Externalmind's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=346The Elder Scrolls IV: Oblivion (PC) - Fri, 09 Feb 2007 00:48:29https://www.gamelog.cl/logs/LogPage.php?Log_Id=11884th Gamelog assignment: Alright, so, I have made it out of the Sewers and am now going to find the prince/new emperor and use him as a human shield against attacking creates. I like that he can’t really die, this way he makes a good body guard on this difficulty, otherwise death comes too easily to me. Already I have been offered side quests and have talked to various NPC’s about the Grey Fox and becoming a gladiator. Designers made many excellent and engaging ways for getting gold, which is see as a reward structure, from betting on gladiators, to any sort of quest resolution or contract completion. Currently I am betting on gladiators to make some quick cash to buy some bare necessities before I go after the prince. This addicting game seems to have addictions within addictions. I steal, I gamble, and I drink all the wine I find in cellars. And that’s on top of being addicted to the game world in general. Specifically, on my machine, the graphics are amazing, the terrain and quests always new and plentiful, the game world vast and unexplored, and the monsters fitting for the current level of character. This game appeases to the need for a RPG that has complex possibilities of game play and advancement, the idea that one can become what they want while also completing the main quest line.Fri, 09 Feb 2007 00:48:29 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1188&iddiary=2544The Elder Scrolls IV: Oblivion (PC) - Fri, 09 Feb 2007 00:22:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=11884th Gamelog assignment: This is mostly a complex game of progression with elements of emergence, giving choices of fighting strategy and quest development. To me, this seems to be high fantasy role-playing at its best though, very well designed levels, quests, NPC’s, and character customizability. From the start, the game initiates the storyline and places you thick in the world’s plot. Developers combine initial story line with playing tutorial, letting players learn one thing at a time without sensory overload. In the beginning I started Sneaking as soon as I could and in no time at all I was getting level ups for it. Having played and beating the main quest line before, I knew which attributes I would like to have once out in the world and allowed choices of quests. This is another great design element, raising attributes for what you use most, as if you really are getting better at it the more you practice. On the hardest difficulty though, I am still finding it hard to get past any simple creature such as a rat… Luckily one can change the difficulty in game… very nice : )Fri, 09 Feb 2007 00:22:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1188&iddiary=2541Kirby's Adventure (NES) - Wed, 31 Jan 2007 04:15:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=10083rd game log assignment, Second entry: So I’m picking up some more qualities about this game that I think work well. So far I have made it to “Butter Building,” which is still just as random as the other levels, but the difficulty is finally increasing; this for me is what helps make the game still interesting to play. I copied a weapon that lets me shoot what seems to be a laser beam thing which I am finding fun to use, I like the idea of having a distance oriented weapon. Designers also added another level of complexity with the fact that firing this weapon can ricochet off of corners- excellent. One thing that is making it rather hard for me to play the game however is the music, while I understand that for its time, the midi orchestration demonstrates a good level of complexity, I can’t seem to get beyond its annoyance. I understand the reason for fast pace beats for this music, makes the game always engaging and sounding busy, but for me it could use more variety... or something, it feels like its lacking but i can't put my finger on it. I still would like to see more development of a narrative story line, which doesn’t seem to progress or explain the reason for these wacky levels- maybe its just me, but who has dreams of places like… “Butter Building” ? Ice Cream Island followed by Butter Building… gross. There is a bad aftertaste and now I’m simply sick of playing.Wed, 31 Jan 2007 04:15:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1008&iddiary=2188Kirby's Adventure (NES) - Wed, 31 Jan 2007 03:04:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=10083rd game log assignment, first entry: Started playing Kirby’s Adventure and pretty soon got board. By the time I made it to the 2nd door on “Ice Cream Island,” I noticed several game design elements that just weren’t working for me. At first it seemed to be a reskinned version of super Mario Brothers minus the story line and challenge, which was disappointing to say the least since I find the Mario brother games to be fun and engaging. I did began to notice some pretty major differences though, but still was not impressed. The main character seems to do too ‘much’ too easily, from flying to eating most everything that can hurt ’em, it left me as a player feeling like I had already whipped out the cheat codes on this one. I’m sure difficulty will increase but it seems that their reward system through the easiness of gameplay backfires, rather than becoming addicting, it becomes boring. While the level designs are enjoyable in that there are a variety of “dream land” settings of random places, it felt too much like the Mario world, but more random. Also, I felt disconnected from the game because of what felt like a lack of story line progression. Yes, levels are short and get you moving through the game idea of collecting the fragmented pieces of Star Rod, but there was nothing more than that, a lack of conflict overall, or maybe just a lack of explanation- in any case, made me lose interest. There are some fun things though that does keep player interest, such as the copying of enemy’s weapons and attack modes; this is a good design element because your weaponry advances as your enemies also get harder and more interesting.Wed, 31 Jan 2007 03:04:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1008&iddiary=2176The Legend of Zelda: A Link to the Past (SNES) - Sat, 20 Jan 2007 00:17:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=866Second gamelog assignment: Alright so I am getting better at this, sort of. I have done the rescue part and now just need to escape. I enjoy the game level and design once again, but this time of the inside of the castle. Two levels to walk around on is neat and makes it seem less limiting and gives the illusion of a grander space than it is. Pushing the guards into the abyss is rewarding, even addictive. The triumphant sound that is made when I pick up a key, kill a super bad guy, or pick up a blue crystal/coin thing keeps me interested and happy to continue, I feel like it feeds me a digital ego biscuit. I am recessing back into my childhood frame of mind, where simple rewards are the best. Good design to have both close range weapon and long range with the boomerang, this allows for further possibilities and interest as I build up my arsenal. It felt a little repetitive in escaping, especially how not only are the guards under a mind control deal, but they are always instantly resurrected when I leave and come back… sometimes I want something to stay dead after I murder it. Other than that- I am definitely liking this better than my first session.Sat, 20 Jan 2007 00:17:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=866&iddiary=1920The Legend of Zelda: A Link to the Past (SNES) - Fri, 19 Jan 2007 23:37:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=866Second gamelog assignment: I have grown up watching my friends play Zelda sometimes, but I never could get hooked on this game as a kid. I was hoping that my first opinion would change with age (like it has with avocados, mmm), but this sadly was not the case, I still cannot get into it, at least so far. In concept I could see that this game would be more appealing as a kid since it stars a kid, and I idea of being given a sword and shield sounds pretty freak’n cool, or it used to in any case. As much as I used to love whacking at bushes and grass with a stick sword, being stung by a bee was never pleasurable. Just as I never learned to leave them alone as a kid, I seemed to have a relapse as an adult, which resulted in my unfortunate death. I guess you could say I suck at this game, so far. Playing this game just a second ago, some aspects didn’t really make sense, as yet. An example would be the guards who apparently can’t see me until they walk into me with sword point- compared to the guards that have a supernatural fully integrated radar system. How does the bush hurt them when you throw it… I could see a rock hurting a bit, but I was unable to pick those up. Maybe the game is too slow for me, not enough rewards yet- like what do I do with green crystal thingies? I know that I will be able to use them soon, but I can’t and it makes me want to pout. The story at first seems to be the classic tail and boy fantasy, save the damsel- which would make sense as to why this is a classic- even so- I wasn’t digg’n it (not that newer games and shooters are any better in or different). I enjoyed the level design though and two tier map system, X marking the spot makes me happy- allows for minimizing frustration when getting started. I like that its not turn based at all.Fri, 19 Jan 2007 23:37:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=866&iddiary=1919Half-Life 2 (PC) - Wed, 17 Jan 2007 03:58:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=674In playing this game for my first session, starting from the beginning of the game, I found that the introductory segment successfully accomplished three main objectives: establishment of their fantasy world, introduction to quite stunning accomplishments in both graphics and game physics/cause and effects (ie throwing a soda can at the guards- guards beating you up), and finally the establishing of bad guys and basic plot: escape without fatality. The game beginning has a comfortable and enjoyable pace that lets you adjust to the physics, elements of simple puzzles and also basic Ai interaction before you are shot off running for your life. The flow itself seems to progress by cycling through three game themes, super fast action, lull and recovery, then short puzzle. This cycle of the waterfall, pooling, then winding around rocks of forms, allows the sustaining of player interest as it is balanced and progressive, meaning that each cycle gets either more interesting each time, through plot line, difficulty, or through intensity of action sequences; there are cycles and satisfactory progressive modifications that allow for continued novelty. Overall though it’s the small and detailed things about this game that really hooked me at first, from naturalistic and futuristic sound design to the physics of a tire swing and even the personal comments made by npcs as they despairingly go about their hopeless routines, I take it all personally; not only do these things make it believable and engaging with their elements of realness or possibility, but they also are able to augment reality in such a way that both personal interaction and engagement are demanded of the player. The cinematic third wall is completely obliterated as there is very little room for me to be removed from what I am participating with and controlling. Unfortunately though in the end I remembered that I also had other homework and forcefully partition myself from my virtual alter ego of Gordon Freeman. Wed, 17 Jan 2007 03:58:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=674&iddiary=1532Half-Life 2 (PC) - Wed, 17 Jan 2007 03:36:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=674Inn this next session I found myself using the game quicksave almost compulsively since the game was on the hardest difficulty and hit points become increasingly valuable and worth saving, even if it means redoing the last section (a good way to be cheap and scout ahead). While at first it is annoying that it is rather easy to die, it also opens up further possibilities of player satisfaction and sense of accomplishment, another variable designed for engagement. Med kits hiding in a railroad boxcar also give the good feeling of reward, as if the game is not rewarding enough as it is… It is much like being forced to eat yummy chocolate chip cookies, then being allowed to also have a cool glass of 2% milk… I played until I got to Ravenholm, then got too creeped out after a while. The shift of super action to super freaky felt strange and out of place and yet it adds a whole other dimension to appealing aspects that were previously toyed with, but never taken to the extreme. Having a really nice sound system with this part of the game is quite terrifying and awesome. It had all the right elements to again elicit the emotion that they wanted the player to have. I felt a little too overwhelmed with terror and suspense until I turned on iTunes tried some Enya instead for background music… which instead made it even more jarring and freaky- oh well, it was enjoyable non-the-less. The level design allowed enough elements of satisfaction to offset any hypersensitivity to their elements of terror. Also great use of physics for puzzles in this section, it felt quite good to smash the zombies like mashed potatoes with suspended cars- or even to start up a spinning and maiming propeller that zombies were soon sliced and diced with. Yes, that did feel good. In fact, I believe it was so successful as a rewarding device that I am going to play some more right now. Goodbye.Wed, 17 Jan 2007 03:36:13 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=674&iddiary=1530