|
jp's Allied Ace Pilots (DS)
|
[August 11, 2025 03:02:34 PM]
|
I had some fun with this one for a few hours.
I think it's interesting - and I kind of want to figure out a way to incorporate this into my teaching - to look at old games with low budgets on platforms that are now obsolete but not THAT obsolete? Partly I'm thinking - this is exactly the level of stuff that students can do nowadays with current tools, etc. But, I'm also thinking - these low budget games have lots of little game design issues that are interesting to notice and discuss. It sort of shows how far game design has come? But also shows how little things can really tank the experience of a game while (possibly) having easy/quick fixes that are easy/quick to implement EARLY in the development process but are probably much more expensive to implement later. Especially when you're making a game on a tight schedule, with little budget and a small team.
So, tight schedule and small team is many student teams!
So, the bigger picture is that I wish students had a way to play this game - critique it - and learn from it! Without getting hung up on the technical limitations of the platform, etc.
So, interesting things about this game (to note and or discuss if this was in class):
a. You fly a plane with touch controls - really simple - but you can also use the buttons (yay for accesibility!) Guess which form of input makes the game easier to play? (answer: it's harder on touch screen - or at least it was for me)
b. They added a few "special moves" you can do with the play at the bottom of the touch screen - 90degree turns in each direction, a hard U-turn, and a loop that leaves you facing the same direction (now presumably behind a plan that was on your tail). Why did they add these buttons? (you can use them whenever you like, so they're not limited in any way). I think it's because it makes the plane easier to fly, they also do a nice thing with the camera so you see the plane do the move - and I found using the u-turn and other two turn moves really helpful as a "fast" way to change direction.. The loop was less helpful - but this might change on later levels if the enemy planes get smarter?
c. You play as a nameless pilot - and a lot of the story is told through the letters you write to your loved one (Wendy was it?) back home. This broke immersion a bit for me - but mostly because the letters have all sorts of information that would have been censored at the time (at least I think they were censored - I know the US mail was, I've assumed the same for the RAF) - stuff like where he's stationed, what they'll be doing, etc.
d. I got a bit frustrated because I lost two missions due to running out of fuel - which is annoying (but maybe shows I need to get better at the game). I wondered how often this happened historically - and it seems like there's a missed opportunity here for some storytelling. Wouldn't it be neat to, say, choose to stick around, bail the plane and then you find out later if you made it back (or were captured/killed). This stuff really happened, so it could add some flavor?
e. Missions are all pass/fail with fail meaning retry - Could we design different ways to move forward with the story that included more "not quite a win nor a loss" situations? Sure, maybe you didn't shoot down all the enemy fighters, but eventually they also had to fly back because they ran out of fuel? So, many missions/sorties might have had mixed outcomes (and yet the campaign moves on).
add a comment
|
|
|
 |
jp's Allied Ace Pilots (DS)
|
Current Status: Playing
GameLog started on: Sunday 10 August, 2025
|
 |
other GameLogs for this Game |
This is the only GameLog for Allied Ace Pilots. |
|