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Critical Analysis of Games

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Game Design

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Critical Thinking and Analysis of Games

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Critical Thinking

• Conceptualizing,

applying, analyzing, synthesizing, and evaluating

information to reach an answer or

conclusion

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Critical Analysis of Games

• Not just a game review, but a critique

A thorough and unbiased look at the game Based on arguments and evidence

Not a good/bad decision but find aspects worth studying

• Look at game parts and how they interact

how does each part relate to the play experience

• Useful for complete games or works in progress

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Critical Analysis of Games

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Critical Analysis of Games

• Describe the formal elements

• Describe the manner in which the formal elements interact.

• Understand why those particular elements were chosen. What would happen if the

designer had chosen differently?

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Critical Analysis of Games

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Critical Analysis of Games

• How is the player challenged?

What tools are available to overcome challenges?

• What is the inter-player interaction?

• Is the game balanced and fair?

• Is the game replayable?

• What is the intended audience?

• Above all, What is the core gameplay?

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Critical Analysis of Games

• Deconstruct the game

Find breakpoints

Limit the tools you use

Compare and contrast different choices/ difficulty levels/ skill paths, etc.

Attempt to get outside the game boundaries

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Literacy

• Two levels of literacy (not just in games)

Basic – you are able to read a text

Advanced – you are able go beyond the surface level and analyze a work

• Literacy is not binary, but exists on a scale

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Game Literacy

• What is game literacy?

• What does it mean to be able to read in our medium?

Able to play a game?

Play a game from start to finish?

Maybe it’s one or the other, depending on the game?

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Game Literacy

• At the lowest point, game literacy is the ability to play a game, even if it is at a novice level

• By that metric, have we achieved universal game literacy?

• Well, no!

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Basic Game Literacy

• Understand your input devices

• Navigate simulated 3D space

• Understand iconography

• Understand jargon

• Etc.

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Basic Game Literacy

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Advanced Game Literacy

• Analyze, interpret and go beyond the surface level

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Advanced Game Literacy

• Form a designer standpoint

Games with more depth

A well developed substance beneath the surface level increases the quality of the surface elements (e.g. Bioshock, Dark Souls, Red Dead Redemption, Mass Effect)

Does not require more work, but better discipline

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Classification of Games

• Multiple classification criteria

Number of players and player interaction Medium of play and distribution platform Game genres

Etc.

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Games by Player Number and Interaction

• Single player (Witcher, Desperados, Solitaire)

• Multiplayer

MMORPG (WoW) MOBA (Dota, LoL) Shooter (CS:GO)

Simulated tabletop (Chess) Etc.

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Games by Medium and Distribution Platform

• PC games

• Console games

• Mobile games

• VR games

• These categories will often overlap

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Game Genres

• Give designers and publishers a common language for describing styles of play

• Tend to restrict the creative process and lead designers toward tried and true gameplay

solutions

• Most of the time, games are part of multiple genres simultaneously

• There is no single taxonomy!

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Game Genres

• Action

• Strategy

• Role-Playing

• Sports

• Racing/Driving

• Adventure

• Simulation/Building

• Flight and Other Simulations

• Educational

• Children

• Casual

• Experimental

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Action games

• Emphasize reaction time and hand–eye coordination

Real time

time constraints for performing physical tasks

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Strategy Games

• Focus on tactics and planning as well as the management of units and resources

Conquest Exploration Trade

• Action strategy games (Total War Series)

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Role Playing Games (RPGs)

• Focus on creating and growing characters

Rich story lines

Quests, character progression, gear and inventory management, skill and resource acquisition

Rely on character ability in order to overcome challanges

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Sports Games

• Simulations of sports

Mimic rules and competition settings of their real world counterparts

Can be marketing tools

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Racing/Driving Games

• Arcade (Mario Kart)

• Racing simulators

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Simulation/Building Games

• Focus on resource management and building

Usually mimic real world systems

Focus on the economy and trade systems Players need to balance development and

resource generation

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Simulation Games

• Action games based on real-life activities

Pilot airplanes, drive tanks, etc.

Action games that require the player to master realistic control schemas

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Adventure Games

• Emphasize exploration, puzzle solving

Rely on player knowledge and ability as opposed to character ability

“the state of mind of a kid when he enters a cave alone must be realized in the game. Going in, he must feel the cold air around him. He must

discover a branch off to one side and decide

whether to explore it or not. Sometimes he loses his way” – Shigeru Miyamoto

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Educational Games

• Combine learning with fun activities

Entertain and educate

Usually targeted at children, but some focus on adults

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Children’s Games

• Designed for children below 12

Usually designed to entertain

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Casual Games

• Meant to be enjoyed by everyone

Will avoid twitch or complex gameplay, violence, controversial topics

Aim to draw the largest possible audience

Started with web games (usually Flash based);

now usually on mobile platforms

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Bibliography

1. Elias, G. F., Garfield, R. and Gutschera, K. R.

Characteristics of Games, MIT Press, 2012 2. Fullerton, T., Game Design Workshop: A

Playcentric Approach to Creating Innovative Games, CRC Press, 2014

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