Sunday, 14 November 2010

14 Nov 2010 - week 7

Entry6/14.11.2010


Here is my continued Space Invaders review, now at the halve way point:



Space Invaders is a 2 dimensional arcade shooter, where the player controls a turret to defeat waves of enemies. First released in 1978 manufactured and sold only in Japan by Taito, the game was designed by Tomohiro Nishikado; the game was later licensed for production in the US by the Midway division of Bally. The aim of the game is to defeat waves of aliens at a steadily increasing challenge.
The aim of the game is to take control of a scrolling turret and destroy waves of aliens before they reach the ground. The player only has 3 actions that they can perform; move left, move right and shoot. Slightly above the player are shields which can be destroyed when sufficient damage is dealt to them, above those are the aliens. The aliens are the only enemy in the game, as the wave progresses the rate that they drop down, increase speed and reverse direction slowly increases. As the player beats each wave a life is added to a pool and the aliens steadily get more powerful. Although the player can only take one hit so can the aliens, as they become more powerful they shoot more often and aggressively. Their base movement speed also increases from wave to wave, this mean that later waves will require tactics as well as skill as your rate of fire is always the same. As the player destroys the aliens they earn points at random intervals a mother ship will scroll across the highest point of the screen, and can be destroyed for bonus points.
By looking at the different categories that have been pulled from Costikyan, Hunicke and Venturelli, we can break down the games’ core components; these are interaction, goals, struggle, structure, endogenous meanings, pacing and space of possibility, starting with interaction.
A game needs elements that the player interacts with and this interaction must change the state of the game. In Space Invaders the players’ interaction with the world is small but can make a difference; the player can choose to shoot through their shields but this will permanently lose them. As a result of this the player now has more open areas to shoot from but this mean that the aliens’ attacks have a higher chance of contact thus defeating the player. This is the only real choice the player can make to alter the environment, which for some may be too simple and mundane.
‘Games can be susceptible to goal directed objectives to the point that it is a good game despite no win state’. This is true of Space Invaders; there is no real win state rather a seemingly endless waves of alien ships that the player must prevent from touching down with a steadily increasing difficulty. Even without a clear win state, players can dictate their own personal goals which could just simply be to get to level 10 or getting a bit more challenging, make it to level 10 with the shields intact. This adds some replay ability to the game as players will come back to best their previous score. This is a prime example of a game with player driven goals, however because of this it can get boring quite quickly. This is because the player has too much freedom with their goals and with no record of their own goals being recorded, a lot of hard work would only yield so much. Bragging rights to friends and strangers might be a plus for some, but this solely represents how many waves the player survived before succumbing to the horde. Because of this I believe special challenges should have been added that would be recorded somewhere, but this maybe too much of a stretch.
‘Challenging yet possible’. This is a phrase that is used to describe many games, but in many cases doesn’t portray the games true challenge. In Space Invaders, the challenge would start out easy with the aliens barely firing anything and a low start speed. This then changes as the player advances through waves; where the aliens shoot more rounds and more accurately, as well as their starting speed being slightly higher each time. Another unlisted challenge is for the player to dodge incoming fire, as one hit will destroy the tank, but also the rounds their shooting. In space Invaders there isn’t  beam that instantly kills whatever it touches, instead you are stuck with a slow firing weapon whose rounds don’t travel very fast. As a result of this the player will have to learn where these rounds will go so that they can take out the aliens as well as strategies for taking out the higher waves.
   
"Alla fine del gioco, il re e il pedone andare nella stessa scatola"

Tuesday, 2 November 2010

02 Nov 2010 - week 6

Entry5/02.11.2010


Here is my fist part of my review of Space Invaders:



"Space Invaders is a 2 dimensional arcade shooter, where the player controls a turret to defeat waves of enemies. First released in 1978 manufactured and sold only in Japan by Taito, the game was designed by Tomohiro Nishikado; the game was later licensed for production in the US by the Midway division of Bally. The aim of the game is to defeat waves of aliens at a steadily increasing challenge.
The aim of the game is to take control of a scrolling turret and destroy waves of aliens before they reach the ground. The player only has 3 actions that they can perform; move left, move right and shoot. Slightly above the player are shields which can be destroyed when sufficient damage is dealt to them, above those are the aliens. The aliens are the only enemy in the game, as the wave progresses the rate that they drop down, increase speed and reverse direction slowly increases. As the player beats each wave a life is added to a pool and the aliens steadily get more powerful. Although the player can only take one hit so can the aliens, as they become more powerful they shoot more often and aggressively. Their base movement speed also increases from wave to wave, this mean that later waves will require tactics as well as skill as your rate of fire is always the same. As the player destroys the aliens they earn points at random intervals a mothership will scroll across the highest point of the screen, and can be destroyed for bonus points."

"Alla fine del gioco, il re e il pedone andare nella stessa scatola"