Beruflich Dokumente
Kultur Dokumente
10/5/09
GAT211
Game
Building
Mechanics:
Vampire:
The
Masquerade
–
Bloodlines
Vampire:
The
Masquerade:
Bloodlines
is
an
overlooked
gem
of
a
game
that
has
a
lot of value in it. While not seen in general as a building game, it does have a mulAtude
of mechanics that make the game stand out even today. The game begins with the
player just turning into a vampire against his/her character’s will. However, anyone
playing the game already knew they would be playing a vampire that it doesn’t take
anything away from the player. AQer being “embraced”, the character goes into a very
complex web of storylines intertwined in a dark version of modern‐day Los Angeles.
Throughout the game the player will visit many different areas including raver clubs,
graveyards,
mansions,
and
one
of
the
scariest
hotels
I’ve
ever
experienced
in
a
game.
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2009
DigiPen
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CorporaAon,
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rights
reserved.
John
Doran
10/5/09
GAT211
In
the
game
the
player
takes
on
the
persona
of
a
character
of
the
player’s
own
choosing from many different types of clans, which changes what the player look like as
well as what sex they are. This determines what powers the player have access to
throughout the game. In certain situaAons it changes dialog opAons, and in one case,
the characters very sanity. This one thing gives the game a very high replay level and
creates a very visible building mechanic as the game lays out everything that the player
can do and how it works in the game; aside from various combat powers, which are
done in covert building fashion.
Your
clan
determines
your
powers
as
well
as
your
appearance
in
the
game
The
game
gives
the
player
many
areas
in
which
to
build
the
player’s
character
in
an
exposed
game
mechanic.
There
are
many
different
storylines
that
the
player
may
become
entangled
in
by
meeAng new people or helping out the town’s Prince (the World of Darkness’
equivalent of a leader). This building of storylines is a covert building mechanic as
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2009
DigiPen
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CorporaAon,
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rights
reserved.
John
Doran
10/5/09
GAT211
players
are
building
their
experience
without
them
knowing
about
it.
By
compleAng
these quests, the player receives experience points in which they may spend in the
menu screen. Unlike most other role playing games, the player is only given experience
points by finishing quests, so killing enemies do not help the player in any way, though
killing is oQen involved in many of the quests. This lets the player, in an invisible building
mechanic, complete quests in very creaAve ways. The more points the player has in a
skill the harder it is to improve it more. Therefore, in this very visible building mechanic,
the player is building his/her character in whichever way the player wants to. The player
may decide to focus in one area or expand to be okay at everything, but expert at none.
Your
feats
are
determined
by
Different
skills
do
using
two
skills
different
things
and
adding
the
for
the
player
result
together
By
gaining
experience
points
by
compleAng
quests,
the
player
may
build
the
player’s
character
however
the
player
want;
much
in
the
vain
of
the
White
Wolf
RPG
the
game
is
based
off
of.
As
the
game
conAnues,
the
player
begins
to
interact
with
many
different
characters being brought into the fold of the player’s new “un”life. Becoming close to
any
one
character
has
its
repercussions.
One
of
the
most
prevalent
is
in
the
case
of
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2009
DigiPen
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CorporaAon,
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John
Doran
10/5/09
GAT211
Jeane`e
and
her
sister.
Both
have
problems
with
each
other
and
the
player’s
interacAons with both of them is vital in deciding if one of them dies or if they both find
some way to reconcile in a very moving scene not seen in a game of its Ame or in recent
memory.
Different
opAons
in
conversaAons
appear
depending
on
what
you
do
in
the
game
Speaking
to
characters
really
enhances
the
game’s
story
line
and
how
the
player
does
things
greatly
effects
how
the
game’s
story
is
built
in
a
covert
game
mechanic.
The
game
also
brings
into
mind
the
player’s
morality;
making
them
decide
what
it is he/she wants to do through many of the tough decisions that you may have to make
while playing. This helps in creaAng an individual experience in this open‐ended world
for each player playing through the various building mechanics used throughout the
game. For example, as a vampire, the player has to suck blood in order to survive and
the player will conAnuously loose blood, so he/she will always need to be on the
lookout for prey. If the player does not he/she will lose control of their character and
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2009
DigiPen
(USA)
CorporaAon,
all
rights
reserved.
John
Doran
10/5/09
GAT211
he/she
will
go
into
a
frenzy,
a`acking
everything
in
sight
like
an
animal,
oQen
with
fatal
results. There are also areas in the game placed under the “Masquerade” and in these
areas the player cannot be caught using vampiric powers, or else they would risk going
against the Camarilla (the equivalent of a vampire government) and endanger the world
finding out about the existence of vampires. The game allows players to make the
decision of breaking the rules or not, and in this invisible building mechanic the
designers added more agency to the game’s world as it will act should the player act in
breaking the game’s rules in the fact that the police will fight you should they see you do
something suspicious, such as sucking someone’s blood or shooAng someone. These
aspects of the game create a whole that builds a foundaAon for a most excellent game.
Can you rob this gas staAon? Yes. Should you? That is up to how you wish the game to treat you.
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content
©
2009
DigiPen
(USA)
CorporaAon,
all
rights
reserved.