStrike.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_7FwV_2EkX34/R6zz2FRd6MI/AAAAAAAAAAc/vgMHAIkTZMo/s200/DHCAd_CounterStrike.gif" alt="" id="BLOGGER_PHOTO_ID_5164770983141042370" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza Motorsport 2:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_7FwV_2EkX34/R6zz-lRd6NI/AAAAAAAAAAk/rO0b4RnY8ws/s1600-h/forza22.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_7FwV_2EkX34/R6zz-lRd6NI/AAAAAAAAAAk/rO0b4RnY8ws/s200/forza22.jpg" alt="" id="BLOGGER_PHOTO_ID_5164771129169930450" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drama&lt;/span&gt;:  This game is actually, ironically enough, in stark contrast with Counter Strike.  Counter strike was a multiplayer game that you DIDNT expect to have drama or narrative arc, but it DID.  Forza Motorsport 2, on the other hand, is a single player game which you would EXPECT to find a dramatic arc, but actually, its not so easy to see in the game.   Its easy to say simply that "racing is dramatic", but lets think about whether Forza 2 actually has a clear narrative or dramatic arc that we can pick out.  Of course it does.   But the entire game itself does not really have one, rather its each individual race that possesses narrative arc.  and in this way, the game can be quite disappointing.  As discussed in previous journal entries, the game becomes a little redundant, and many players do not complete the game once they reach a certain point where they feel theres nothing more to see or accomplish (and they dont feel like the "Cashing out" will be worth it).   The entire game itself has very little narrative arc, and i often feel myself mindlessly finishing races with no forseeable conclusion or climax (builds very little tension throughout the course of the game).  There is no story or narrative thread, and players will likely just play for fun rather than trying to complete the game.  But in terms of EACH individual race, there is certainly some dramatic arc we can analyze:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Conflict -&lt;/span&gt; each race has a clear conflict just as racing does in real life:  win win win! and your opponents stand in your way.  Thus, just as with counter strike, conflict is not created by the player, but rather already giving, and the player is in charge of negotiation how they will resolve the conflict.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Uncertainty&lt;/span&gt; - Racing involves a GREAT DEAL of uncertainty.  On the track and in the game, there is a great number of things that can happen unexpectedly.  In the game, the AI reactions are almost unpredictable, not to mention their speed.  as races become higher and higher difficulty, it becomes more and more uncertain who will win the race, and if victory is even possible.  The game attempts to create more uncertainty by placing restrictions on vehicles that players can use in a race, to try to make the race a closer one (where no player has any clear technical advantage, and its mostly up to player skill).  because the player is racing on the edge, and could make a mistake, there is quite alot of uncertainty in the race.  A player could lose focus for a moment and crash, or an AI car may crash into the player, or perhaps the AI cars are simply too fast!  Even if these other factors are NOT an issue, it is still uncertain who may win the race because it all depends on how the player drives.  Even if they do not have an accident, they may simply take a corner slower than an AI car and get passed on the last corner and lose.  This happens quite often when races are very close, and players can easily break under the pressure.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Inevitability&lt;/span&gt; - each race is definitely inevitable.  The race will either conclude in a win or a loss, not matter what the player does.  The only way out of this inevitability is to quit the race.  Although there is no time limit on the races, it is obvious that players must drive to try and come in first place.  If they do not drive, the race will still come to an end, as other AI vehicles will continue racing until the race is over.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Climax&lt;/span&gt; - Racing is very climactic naturally.  The races in Forza 2 vary in climactic intensity, depending on how close the race is.  at an easy difficulty level, the player may be able to build a significant lead and as a result the climax will surely be less spectacular.  If the race is quite challenging and close, all the way down to the last corner, than the climax will be very intense as there will be ALOT of tension building up to it.  Many times my friends and I have played forza and been on the edge of our seats, swearing and screaming at the top of our lungs as we near the end of the race.  Sometimes we screw up and lose the match, and sometimes we barely pull through and win.  in both cases, there is a huge climax (clearly visible by our reactions), and a huge release when there is a resolution (screaming "OOOOOOOHHHH!!!!!!!! YESSSS!!!!/NOOOOO!!!!!)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Resolution &lt;/span&gt;- Each race is resolved when there is a clear winner or if it is clear that the player has lost.  in many cases if it is very obvious that the player cannot be competitive with the other racers, they wont even attempt to finish the race and will quit the race, and return with a better car in hopes of being more competitive.  Its back to the drawing board.  However if the race is close all the way to the end, then there may not be a resolution until the very moment that the player crosses the finish line, at which point they know whether they succeeded or failed.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_7FwV_2EkX34/R6z0PVRd6QI/AAAAAAAAAA8/vEYbWeCzvCM/s1600-h/537329918_6a8675047e.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_7FwV_2EkX34/R6z0PVRd6QI/AAAAAAAAAA8/vEYbWeCzvCM/s200/537329918_6a8675047e.jpg" alt="" id="BLOGGER_PHOTO_ID_5164771416932739330" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Formal Abstract Design Tools: &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Intention:&lt;/span&gt;  This game is very similar to Counter strike in terms of intention.  The race tracks (or maps) do not change and remain consistent throughout each lap of the races.  There are different race tracks, but throughout the game, they do not change, and players can become familiar with them.  If players are natural racing enthusiasts in real life, then they may already know many of the tracks from watching television or playing other games.  This gives players free run of how they want to approach each coarse.  The one aspect which may actually hinder a players attention in a negative way could be the vehicles.  Since the cars in Forza 2 are so customizable, players may not exactly have total control over their vehicles, and the vehicles may not respond in a manner that players are familiar with.  As a result, cars may react in ways that the player does not intend, and this can become very frustrating, causing lost races, crashes, etc..  This problem can be avoided if the player knows alot about cars and tuning vehicles, as they will know generally what to expect from different vehicles and set ups.  But for the average player who is unfamiliar, this could be a serious problem and make the game quite difficult.  Only the target motorsport enthusiast audience would benefit from this feature.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Perceived consequence:&lt;/span&gt;  Forza 2 may not have as clearly perceivable consequences as Counter Strike, largely due to the fact that it is a much more complicated game.  It is not so complicated in terms of the maps, but rather almost all of the complications come from the vehicle customizations.  As stated above, players may be hit with unexpected consequences for their actions due to unfamiliarity with their vehicles or mistaken expectations due to a lack of car knowledge.  This can be extremely frustrating for players who do not know what they are doing as they will perceive cars to have a "mind of their own", as described by several friends of mine who do not know about cars very much.  Again, a person with extensive knowledge about vehicles and vehicle handling would certainly have much clearer perceived consequences than a person who doesnt know what to expect.  examples of some unexpected consequences may be a lack of traction, a car is slower than expected, a car handles very unpredictably, causing crashes, a car could be very difficult to control, etc.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Story:  &lt;/span&gt;As described above, the game itself as a whole does not have very much going for it in terms of narrative thread or story.  The player often wonders "whats the point of it all?" since no clear goal or conclusion is really obvious.  It feels like mindless racing just for the heck of it, trying to get more money to buy cooler cars and better upgrades.  Even for car enthusiasts such as myself, the game does become very redundant.  There are other racing games out there such as Toca Race driver and Formula 1, which have clearly defined story lines, or where players are in one specific race series (so they know what to expect in terms of trying to with the series), but Forza definitely feels a little more like a bunch of random races mashed together.  In terms of each individual race, there is a sort of natural narrative which occurs as described in the dramatic arc critique above.&lt;br /&gt;&lt;br /&gt;Well there you have it!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_7FwV_2EkX34/R6z091Rd6RI/AAAAAAAAABE/BOHYWy7Bk-8/s1600-h/521795536_a211a0bf4b.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_7FwV_2EkX34/R6z091Rd6RI/AAAAAAAAABE/BOHYWy7Bk-8/s200/521795536_a211a0bf4b.jpg" alt="" id="BLOGGER_PHOTO_ID_5164772215796656402" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-8450278884527988281?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/8450278884527988281/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=8450278884527988281' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/8450278884527988281'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/8450278884527988281'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/02/week-five-drama-and-formal-abstract.html' title='Week Five - Drama and Formal Abstract Design Tools'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_7FwV_2EkX34/R6zzgFRd6KI/AAAAAAAAAAM/NaY2jVullqQ/s72-c/img_Counter-Strike_7.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-5011298436903522933</id><published>2008-02-08T14:46:00.001-08:00</published><updated>2008-02-08T14:47:11.999-08:00</updated><title type='text'>Week Four - SNOW DAY!</title><content type='html'>Well school was canceled due to heavy snow this week, so no postings!  Stay tuned...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-5011298436903522933?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/5011298436903522933/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=5011298436903522933' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5011298436903522933'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/5011298436903522933'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/02/week-four-snow-day.html' title='Week Four - SNOW DAY!'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-7543093311525141517</id><published>2008-01-24T17:53:00.000-08:00</published><updated>2008-01-24T19:58:27.797-08:00</updated><title type='text'>Week Three - Progression, Reward Systems, Feedback, and Motivation</title><content type='html'>Well Motivation was covered by my Journal Entry in week 2, So I'll just copy and paste the parts on motivation into this week's entries. Unfortunately some pictures are STILL not working! argh this is frustrating. They work for the first couple of days, then something happens and they do not load. To view the pictures, please click on the ones that dont show up and you will be directed to them.&lt;br /&gt;&lt;br /&gt;This week's topics are great topics which I think are HUGE factors in games, especially the two Ive selected.  So, here we go:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Punishment Systems:&lt;/span&gt; Since CS is a multiplayer game, I cant really think of any passive punishments to the player while playing the game. In my years playing it, it hasnt really punished me passively in any way. The game is simple, and maps are simple, and obstacle heights and map design has been considered so that players can jump on obstacles etc. The maps are mostly quite open and very easy to navigate. The focus is more on the combat than the environment. Also since it is multiplayer, there are no save points etc. again, less is more, and simplicity prevails.  The main form of punishment during gameplay is obviously getting killed.  In many first person shooter games, there is a problem with kills that are random and, to the player, unjustified.  Such as getting killed as collateral damage from an unrelated explosion, or getting killed with random hits.  CS can sometimes be frustrating as players are killed unintentionally or just as collateral, however the problem is not that bad.  This is mainly because players get alot of health, and it takes several shots to kill a player (thus, avoiding the "stray bullet" death).  Even when players fall from great heights, they dont die, but are just injured.  The damage can be reduced through purchasing body armor.    Another minor punishment is also the wait time.  Once a player is killed they are forced to spectate until the round is over.  Although this is usually not a long time, sometimes if a player is killed early in a round, they can wait for extended periods of time, which can be boring and frustrating.   sometimes players punish each other for team damage or team killing, and the player is forced to sit out for a round.  Also, enemies can insult players after they kill them by using spray paints or squatting on their dead bodies, thus adding a humiliating punishment to the player that is killed.  As this is an online game, Lag plays a role as well.  If a person is laggy and is killed as a result, to them, the death may be for no good reason.  but usually, its pretty hard to make excuses for dying in CS, other than just being dominated by the other team or player.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Reward Systems: &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Gameplay rewards:  Well this is a multiplayer competition, so the main gameplay reward here is a high score.  Players that do well are rewarded with a boosted ego and a rank on the server's player list.  When you're at the top, your the best on your team (or in the server).  One of the major rewards in CS that is crucial to the game is money.  Players get money for how well they do, and factors taken into consideration are:&lt;br /&gt;&lt;br /&gt;- Number of kills&lt;br /&gt;- Team win/loss&lt;br /&gt;- Bomb plant/defuse&lt;br /&gt;&lt;br /&gt;Players accumulate money, and depending on their spending habits, can afford bigger, better guns (also a reward in itself), and additional equipment such as grenades, and armor.  I had a chat with my friend who made CS, and he said that in terms of monetary rewards, he didnt want to give players TOO much money too quickly, because then everyone would just be running around with the best guns and best equipment.  So  he made it a little difficult to earn and keep money.  When players die, all of their equipment and guns are lost, and they are forced to buy a new set next round.  So if a player continues to do badly, they just keep losing money until they have no money left, and are forced to use their pistol (which is by default, given to them every round).  This is a great form of punishment AND motivation since it acts like a cycle:  players need money to buy better guns, and better guns give them an advantage, which makes them play better, which gets them more money, etc. etc.   and if players are doing bad, they have no money, so they cant buy better guns, so they must use a pistol, which will make them play badly, etc.&lt;br /&gt;&lt;br /&gt;Hidden rewards and secrets:  This game doesnt have any hidden rewards or secrets.  Any secret passageways or exploits are so well known by the player community that they really arent secrets anymore, but rather common knowledge.  The only real secrets and exploits are secret passageways on the maps, but other than that, there are no secrets.&lt;br /&gt;&lt;br /&gt;impetus rewards:  Again, like the secrets, this game does not have any, due to the nature of the game.  there are no "lights at the end of the tunnel".  Perhaps one may be the ability to buy better guns, motivating the player to get more money, but this is more of a gameplay reward.&lt;br /&gt;&lt;br /&gt;Visual rewards:  Here is where the game shines.  There are bullets flying everywhere, explosions going off.  When the terrorists successfully plant a bomb and the CT's are unable to defuse it, the terrorists are rewarded with a fantastic explosion (that kills anything in the area).  Grenades also provide explosions and sometimes bodies fly as a result, adding a huge visual reward for the player who threw the grenade, boosting morale.  Also simply shooting people provides a visual reward as players see blood spray and sound effects.  Head shots are rewarded with an instant kill, and a different death animation of the player flying backwards.  the headshot is also noted in the live kill board, which displays all the kills going on in the round.  aside from the death animations, the scoreboard itself is a reward, showing players how well they are doing.  And if they are doing terribly, this can also act as a form of punishment.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Feedback&lt;/span&gt;:  the major source of feedback in CS is obviously visual feedback.  Players are shown the consequences of their actions immediately, vividly, and directly.  the game has bright distinct colors to avoid confusion.  every action in the game has a reaction.  Another major source for feedback is the scoreboard, which keeps players updated on their progress.  In addition to the score board, a kill display in the upper right hand corner displays all the kills occuring in the round, including enemy's kills.  They display who made the kill, as well as who got killed, and with what gun, like so:  killers name  ----(picture of weapon used) ----&gt;  Killed player&lt;br /&gt;Another source of feedback is your health meter, which shows you how much damage has been done to you, and how much life you have left.  When you buy armor, your armor gets its own separate health meter.  There is also a display showing your money, and how much money you have left.  when a player buys guns, the money is depleted.  Guns all have prices listed in the menu.  There is also a ton of Audio feedback in the game, as stated in the rewards section.  The gun sound effects are all different for every gun, and usually you can tell what gun other players are using just based on the sound and the amount of damage you take.  Explosions also make lots of noise, and when the bomb has been planted a voice is heard saying "the bomb has been planted", and a beeping timer can be heard.  Another big audio feedback is footsteps.  good players who use headphones can kill people through walls and around corners simply by listening to their footsteps and predicting movement.  The game has a walk button that allows players to sneek around unheard, but at the cost of slower movement.  jumping makes noise as well that can be heard.  When players are being shot, there is both visual and audio feedback.  A red patch appears on the player's screen from the direction they are being shot from, and they can hear their player grunt from the injury. you can also hear other players being injured as well.  Bullets make holes on the walls, and windows and some other environment can be broken or damaged from bullets or explosions.  Another form of feedback is messages that players can type to each other, making the game like an online chat.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Motivation:  &lt;/span&gt;(from last week's postings)  Since CS is a multiplayer online game, with little to no narrative, players will find themselves motivated not by plot development or new discoveries, but rather a high level of competition. CS is all about high score, victory, and competition. Most players arent even concerned with their team's victory as much as they are concerned with their OWN victory. Messages during games notify players of their kills and a scoreboard keeps track of their kill to death ratio. You can just see how much players value their score if you observe how many times a player will check their score board during a round (even though the score may not have changed!). Its all about ego, and dominance.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza Motorsport 2:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Punishment Systems:&lt;/span&gt;  The Punishment systems in this game depend on the settings chosen by the player.  But assuming the punishments are turned on, there are several things that will punish a player.  Well since this is a racing game, time is a factor, so faster = better.  If a player decides to cut a corner a little by driving off the track, they are punished with "penalty time", which is added to their lap time.  This prevents players from cheating to win a race.  Furthermore, players can also be punished with the same time penalty for intentionally hitting opponent vehicles.  This prevents players from muscling their way through a group of cars, and forces the player to drive more realistically to get to the front, dodging cars etc.  Also, the areas off the track slow a player's car down to almost a crawl, so If a player tries to cheat by cutting across the grass, they will be sorely disappointed and will likely get passed by other cars while trying to get back on the track.  The game doesnt have any punishments for "no good reason" that i can think of.  Its relatively straight forward and the game doesnt have too many rules other than the ones i mentioned.  The fastest driver wins!  There are, however, some passive punishments that are irritating at times.  For example, If a player is unable to finish a race due to vehicle damage, they must start the race over.  I have experienced this many times where im on the last lap of the race, and i crash.  I have to then do the race all over again, which is a pain.  Also, load times for some tracks can be a little long, which can be irritating.  Some tracks are a little confusing as well, so sometimes players go off the track thinking they are going in the right direction, when in reality they are headed straight for a wall.  this requires focus and attention on the player's behalf, so isnt necessarily all for no reason.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Reward Systems&lt;/span&gt;:  Forza rewards players with unlockable vehicles and new tracks, as well as granting access to more races.  In the beginning, many vehicles and races are locked, even if the player has a ton of money.&lt;br /&gt;&lt;br /&gt;Gameplay Rewards:  Forza is a racing game so obviously the biggest reward is winning the race.  There are different prizes depending on the place you come in.  Money is a big reward, but there are also cars that are rewarded, as well as discount on parts, and the unlocks described above.&lt;br /&gt;&lt;br /&gt;Hidden rewards and secrets:  Yet again, these are the unlockable cars and tracks, that are mysterious (as they are not entirely shown to the player).  players dont really have to find or discover them (they are just locked), so they arent really hidden, but players must make progress in the game in order to unlock these secrets.  Sometimes the unlocks are not very good, so this can be kind of a downer that kills motivation to play.&lt;br /&gt;&lt;br /&gt;Impetus rewards:  There are no impetus rewards in the game that I can think of.&lt;br /&gt;&lt;br /&gt;Visual rewards:  There are TONS of visual rewards in the game.  Very vibrant colors.  and of course, the cars.  Who doesnt like looking at cool race cars? (especially when they have been customized to a user's personal preferences and paint schemes).  Crashes are spectacular, and just seeing how your doing in relation to your opponents is a reward in itself (taking the pass on someone feels so good).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Feedback:&lt;/span&gt;  Racing games are ALL about feedback.  a bad racing game is one that does not have very much feedback and players feel disconnected, like they dont have control.  players MUST have feedback from racing games.&lt;br /&gt;&lt;br /&gt;Visual feedback:  There is definately alot of visual feedback.  The colors in Forza 2 are very vibrant (which can take away sometimes from the realism and make things look cartoony).  Player displays consists of car gauges that show speed and rpm, as well as the gear you are in.  The lap times and the place you are in are also displayed.  There is also a map of the track and your position on it is shown.  You are constantly updated with your time, showing you how much better or worse your doing than other players (and your last fastest lap).  There is also a rear view mirror to show whats behind you, and a car damage indicator showing your tire wear, and damage from crashes.  Obviously, being able to see the other cars driving on the track is a major visual feedback.  smoke billows from the tires when you lose traction and slide as well.  when you crash you can see body parts fly off your car.  the tracks and scenery are also well made, and glare from the sun has an effect on the player.&lt;br /&gt;&lt;br /&gt;Audio feedback:  There is also a ton of audio feedback from the game.  Engine noises, (which change depending on the upgrades), tire squeeling, the noises from other cars, impact noises from crashing (which are different depending on what you hit).  The sound of your car being damaged is very realistic and vivid, and you can almost feel the impact.  Just as in real life, the engine sound lets you know the RPM and when its time to shift up to the next gear.  the engine RPM is probably the most important sound in the game, because if you dont know your RPM, then you dont know when to shift, (and you wont go anywhere).  Also lets you know about your throttle control and how much gas you should be giving through the corners.&lt;br /&gt;&lt;br /&gt;Action Feedback:  this is a big obstacle in many racing games as its very hard to create the proper action feedback for a racing game.  Forza does a decent job of relaying player inputs into the appropriate (and varying) outputs, however sometimes there can be delayed reactions that can spell disaster, and determine a win or a loss.  The steering feedback is pretty good, but as with EVERY racing game ive ever played, its quite hard to modulate steering on a small little joystick, and most players i know , instead of trying to modulate via steady joysticking,  simply tap the joystick repeatedly to get the desired effect.  Same also goes for the accelerator.  in real life you get a pedal which you can modulate with, but on a console, you get a button.  Although today's controller buttons have different pressure settings, this isnt very helpful i find, and just like the joystick i find myself tapping the button until i get what i want.  Of course, if you ahve a full steering wheel and pedal controller set up, then it solves these problems because it replicates a real life driving experience.  (the absence of G forces does make it a little harder to feel what your car is doing, though, and sometimes the steering feels weird and unfamiliar).&lt;br /&gt;&lt;br /&gt;Force feedback:  This is an important factor thats proving useful in today's games.  Vibrations can be felt in the Xbox controller when certain things happen:  When players drive over curbs or over bumps, when players crash or hit anything, when players lose traction.  These all give player non visual and non audio feedback which tells them info about alot of things in the game.  Sometimes I can play forza without any sound on, and I know when im being hit by another car, and when I am losing traction b/c I can FEEL it in my hands.  A very realistic, and I think, a very effective form of feedback!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Motivation:&lt;/span&gt;  (from last week's postings)&lt;br /&gt;&lt;br /&gt;Forza 2 Motivates players using several methods: Car unlocks, race track unlocks, competition (opponents and races get progressively harder), challenge, more cars and more variety the more money you earn. The game does have a tendancy to become somewhat redundant, so I know many people who dont finish the game completely, and opt to just play it as a multiplayer game with friends, once they feel that they are satisfied with what they have unlocked and their progress. Only die hard racing enthusiasts would likely attempt to finish the game as races just get longer and harder to beat. To those uninterested in motorsport, racing in general (and in real life) is a redundant activity (driving around the same track over and over).  Since there is no story line, just several accomplishments that can become redundant, motivation may not be the greatest on this game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-7543093311525141517?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/7543093311525141517/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=7543093311525141517' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/7543093311525141517'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/7543093311525141517'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/01/week-three-progression-reward-systems.html' title='Week Three - Progression, Reward Systems, Feedback, and Motivation'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-9193631215580402221</id><published>2008-01-19T00:17:00.000-08:00</published><updated>2008-01-19T03:31:13.935-08:00</updated><title type='text'>Week Two - Formal Elements:  Rules, Boundaries, Motivation, and More!</title><content type='html'>Well, unfortunately some of the pictures I uploaded last week didnt work.  Maybe the links were broken :S.  Hopefully this week's works out better.&lt;br /&gt;&lt;br /&gt;Well there was ALOT of material to work with this week, and alot of stuff we could write about.  Since many of the aspects of this week’s readings such as formal elements, team competition, and objectives were covered in last week’s extensive posting,  this week, I’ll be focusing on other lessons from the week such as motivation, rules/boundaries, Environment/maps, player empathy, and immersion.&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Counter Strike&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Motivation:&lt;/span&gt;  Since CS is a multiplayer online game, with little to no narrative, players will find themselves motivated not by plot development or new discoveries, but rather a high level of competition.  CS is all about high score, victory, and competition.  Most players arent even concerned with their team's victory as much as they are concerned with their OWN victory.  Messages during games notify players of their kills and a scoreboard keeps track of their kill to death ratio.  You can just see how much players value their score if you observe how many times a player will check their score board during a round (even though the score may not have changed!).  Its all about ego, and dominance.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S020ki15FHdt4A1FajzbkF/SIG=12ecifu8h/EXP=1200826530/**http%3A//otstrel.ru/screenshots/otstrel/20040803_awp_map.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 399px; height: 298px;" src="http://rds.yahoo.com/_ylt=A0S020ki15FHdt4A1FajzbkF/SIG=12ecifu8h/EXP=1200826530/**http%3A//otstrel.ru/screenshots/otstrel/20040803_awp_map.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Rules and Boundaries:&lt;/span&gt;  This is a relatively simple game, with relatively simple rules and boundaries.  Players get a health meter, which is depleted when they are shot or injured, until they die.  Head shots for most weapons will be a one hit kill.  Hits to different parts of the body will do different amounts of damage.  New patches have eliminated the ability to bunny hop (jump continuously) and now players are slowed down after every jump.  Players used to exploit the jumping to get to places faster and make it harder to hit them.  Each gun does different amount of damage to the player.  As discussed in last week's postings, some levels have bomb sites where a bomb can be planted.  Players cannot heal themselves, but may purchase body armor to reduce damage.  Cash is awarded to a maximum of $16,000, preventing players from having infinite money.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm2.static.flickr.com/1038/1374231537_68e644ebc8.jpg?v=0"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 423px; height: 264px;" src="http://farm2.static.flickr.com/1038/1374231537_68e644ebc8.jpg?v=0" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Environment and Maps:&lt;/span&gt;  The maps are also very simple for the game, with the most popular maps being those that most evenly match the teams against each other (no obvious advantage to either team).  The environment cannot be destroyed for most maps, and player have very few options as far as routes they can take.  Some maps have multiple paths, while others have linear paths.  The small size of the maps, coupled with the limited mobility, basically forces confrontation between the two teams, so that they engage in battle that is quick and intense.  Both teams know where the others will be, and this maintains a very fast pace to the game.  Players wouldnt want games to take long and have to wait around due to maps that are too large.  This would kill the fast paced aspect of the game.  Over time, players learn the maps and memorize hiding spots and high contact areas.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S020yy15FH1sAA0EKjzbkF/SIG=125ego340/EXP=1200826674/**http%3A//5dk.site.voila.fr/css/overview/de_dust.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 353px; height: 264px;" src="http://rds.yahoo.com/_ylt=A0S020yy15FH1sAA0EKjzbkF/SIG=125ego340/EXP=1200826674/**http%3A//5dk.site.voila.fr/css/overview/de_dust.JPG" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Player Empathy:&lt;/span&gt;  Judging from the game's success and the sheer level of fun, the designer had a very very good idea of what the player wanted.  He knew that players wanted a no hassle, no strings attached, simple environment to engage in battle or competition.  He left most of the gaming up to the player, using the age old economy of design principle that LESS IS MORE.  this allowed the PLAYER to have more control over their experience, with minimal distractions and needless factors.  Much of the game, as a result, boils down to the sheer skill of the player, and puts him in control.  Chance plays a very small role.  Players of this game simply want a staging area to host their competition, that is not difficult to master or understand.  the game is unobtrusive.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Weapons:&lt;/span&gt;  Well i could do an entire write up several pages long about weapons in the game.  I am a sort of firearms enthusiast/weapons nut and have been for most of my life, and have consulted weaponry for other games and small films, so I could go on and on about the weapons and rant about realism for hours on end, but I wont.  This week's readings warned us about an uber-weapon, one that would automatically guarantee victory.  CS has a weapon called the "AWP" which is a high .50 caliber sniper rifle in real life.  in an attempt to maintain realism, the designer made this gun a one hit kill.  Although this sounds cheap, (and for some people, it is), using the gun actually takes quite a bit of skill and practice to get to a competetive level.  Many players are skilled enough to eliminate users of the AWP ("Awpers").  Awpers can be killed by skilled players using other weapons.  Since much of the game is up to the player and whether they can work under pressure or not (like a real combat situatino), players are easily flustered.  In fact, the term "awp" or "awper" has become synonymous with a player who is cheap or needs a cheap weapon to do well. &lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://csrelic.edgegaming.com/images/52w/awp2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 300px; height: 224px;" src="http://csrelic.edgegaming.com/images/52w/awp2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Immersion:&lt;/span&gt;  This is exactly the "Zone" I referred to last week.  When the player is so immersed in the game that the real world disappears.  This game is totally immersive.  When players are in a zone, they are completely focused on the game, and not even stressed out or tense.  Its like a relaxed subconscious state, like being hypnotized or dreaming.  Kind of like the matrix, where everything starts moving in slow motion.  hahaha difficult to describe, but its a trip!  the slightest distraction could throw a person in the zone totally off their game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold;"&gt;Forza Motorsport 2&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Motivation:&lt;/span&gt;  Forza 2 Motivates players using several methods:  Car unlocks, race track unlocks, competition (opponents and races get progressively harder), challenge, more cars and more variety the more money you earn.  The game does have a tendancy to become somewhat redundant, so I know many people who dont finish the game completely, and opt to just play it as a multiplayer game with friends, once they feel that they are satisfied with what they have unlocked and their progress.  Only die hard racing enthusiasts would likely attempt to finish the game as races just get longer and harder to beat.  To those uninterested in motorsport, racing in general (and in real life) is a redundant activity (driving around the same track over and over).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Rules and Boundaries:  &lt;/span&gt;Forza 2 sets forth some rules for the players, such as:   Vehicle damage, money constraints, races that require only a certain make and model of vehicle, race restrictions, time penalties for going off the track or trying to cut corners, players cannot drive backwards on the track and win the race.  One interesting fact about this game and most racing games are the physics.  Physics are probably the most important factor in a successful racing simulator.  Most players are car/motorsport enthusiasts who have a general idea of how cars should handle.  For example, in a less realistic game such as Need for Speed Underground, players are allowed to drift in any car, even those that are front wheel drive.  Now being a drifter in real life, I KNOW that front wheel drive cars are incapable of this.  Only Rear wheel drive or four wheel drive cars are capable of sustained drifting.  (Refer to the video below).  Forza 2 has fairly realistic physics, which allow players to do with their cars what you can do in real life, even if its not the objective of the game.  Players can drift in the game just as they can in real life with the appropriate cars, even though drifting is not a racing technique and is actually slower than grip driving.  (refer to video below).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm1.static.flickr.com/163/373718286_78de84c7e8.jpg?v=0"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 396px; height: 264px;" src="http://farm1.static.flickr.com/163/373718286_78de84c7e8.jpg?v=0" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Environment and Maps:&lt;/span&gt;  Racing involves a LINEAR PATH.  Its a race track!!! theres only one way to go.  If there were multiple routes you could take, it would not be fair.  All players and AI are subject to the same track, bringing it down to just driver skill and the car.  the whole point of racing is to see who can be fastest around a set track.  Different tracks are totally different environments and require different driving styles and vehicle set up (ie. straight line speed vs cornering ability).  The length of the races is determined by the number of laps set in the race.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.kevlarlounge.net/forza/tracks/Tsukuba_Circuit.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 273px; height: 117px;" src="http://www.kevlarlounge.net/forza/tracks/Tsukuba_Circuit.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Player Empathy:&lt;/span&gt;  Players who play this game want to go fast, and feel that they are going fast.  They want to race (which is competetive), which is what the game delivers.  The player also expects realism which this game delivers.  The designers of this game also knew that players wanted variety so as to not get bored of driving the same cars with the same handling physics.  There is a HUGE variety with an almost ENDLESS amount of combinations you could build.  and they would all handle and perform differently.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.pinktentacle.com/images/forza_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 301px; height: 169px;" src="http://www.pinktentacle.com/images/forza_1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Immersion:&lt;/span&gt;  It is a little difficult to become fully immersed in the game unless you are totally passionate about racing or unless you are having a REALLY close race, which isnt always the case.  Sometimes its too easy, sometimes too hard.  There is a fine line, and unfortunately with racing in real life as well, it is difficult to make it a close race, and they rarely happen.  So motivation here may also suffer, and players may have to rely on sheer determination to stay interested and become immersed.&lt;br /&gt;&lt;br /&gt;Well there you go!  Another looong post.  But what can I say, I love video games and I'm passionate about them and their features.  I am very critical of all the games I play so I tend to write alot about them (and I tried my hardest to be brief this time :S)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here are Two videos comparing Drifting in Real Life and Drifting in Forza 2.  As you can see its very similar, and realistic.  The Drifting in real life is actually me at an event a year ago :).&lt;br /&gt;&lt;br /&gt;Me Drifting in Real life (The blue car):&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-98502b5b06cc3470" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" 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value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v24.nonxt6.googlevideo.com/videoplayback?id%3D724ccb25720dd97e%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331446748%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D2F3315C7FC99F22DC166E37E597FAE3497F81447.2E223F7EC7E3FD60AA6BC4B512DD846562E7C159%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D724ccb25720dd97e%26offsetms%3D5000%26itag%3Dw160%26sigh%3DgU6oXhbdxHrGvfOkIJ2TclOIXZ8&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v24.nonxt6.googlevideo.com/videoplayback?id%3D724ccb25720dd97e%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331446748%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D2F3315C7FC99F22DC166E37E597FAE3497F81447.2E223F7EC7E3FD60AA6BC4B512DD846562E7C159%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D724ccb25720dd97e%26offsetms%3D5000%26itag%3Dw160%26sigh%3DgU6oXhbdxHrGvfOkIJ2TclOIXZ8&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Forza Drift Video:&lt;br /&gt;&lt;br /&gt;Please refer to this link:  http://youtube.com/watch?v=c4W9CxFUeb4&lt;br /&gt;(Sorry couldnt post video directly since I didnt own it)&lt;br /&gt;&lt;br /&gt;Here is a REAL clip of the same type of car:  http://youtube.com/watch?v=Ot2SJquKar0&amp;amp;feature=related&lt;br /&gt;&lt;br /&gt;Hopefully i can upload some of my own drift vids from Forza later on.&lt;br /&gt;&lt;br /&gt;So as you can see, drifting in Forza looks quite realistic to drifting in real life! The car engine and tire squealing sounds are quite similar and realistic as well.  Real life is much more difficult of course :)&lt;br /&gt;&lt;br /&gt;Thanks for reading!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-9193631215580402221?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='enclosure' type='video/mp4' href='http://www.blogger.com/video-play.mp4?contentId=5a2a015d8126921&amp;type=video%2Fmp4' length='0'/><link rel='enclosure' type='video/mp4' href='http://www.blogger.com/video-play.mp4?contentId=724ccb25720dd97e&amp;type=video%2Fmp4' length='0'/><link rel='enclosure' type='video/mp4' href='http://www.blogger.com/video-play.mp4?contentId=98502b5b06cc3470&amp;type=video%2Fmp4' length='0'/><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/9193631215580402221/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=9193631215580402221' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/9193631215580402221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/9193631215580402221'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/01/week-two-formal-elements-rules.html' title='Week Two - Formal Elements:  Rules, Boundaries, Motivation, and More!'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-3559612406751152669</id><published>2008-01-13T17:10:00.000-08:00</published><updated>2008-01-14T22:35:31.035-08:00</updated><title type='text'>Week One - MDA:  Mechanics, Dynamics, and Aesthetics</title><content type='html'>&lt;span style=";font-family:georgia;font-size:100%;"  &gt;Well here we go!  The first journal entries for my two games.  Yes this post is long, because of the initial descriptions of each game.  Future postings will be shorter I promise!&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Counter Strike&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;Counter Strike is a multiplayer mod for the original Half life.  It became extremely popular and spawned its own culture of internet gaming.  LAN cafe's opened left and right to accommodate the shear number of players who demanded the game.  Counter strike may very well be the most popular and most played internet game ever.&lt;br /&gt;&lt;br /&gt;At one point in my life, Counter Strike was literally my life.  I built a custom desktop PC JUST to play the game and master it.  Since it is an online game, there is no story like in single player games, just two teams fighting against each other.  At my peak, I could enter any server and easily be the best player in there.  (I would be more modest, but this is the honest to god truth.  I lived and breathed this game).  I have played professional players of this game online and defeated them with ease.  The best kill to death ratio I have to my recollection is 123 kills to 5 deaths on the map fy_iceworld.  Being a bit of a weapons nut since childhood, this game spurred my interest with its, at the time, realism.  All the good Counter Strike players I know understand this thing we call "the Zone".  Its a mode we get into when we play, that occurs somewhat randomly, but once we are in the "Zone", we are absolutely unstoppable. We are zoned out and every shot is an instant head shot, and we could go up against incredibly impossible odds and come out victorious.  Its indescribable, really.  There is an element to the game that i cannot quite pinpoint yet (perhaps I will be able to as I learn more through this course ;P), that made this game utterly addictive, which is evident through its popularity.  Perhaps it was the game's simplicity and fast pace of play?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:georgia;font-size:100%;"  &gt;Mechanics and Dynamics:&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;As Described, Counter Strike is an Internet only Multiplayer mod for the Half Life Single player game.  It is based of the Half life engine.  Teams are split into two groups:  Counter Terrorists, and Terrorists.   Both teams have respective spawn points for each map (usually at opposite ends).  When the round begins, each player is in a "buy zone" and starts off with a certain amount of money (which can be adjusted by the administrator).  The player can only purchase weapons in the buy zone, and sometimes the buy zone has a time limit for purchasing weapons and gear.  The teams then set off to kill each other off.  The team that eliminates all of the other team wins the round.  Depending on the map, there may be several "bomb sites" at which the terrorists can plant a bomb.  One player on the terrorist team is randomly selected and is given a bomb at the beginning of every round.  The team must then try to get that bomb planted at one of two bomb sites (labeled bomb side "A" or bomb side "B").  If the bomb carrier is killed, he drops the bomb and someone else on the team must pick it up and try to plant it.  Once planted, the bomb has a timer before blowing up.  The Counter Terrorists must then try to defuse the bomb within the  time limit, while the Terrorist team tries to protect the bomb and prevent the Counter Terrorist from defusing the bomb.  Even if all terrorists are killed, the Counter Terrorists must still defuse the bomb to win the round.  If the bomb explodes, the Terrorists win.  If the bomb is defused, then Counter Terrorists win.  The Bomb adds an important element of Time Pressure to the game.  At the end of each round, players are awarded money based on factors such as whether their team won or not, how many kills they got, or if they defused the bomb or not.  This reward system allows them to buy better guns and more equipment for the next round.  Players also can pick up guns from fallen players.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;span style="font-weight: bold;"&gt;Aesthetics:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Sensation:  &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;A HUGE part of this game is the way it stimulates the senses.  It is a very action packed and rather violent game, which appeals to both sight and sound.  The audio is vivid and the sounds of guns and explosions going off is quite the experience.  The game also has vivid colors and generally most levels are well lit.  Advanced players wear headphones and learn to listen for the footsteps of other players to pinpoint their location.  There is something disturbingly satisfying about playing this game and dominating (or pwning) other players.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Challenge:  &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;This game definitely presents challenge.  As you go up against players of varying skill, you must work to stay alive and tread cautiously, as you can die very quickly in this game.  players soon learn proper movement and tactics necessary to survive.  For Bomb scenarios, the Counter Terrorist team has the obstacle of the Terrorist team to overcome before being able to diffuse the bomb.  Interestingly enough, sometimes players will view the bomb as an obstacle that is interfering with their domination /killing of all the players on the other team. (this is the case for players less interested in objectives, but more interested in getting a high kill to death ratio/score.  Most advanced players play this way, caring little about whether the round is a win or a loss, just so long as they are alive with many kills.)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Fellowship:  &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;The game does to an extent encourage team work.  For example a team may agree to camp or rush the other team certain rounds or take certain routes on the map to try and win the round.  Also when throwing explosives and flashbangs, , players must mind where they throw them so they do not hurt or distract their own team.  Certain servers allow friendly fire, in which case players must be careful not to shoot their own team as well.  Most advanced players will play solo roles unless they have fellow friends or clan members in the same server, at which point they will subconsciously team up.  After a long while playing with the same people or clan, players adapt a certain playing style and a subconscious level of team play (they get used to each others playing styles and learn to play well with each other).&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Expression:  &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;Aaaah what better way to express ones self than blowing away an enemy with a rain of bullets or a well placed grenade?  As much as this game is a stress release, though, this game can be just as much of a stress causer.  There have been countless times where I was just not in the groove one day and i wanted to smash my computer into a million pieces because I was getting destroyed at this game.  Or sometimes people kick you from servers if you do too well, claiming that you are a hacker.  The frustration is surely palpable.  Players can become more coordinated through playing this game as it requires many considerations and multitasking both physically and mentally.  The game also requires lightning fast thinking and reactions.  Players also express themselves through their playing styles, as well as the guns they prefer to use, or the team they always choose.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:georgia;font-size:100%;"  &gt;Submission:  &lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;After a certain point that a player becomes extremely advanced at this game, they begin to play it purely as a mindless past time.  No thinking required.  No stress.  just join a server, and start to kill.  The fact that this game is so simple and mindless, perhaps may be a contributing factor to the game's major success.  There is not a whole lot for the player to discover or learn, and once the player has mastered the game it is simply a matter of competition (obtaining a high score).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Forza motorsport 2&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;Forza Motorsport 2 is the sequel to the popular Xbox Racing game Forza Motorsport.  The goal of the game was to be as realistic as possible, and they often refer to themselves as a "Racing Simulator".  The game was released as a major competitor to the popular Playstation platform series "Gran Turismo".  I used to be a loyal Gran turismo player with many hours of game time.  On my free time I even learned to master drifting in Gran turismo which was quite difficult.  I began playing Forza 2 on my friend's Xbox and was quickly convinced by the physics.  Although the graphics and coloring seemed cartoony and unrealistic to me, I found the physics and handling to be quite impressive and realistic.  I engage in motorsport in real life, and am part of a local Drifting club, so I do know about how cars should handle realistically, and I was quite impressed with how realistic Forza 2 was.  Having already had much experience with Gran Turismo, I got the hang of Forza 2 quite quickly and soon enough I was drifting in the game.  I enjoyed the fact that it had more features than Gran Turismo as well.  &lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;span style="font-weight: bold;"&gt;Mechanics and Dynamics:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;As with many other racing games, Forza 2 is laid out around the player, having to complete a series of races.  The player starts out a beginner, and most of the advanced races are locked.  The player starts out competing in easy races in very basic (usually stock) cars.  After every race is completed, the player earns some money, which they can use to purchase upgrades for their existing vehicles, or purchase new cars.  Sometimes players can win whole cars from races. As the player progresses, earning more cars and more money, they can compete in other races, such as one make races (only one type of car allowed to compete), all the way to full Le Mans races in extremely quick race cars.  Money is used as the main reward system, but other small things such as discounts from certain manufacturers, unlocked races, etc. are also used.  As the game is a racing game,  the player races against computer AI controlled competitors who fight for the lead.  The game takes alot of coordination and skill, and players with an above average knowledge of racing and performance driving will have a head start on the game, not only when driving, but also when upgrading their cars (they will be more informed on what upgrades are more/less important).  The game has MANY more features which I will describe throughout the rest of the journal entries.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aesthetics:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: italic;"&gt;Sensation:  &lt;/span&gt;This game is definitely a pleasure to play.  Forza appeals to sight and sound with its vibrant colors and graphics, as well as the roar of engines.  The game also features collision damage to the vehicles which also adds an aspect to the game.  The game does a great job of creating a sense of speed by blurring the edges of the screen at high speeds.  The game FEELS realistic and intense, almost as if you could feel the G forces for real.  The Xbox controllers also feature force feedback so vibrations can be felt during collisions or during traction loss.  this adds a great effect to the game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Narrative:  &lt;/span&gt;The game to an extent follows an unfolding story as the player becomes more skilled and part takes in more challenging races, until the ultimate victory they are after.  Other than this basic story line, racing games are rather simple when it comes to plot, as in real life, the main goal is to be the fastest man on the track and come out on top.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Challenge:  &lt;/span&gt;The game is DEFINITELY challenging.  As you progress, the races and opponents become harder and harder.  Players must fight their way through the traffic to get to the front, and the AI does not give up positions that easily.  They will block you and run you off the road if needs be.  If they hit you, your car will sustain damage and will greatly affect your performance, ultimately eliminating your chances at victory.  So the player must skillfully weave his way and pick his opportunities wisely to avoid taking himself out of the race.  Once at the front of the pack, the only other obstacle is the course, and the courses (replicated after real life courses), are very challenging.  Much of the race calls for endurance and prolonged focus.  Even if you know a course like the back of your hand, just like in real like, a moment of lost focus can mean disaster or a lost race.  Racing demands the driver's full attention from start to finish, and so does this game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Discovery:  &lt;/span&gt;As users progress, they discover new vehicles and new race tracks.  This feature keeps the game interesting as players are excited to see what they will unlock next.  Players must then get used to new courses and new cars to stay competitive and in the race.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Expression: &lt;/span&gt; The game has an interesting feature which allows players to modify their cars.  In real life, tuning a car is just as much about personal driver's preference and driving style as it is about the mechanics and engineering.  Everything about a car revolves around the driver, and the same applies inside the game.  The player can modify and tune suspension and braking to better accommodate their driving style and feel.  Furthermore, players can change the exterior of their vehicles by adding body kits (which also affect performance), and decals and paint schemes.  Just as in real life, vehicles are a medium of self expression just as much as they are performance machines.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Submission:&lt;/span&gt;  Again, as with Counter Strike, once players have mastered the game and have beaten all the levels, the game becomes a mindless past time that players can play against friends or alone, building cars with their money and screwing around on the race track.  This is where players such as myself learn things like how to drift in the game and do tricks/stunts.  If you do not know what drifting is, I will post videos shortly to display.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Well there you have it!  Week One's Journal entries.&lt;br /&gt;&lt;br /&gt;Thanks for reading this far.  It was alot to read!  But I felt it was necessary to get you up to speed with the games and some of their features.  Theres ALOT more to write about in the future!  And I'll try to keep things entertaining and interesting by adding videos and pictures in the future. :)&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:georgia;font-size:100%;"  &gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-3559612406751152669?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/3559612406751152669/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=3559612406751152669' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/3559612406751152669'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/3559612406751152669'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/01/week-one-mda-mechanics-dynamics-and.html' title='Week One - MDA:  Mechanics, Dynamics, and Aesthetics'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-2635273005361664126</id><published>2008-01-13T14:54:00.001-08:00</published><updated>2008-01-13T17:09:27.463-08:00</updated><title type='text'>Games Selected!</title><content type='html'>&lt;span style="font-family:arial;"&gt;Well I have selected the two games I will be reviewing in the following respective genres:&lt;br /&gt;&lt;br /&gt;First Person Shooter:  Counter Strike&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm2.static.flickr.com/1264/530897984_1d6353e773.jpg?v=0"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 132px; height: 132px;" src="http://farm2.static.flickr.com/1264/530897984_1d6353e773.jpg?v=0" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;I opted to selected this game over Rainbow Six because I have more experience with it and there are several more features of this game that pertain to the material in this course (reward systems etc.).  A game which needs no introduction.  Created by my good friend Minh Le, Counter Strike was at a time one of the (if not "the") most played internet game in the world.  At it's peak, the game was an absolute industry and cultural phenomenon.  The popularity of the game has spawned its own culture, and the game remains extremely popular to this day.&lt;br /&gt;&lt;br /&gt;Wikipedia information:  http://en.wikipedia.org/wiki/Counter_Strike&lt;br /&gt;Official website:  www.counter-strike.net&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S0206knYpHZEYA4VejzbkF/SIG=13ctbh5r2/EXP=1200353060/**http%3A//www.shooterplanet.de/Shooter-Archiv/Counter_Strike/Counter_Strike_Cover_gross.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px;" src="http://rds.yahoo.com/_ylt=A0S0206knYpHZEYA4VejzbkF/SIG=13ctbh5r2/EXP=1200353060/**http%3A//www.shooterplanet.de/Shooter-Archiv/Counter_Strike/Counter_Strike_Cover_gross.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S020z7nYpHl5gA2AujzbkF/SIG=11s6n2lil/EXP=1200353147/**http%3A//www.kens.net/images/de_dust01.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 351px; height: 236px;" src="http://rds.yahoo.com/_ylt=A0S020z7nYpHl5gA2AujzbkF/SIG=11s6n2lil/EXP=1200353147/**http%3A//www.kens.net/images/de_dust01.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Racing/Simulation:   Forza Motorsport 2&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S020wwqIpHDqEAp2ejzbkF/SIG=12ulntl9j/EXP=1200355760/**http%3A//xbox360.gaming-universe.de/screens/boxart_us_forza-motorsport-2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 212px; height: 301px;" src="http://rds.yahoo.com/_ylt=A0S020wwqIpHDqEAp2ejzbkF/SIG=12ulntl9j/EXP=1200355760/**http%3A//xbox360.gaming-universe.de/screens/boxart_us_forza-motorsport-2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Although I have much more experience with Gran Turismo 3, (i will post videos of the game regardless to compare to Forza), I felt that Forza 2 had more features to discuss and was also a newer game.  I also had experience playing this game with a steering wheel set up and a car seat to simulate things as real as possible.  I will be showing video comparisons between real life and the game as well.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Wikipedia:  http://en.wikipedia.org/wiki/Forza_2&lt;br /&gt;Official site:  http://forzamotorsport.net/&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://rds.yahoo.com/_ylt=A0S020rKqIpHBx8AoCqjzbkF/SIG=12lav96oe/EXP=1200355914/**http%3A//www.australianit.com.au/common/imagedata/0,,5538781,00.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 217px; height: 146px;" src="http://rds.yahoo.com/_ylt=A0S020rKqIpHBx8AoCqjzbkF/SIG=12lav96oe/EXP=1200355914/**http%3A//www.australianit.com.au/common/imagedata/0,,5538781,00.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.afjv.com/press0503/050330_forza_motorsport_2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 194px; height: 146px;" src="http://www.afjv.com/press0503/050330_forza_motorsport_2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;The Journal Entries for Week 1 will be up shortly!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-2635273005361664126?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/2635273005361664126/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=2635273005361664126' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/2635273005361664126'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/2635273005361664126'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/01/games-selected.html' title='Games Selected!'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8851920666198972106.post-6610830796750073422</id><published>2008-01-11T20:38:00.000-08:00</published><updated>2008-01-11T20:58:32.679-08:00</updated><title type='text'>Test</title><content type='html'>&lt;span style="font-family:arial;"&gt;Well today is the first day of the blog.  This post is just a test to make sure things are working correctly.&lt;br /&gt;&lt;br /&gt;I still have yet to decide which games to review, but I do know for sure that they will be from the genres of First Person Shooter and Racing/Simulation.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;There are a ton of games I've played that I would LOVE to write on, but since we must only select 2, I will probably go with the games I have the most play time/experience with, so that I can write a little more in depth on them.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;For FPS im thinking either Counter Strike, or Rainbow six: Raven shield, as I have the most experience with them, (plus my friend made CS so hopefully i can get some insight from him :P)&lt;br /&gt;&lt;br /&gt;For Racing i will either select Forza Motorsport 2, or Gran Turismo 3, as I have the most experience with them as well.&lt;br /&gt;&lt;br /&gt;The views and opinions expressed on this blog henceforth are from my point of view for the purposes of IAT312.  Please do not post flames and other nonsense regarding my postings or they will promptly be deleted.&lt;br /&gt;&lt;br /&gt;Thanks!  Happy reading.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8851920666198972106-6610830796750073422?l=iat312gamejournal.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://iat312gamejournal.blogspot.com/feeds/6610830796750073422/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8851920666198972106&amp;postID=6610830796750073422' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/6610830796750073422'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8851920666198972106/posts/default/6610830796750073422'/><link rel='alternate' type='text/html' href='http://iat312gamejournal.blogspot.com/2008/01/test.html' title='Test'/><author><name>Dan</name><uri>http://www.blogger.com/profile/15618353752189672137</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
