reesie07's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=758Mario Tennis (N64) - Thu, 06 Mar 2008 02:29:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=3176Gamelog entry#1 SUMMARY In Mario Tennis, the player competes using different characters in a tennis match. Each character has different talents and patterns in which they play. You can have up to four players playing and you can go into tournament mode. GAMEPLAY My emotional state was content while playing this game. I wasn’t too stressed, but since it went back and forth, I also had to stay on my toes and anticipate the game. The challenge was very simple and very basic, but it still allowed me to stay interactive. I also developed a competitive edge, just like in a tennis game. I always wanted to be ready so I didn’t miss the ball. The game was also really easy to pick up on. I could be a competent player and enjoy the game with little experience, unlike a real tennis match where I would have to spend hours practicing to master technique. There wasn’t a really big narrative, because it was just a tennis game so the players didn’t need to characterize a whole lot, but they did show unique emotions from each other when winning or losing. The game didn’t keep me completely entranced. When playing, the challenges didn’t seem to change much unless I played a new player. So I could get bored if doing the same thing over and over, and I could easily leave the game, but it did keep me occupied. I actually played in a tournament that got progressively harder each level. Gamelog entry#2 GAMEPLAY On my second trial, I played in a ring match. This was a new challenge for me, and it kept me interested. I was more intense when playing this because my opponent was difficult to beat, but at the same time I could keep up with him and we had long rallies. I also didn’t want to lose because I would lose all the rings. You have to hit the ball through rings that add up. This challenge caused me to be more focused and very competitive towards the computer character. The game was fun to play, especially with the rings. They added a new challenge, but at the same time, you kept the fundamental challenge of beating the opponent. The rings just added to make the game more fun, and in a way competitive, because I did not want to lose the rings. I also think the game would have been different if more than one player were playing, and this, like Super Smash Bros, would have made it more interesting with a social interaction. I believe it would have been more fun as you created a sense of camaraderie and rivalry in your magic circle that would have intensified game play. While playing in the ring challenge, the game became very addicting as the opponent was challenging enough that I didn’t want to stop until I beat him. This kept me interested and locked in the magic circle. DESIGN I believe this game can somewhat be compared to pong with the ball being served and received. Some innovative elements include the ability of the contestants to move up, down, left, or right on the court surface, the 3D environment, and changing ball movements. These elements make it a more enriching experience than a simple pong game. It is more challenging, yet easy enough to learn, to play. This is very much like a tennis match without all the physical technique and skill training. The 3D environment is very interesting and makes it very lifelike, but the camera angles are still difficult and don’t completely flow. Sometimes it’s hard to keep track of where you are in the heat of a match. When playing in tournaments, the level matches seem to get harder as you advance. They are all still the same and hold the same rules. The game provides the challenge of receiving and hitting the ball to beat the opponent. The game keeps this interesting by adding rings you must hit it through. When collecting rings, the game creates conflict, because you lose all your rings if you lose the rally. This keeps the intensity up and gives you something to fight for. The game uses a 3D environment to create space in the game world. Unlike pong, you can play this in your 3D world and the ball has more dimensions to go in. Because the game is in a tennis stadium, the tone of the game world is fun and exciting while competitive and challenging. The game looks just like a tennis match on tv and adds to this tone. Although I did not play this mode, the game fosters social interactions because you can add controllers and play with multiple players with and against each other. If I could change something about the game, I would fix the camera angles, and I would always have the player you are on the close side always. For their reward structure, I wanted to defeat opponents, and get to the top during tournaments. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 03:10:56.)Thu, 06 Mar 2008 02:29:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3176&iddiary=5922Legend Of Zelda: Ocarina of Time (N64) - Thu, 21 Feb 2008 03:34:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=2896Gamelog entry#2 GAMEPLAY During the second game play, I was more aware of what to do and I knew what to expect from enemies. I was also aware of where to go in the Deku tree. I knew how to use my weapons well after the first trial and knew how to defeat enemies. On the second trial, I was even more intent on fulfilling the quest and finding things in the Deku tree. Most of the characters I ran into were spiders and ground creatures in the Deku tree. The ground creature, which was hard to defeat at first, became very easy and useful to receive information from. The clues kept leading me on to the next step and I was able to follow them with a little thinking. The spiders were usually very vicious in their attacks, but they were defeatable after some help and some clues on how to defeat it. Although I was having fun, once I got used to all the weapons, it became a job for me to complete my tasks. I felt suitable and responsible for defeating enemies and finding clues. The game kept me very interested at all times. At one point, when at a hard spot where I was trapped, I continually searched for a way out, and finally found it. In the Deku Tree, I always wanted to find the next door and room on the map. I was also suspenseful about being attacked by an enemy when entering a new area. DESIGN This game is very innovative with the 3D world and great story. You can navigate through a complete 3D world by jumping, climbing vines, and crawling. You get different tokens from different parts of the world and you are free to go where you want. With this freedom, there are also clues, which lead you on to your destination. The ability to move anywhere is a design element that makes this a good game. You are also led on to where you need to go. You are also given clues so you can learn during the game and so you are more prepared against characters and puzzles. The camera scan is also very innovative in the game world. You go through different tasks to collect objects necessary for your quest. There are many different challenges when playing the game. When I played the game, I played in the Deku Tree where many enemies confronted me. The enemies and puzzles in different rooms got progressively harder to beat and you needed to pay attention to clues and tricks that could help you. The game kept these interesting by making them differ from the one another in defeating them. You also needed certain tools or buttons to get through a room. The game creates conflict through these puzzles that you must figure out and enemies and spiders that get in your way. The game keeps the player interested by constantly giving you new challenges and clues and puzzles to defeat and go on to. The game makes use of space within the game world by using different camera angles and giving you many places and levels to go to contribute to the 3D world. The game world is very adventurous and each part of the world has a different tone that goes with its surroundings. The tree was very mysterious and suspenseful especially when attackers or spiders approached and made you unwelcome. The music plays a big part in creating tone along with the lighting and dark spaces. If I were to change the game, I would make the goal very clear in the beginning. However, I like how the story unfolds, and interacting with it is almost like enjoying reading a good book. We were going to have a tree level in our game and this definitely gives us ideas and on how to go about that. The cut scenes were usually very useful and interesting. I was usually excited when these came along to see what was next. (This entry has been edited2 times. It was last edited on Thu, 21 Feb 2008 03:36:42.)Thu, 21 Feb 2008 03:34:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2896&iddiary=5466Legend Of Zelda: Ocarina of Time (N64) - Thu, 21 Feb 2008 02:31:04https://www.gamelog.cl/logs/LogPage.php?Log_Id=2896Gamelog entry#1 SUMMARY The Legend of Zelda: Ocarina of Time is a 3D adventure game where the player must defeat enemies and gain tokens, clues, weapons, and objects to accomplish his task while fighting bosses and enemies. GAMEPLAY My emotional state during this game was very excited. I wanted to find the next treasure and was eager to defeat enemies. I was also very scared when approaching new characters when I didn’t know how to defeat them. The music was very suspenseful when nearing spiders in the Diku tree. The game’s story was great as I was given the necessary tools and tips and information to keep going. The narrative progression was also helped with the clues from the fairy and other characters. The game forced you to pay attention to clues and advice that you knew would help you greatly later in the game. During game play I was completely entranced in the 3D world and Link’s surroundings. This is one of the most fun games I’ve played as it forces me to gie full attention and interactivity to the quest I was on. Although I was startled by attacking spiders in the Deku Tree, I was enveloped fully in the magic circle. The game was thrilling to play and very adventurous. Gamelog entry#2 GAMEPLAY During the second gameplay, I was more aware of what to do and I knew what to expect from enemies.Thu, 21 Feb 2008 02:31:04 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2896&iddiary=5415Super Smash Brothers (N64) - Sat, 09 Feb 2008 02:32:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=2561gamelog entry#1 SUMMARY In Supersmash brothers, the object of the game is to beat the other players with fighting skills. You shoot, fight, kick, punck, smash, flip, swallow, throw, or do a super move on an opponent to win and beat the opponent. You pick your platyer at the beginning of the game and can choose between different modes of fighting. GAMEPLAY In the versus mode, you can play with more than one player or play against the computer. I played with one other player against the computer. In this mode, you interact with the player as well as the computer in combat. When playing with a partner the game is a lot of fun because you share a sense of comrodery. The rivalry between you and the computer becomes bigger and more challenging, and you're more attached to the end result. The game becomes a competitive battle between the players and the computer. The different moves make the game interesting and challenging in its whimsical setting. Each character has different plays and special moves that make them all very unique. You can do different moves and combinations to reach the best outcome. gamelog entry#2 GAMEPLAY when playing super Smash Bros. for the second time, I played by myself against the computer. This was a lot more challenging with out a partner, and the same support group wasn't there. I played as several different characters including Kirby, Fox, and Link. Since i was still inexperienced with the game, I had to get used to the character's different moves. I couldn't get very far past the Mario bros. with all three characters. Each came with there advantages, but it was still very challenging, even with a computer partner. The game is more interesting by yourself and you get to learn more and improve on personal play. However, I do think it is a lot more fun to play with others or a partner. When by myself I was very competitive and focused but in an angry sort of way. I desperately wanted to beat the computer, pushing buttons as fast as I could. I feel more at ease with a partner watching my back and supporting me. You get a great social interaction with your comrades you play with. DESIGN The 3D feeling and world the game is set on is very innovative and adds to the design and art of the experience. The different elements of fighting styles and techniques make this game very intriguing and fun to play. You have the challenge of mastering different or many characters in the game and all their attacks and special moves. In the single player mode, the levels get progressively harder with different challenges every time. You play different character opponents each time and move on with succession. The game keeps these interesting by putting you in different settings with new people and different challenges. Some challenges include conquering multiple Yoshis and defeating the Mario Brothers with an ally. The game keeps the player interested with new challenges from opponents on levels to fight. With different ways of bringing out competitivity, the player is focused and wants to beat it's enemy to get to the next level. the game does a great job using space within the gameworld. The settings are 3D and usually an object or island elevated in the sky. Players can jump very high, but also get thrown into space infinitely. The setting also usually has different levels you can go on, which makes the battle more challenging and fun. The tone of the gameworld is whimsical and fun with it's childlike images and epic settings. The game helps foster social interaction among players very well when playing in a multiplayer mode. What was most frustrating for me was losing against the Mario Bros. so many times. I wouldn't necessarily make them easier to beat, but put an easier level in between. I really like how whimsical the settings are and the different fighting techniques and objects players canuse and I hope I can use this in my game.Sat, 09 Feb 2008 02:32:21 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2561&iddiary=4857Super Mario Bros. 3 (NES) - Sat, 26 Jan 2008 02:38:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=2272Gamelog entry#1 SUMMARY In Super Mario Bros. 3, Mario must travel through worlds to the end facing enemies and obstacles. There’s different levels he must get through and receive a card at the end. Mario is allowed to jump and smash enemies as well as change size by capturing toadstools and turning into a raccoon character. He must get to the end to save the Princess. GAMEPLAY I was in an overall happy emotional state when playing this game. During the first level, though it took me a while to accomplish, I had the freedom to jump several times my height and there was no great threat once I realized I could smash enemies by jumping on them. Each level was like a puzzle in an obstacle course sort of way where I had to jump over buildings and collect points. So far, I’ve only dealt with Mario, but he’s a very able and determined character. Only getting through the first couple of levels, I haven’t seen a whole lot of the story progression, but Mario is finding cards at the end of each level. The narrative progression is minimal when going through levels besides the bigger goal at the end. This game wasn’t the most action packed or intense game I’ve played, but the game was overall fun and very enjoyable. The obstacles and enemies made it challenging to get through each level and I actually failed quite a few times before getting the hang of it. I still want to go further in the game to see more about it and learn more of the story line, but I don’t think this game was completely interesting. I think if I played longer and got further along in the game, I would be much more interested. My experience didn’t flow as much during the game because it took me awhile to get the hang of it. And once I lost in a level and lost all my lives, I would start back at the very beginning, which became slightly frustrating. Even with this setback, I still came back to take on the challenges, trying to beat the game. Gamelog entry#2 GAMEPLAY The second time I played I wanted to get through levels more quickly. I began not to care so much about each box and smashing every enemy and just wanted to get to the end. This made me quite careless when playing and didn’t have a good effect on my game play since I would die quickly. I soon changed my technique and became more patient and careful on the levels. I then had a better chance of advancing and could explore the other levels and beat them. At this point I was more interested and interactive with the game. I began to have a flow and was more at ease as I became use to playing the character Mario. I’m still not far enough to see narrative progression, but I’m sure if I pass through all the levels I’ll see more. On my second trial and once I got use to playing, it was definitely more interesting and I could have more fun. This added to the flow of my game experience and now I want to finish the game and reach the goals. DESIGN This game was made very interactive. What made it compelling was the obstacles in the way that made it challenging at each level. I thought all of the obstacles and enemies were placed well and were complex which kept it from being boring. There was always an obstacle that Mario had to overcome whether it was a jump, enemy, box, or building. This kept the player always thinking and interactive during the game. The level design was also well thought out in the game. There were always new and interesting levels to do. I hope to use there innovative level construction elements in the game that I design.Sat, 26 Jan 2008 02:38:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2272&iddiary=4345The Legend of Zelda (NES) - Thu, 24 Jan 2008 19:31:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=2017Gamelog entry#1 SUMMARY The Legend of Zelda is an adventure game that allows the player to explore a virtual world while fighting obstacles. You can go into different taverns, gain lives, and change weapons. GAMEPLAY At the very beginning of the game, I was uninterested until I found enemies to fight. After I started to explore around, I became aware of the map and wanted to explore every aspect of it. E wanted to partiall memorize my path and pay more attention in order to find my way and become familiar with the world. Since you can go anywhere and there’s no direct or leading path, I was free to go anywhere. I found a special tavern that led to a dungeon. It was smaller than the big world and easy to follow with a map. I could locate where I was going and I could find a clue and a piece of the Triforce. The game got progressively interesting as I went on. My purpose became to find the secret levels and understand their clues. While doing this, it is difficult to navigate through the world. As of now, I don’t feel fulfilled playing this game as a beginner; however, when I am playing I feel focused with a need to find all the clues and beat the game. Gamelog entry#2 GAMEPLAY During my second round, I was definitely more ambitious and focused. There are probably still a few more hints I need to realize like which weapon is better for an opponent and why my arrows sometimes don’t work. I felt very competitive while playing a second time. There was a need to beat the enemy swiftly and no one could stand in the way of a goal I was tring to reach. The narrative progression still increases slightly as you find more clues. I’m still not exactly sure what to do, but my current main purpose is to find the clues and their relevance. The story is still confusing to me, but the music has an effect on my mood. The suspenseful music in the taverns makes me more cautious and focused. Overall the game is fun to play, although I don’t feel I’ll be satisfied until I beat it. The obstacles I fight become an annoyance as they get in the way of me exploring faster. DESIGN The design template of this game was very simple with areas you could move and objects and creatures blocking your path. The multiple ways you could go and many different paths you could take make it one big puzzle including secret taverns, dungeons, and stairs. The game gives you the freedom of an infinite number of paths to take. With the limits of the design, you get a similar experience during the whole game. The level design in this game varies and you have to find each level. You don’t have a direct path and you need to find a special entrance in the world to get to the dungeons. In each level you find many artifacts important for game play and that help you. There’s also an old man with a clue and each level is like a puzzle that gets progressively difficult. The game keeps challenges of finding special taverns with levels, opponents to fight, and puzzles within the level. The game keeps these interesting by coming up with harder opponents and more difficult puzzles within the levels. Navigating through the level is a puzzle. Thgame keeps the player interested by telling clues and making levels to find them. The game has a great space to navigate through and different paths to get to different screens. If I could change the game, I would make the goal clearer. I would also make the pathway more set and direct so the player doesn’t end up going in circles. It was frustrating because after a while you would become disoriented. This game gave me the idea of using different levels with portals or special taverns leading to them. Note: After playing I went back and read the storyline for Zelda. This changed my views of the game in so many ways. Had I known the object I would have been much more enthusiastic about playing in the beginning like I feel now. I find the storyline very romantic and epic with adventure. The purpose is also more emotional with the goal to find Princess Zelda.Thu, 24 Jan 2008 19:31:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2017&iddiary=3927