Sie sind auf Seite 1von 144

A Rocket Powered Hippo Production

Ascension
The Awakening
Process of Design

Document Authors
Louie Mitchell and Christopher Begley

Document Version: 2.0


TABLE OF CONTENTS

1 Version Log .......................................................................................................................... 12


2 Problems.............................................................................................................................. 18
2.1 Adventure Games ........................................................................................................................ 18
2.2 Puzzle Games ............................................................................................................................... 18
2.3 Action / Adventure Games .......................................................................................................... 18
2.4 Hub Worlds .................................................................................................................................. 18
2.5 Fake Open Worlds........................................................................................................................ 18
2.6 Getting on and off a Floating Island ............................................................................................. 18
2.7 Maps and Compasses .................................................................................................................. 18
2.8 Inventory Systems........................................................................................................................ 18
2.9 Weapon Select ............................................................................................................................. 18
2.10 Weapons .................................................................................................................................... 19
2.11 Real Time Item Usage ................................................................................................................ 19
2.12 Companion Characters .............................................................................................................. 19
2.13 Dehydration / Energy Meters .................................................................................................... 19
2.14 Gravity Gameplay....................................................................................................................... 19
2.15 Health Systems........................................................................................................................... 19
2.16 Physics Based Puzzles ................................................................................................................ 19
2.17 Quest Systems............................................................................................................................ 19
2.18 Real World Traps ........................................................................................................................ 20
2.19 Camera Systems / Aiming .......................................................................................................... 20
2.20 Conversation Systems ................................................................................................................ 20
2.21 Hint Systems .............................................................................................................................. 20
2.22 Ammunition Counters................................................................................................................ 20
2.23 Binoculars................................................................................................................................... 20
2.24 Enemy Types .............................................................................................................................. 20
2.25 Economy .................................................................................................................................... 20
3 Research .............................................................................................................................. 21
3.1 Why Research the adventure genre? .......................................................................................... 21
3.1.1 What is an adventure game? .................................................................................................... 21
3.1.2 Narrative in adventure games .................................................................................................. 21
3.1.3 Types of puzzle in adventure games ......................................................................................... 22
3.1.3.1 Inventory puzzles ................................................................................................................... 22
3.1.3.2 Dialogue Based Puzzles .......................................................................................................... 22
3.1.3.3 Environmental Puzzles ........................................................................................................... 23
3.1.3.4 Contextual Puzzles ................................................................................................................. 23
3.1.4 Exploration in adventure games ............................................................................................... 24
3.1.5 Examples of Adventure Games ................................................................................................. 25
3.1.5.1 Grim Fandango....................................................................................................................... 25
3.1.5.2 Broken Sword: The Shadow of the Templars ........................................................................ 26
3.1.5.3 Shenmue ................................................................................................................................ 27
3.1.5.4 Professor Layton and Pandora’s Box ..................................................................................... 28
3.1.5.5 Zack and Wiki: Quest for Barbaros’ Treasure ........................................................................ 29
3.1.5.6 Fahrenheit .............................................................................................................................. 30
3.2 Puzzle Game Research ................................................................................................................. 32
3.2.1 What is a Puzzle Game? ............................................................................................................ 32
3.2.2 Types of Puzzle Game ............................................................................................................... 33
3.2.2.1 Character Control................................................................................................................... 33

Rocket Powered Hippo | Version Log 2


3.2.2.2 Construction........................................................................................................................... 33
3.2.2.3 Hidden Object ........................................................................................................................ 34
3.2.2.4 Maze ...................................................................................................................................... 34
3.2.2.5 Visual Matching ..................................................................................................................... 35
3.2.2.6 Puzzle Story Game ................................................................................................................. 35
3.2.3 What Makes a Good Puzzle Game? .......................................................................................... 36
3.2.4 Examples of Puzzle Games........................................................................................................ 36
3.2.4.1 Tetris (Game Boy version)...................................................................................................... 36
3.2.4.2 Planet Puzzle League.............................................................................................................. 37
3.2.4.3 Mercury Meltdown revolution .............................................................................................. 37
3.2.4.4 Elefunk ................................................................................................................................... 38
3.3 Action / Adventure Games .......................................................................................................... 39
3.3.1 God of War................................................................................................................................ 39
3.3.1.1 Gameplay ............................................................................................................................... 39
3.3.1.2 Level Progression ................................................................................................................... 39
3.3.1.3 Magical Artefacts ................................................................................................................... 39
3.3.1.4 Upgrades ................................................................................................................................ 40
3.3.1.5 Quick Time Events.................................................................................................................. 40
3.3.2 Tomb Raider Legend ................................................................................................................. 40
3.3.2.1 Gameplay ............................................................................................................................... 40
3.3.2.2 Level progression ................................................................................................................... 40
3.3.2.3 Weapons ................................................................................................................................ 41
3.3.2.4 Gadgets .................................................................................................................................. 41
3.3.3 Super Metroid........................................................................................................................... 41
3.3.3.1 Gameplay ............................................................................................................................... 41
3.3.3.2 Level Progression ................................................................................................................... 42
3.3.3.3 Suits........................................................................................................................................ 42
3.3.3.4 Weapons ................................................................................................................................ 42
3.3.3.5 Abilities .................................................................................................................................. 42
3.3.4 Fallout 3 .................................................................................................................................... 42
3.3.4.1 Gameplay ............................................................................................................................... 42
3.3.4.2 VATS ....................................................................................................................................... 42
3.3.4.3 Weapons ................................................................................................................................ 43
3.3.4.4 Conversation / morals............................................................................................................ 43
3.4 Hub World Research .................................................................................................................... 44
3.4.1 Why Research Hub Worlds? ..................................................................................................... 44
3.4.2 What is a Hub world? A Definition............................................................................................ 44
3.4.3 Examples of Hub Worlds ........................................................................................................... 45
3.4.3.1 The Legend of Zelda: Majora’s Mask ..................................................................................... 45
3.4.3.2 Clock Town ............................................................................................................................. 45
3.4.3.3 Mini–games............................................................................................................................ 45
3.4.3.4 Mini-quests ............................................................................................................................ 45
3.4.3.5 Bomber’s Notebook ............................................................................................................... 46
3.4.4 Super Mario 64 ......................................................................................................................... 46
3.4.4.1 Princess Peach’s Castle .......................................................................................................... 46
3.4.5 Banjo Kazooie............................................................................................................................ 47
3.4.5.1 Grunty’s Lair ........................................................................................................................... 47
3.4.5.2 Warp Cauldrons ..................................................................................................................... 47
3.4.5.3 Hidden Areas.......................................................................................................................... 47
3.4.6 Crash Team Racing .................................................................................................................... 48
3.4.6.1 Adventure Mode Hub ............................................................................................................ 48

Rocket Powered Hippo | Version Log 3


3.4.7 Diddy Kong Racing .................................................................................................................... 48
3.4.7.1 Timbers Hub ........................................................................................................................... 48
3.5 Fake Open Worlds........................................................................................................................ 49
3.5.1 Far Cry 2 .................................................................................................................................... 49
3.5.1.1 Fake open worlds on a massive scale .................................................................................... 49
3.5.1.2 Limited approaches................................................................................................................ 50
3.5.2 Prince of Persia ......................................................................................................................... 50
3.5.2.1 Tight fake open world gameplay ........................................................................................... 50
3.5.3 Red Faction: Guerrilla ............................................................................................................... 51
3.5.3.1 Points of interest.................................................................................................................... 51
3.5.4 Fable 2 ....................................................................................................................................... 51
3.5.4.1 Linear routes with pathways ................................................................................................. 52
3.6 Getting on and off a floating island ............................................................................................. 53
3.6.1 BASE-Jumping ........................................................................................................................... 53
3.6.2 Just Cause 2............................................................................................................................... 53
3.6.2.1 Base Jumping In Just Cause 2 ................................................................................................. 53
3.6.3 Zip line ....................................................................................................................................... 54
3.6.4 Metroid Prime 3: Corruption .................................................................................................... 55
3.6.4.1 Zip line gameplay ................................................................................................................... 55
3.6.5 Transporter (Star Trek) ............................................................................................................. 56
3.6.5.1 Transporters in Unreal Tournament 3 ................................................................................... 56
3.7 Maps and Compasses .................................................................................................................. 57
3.7.1 Far Cry 2 .................................................................................................................................... 57
3.7.1.1 Handheld Map and GPS ......................................................................................................... 57
3.7.1.2 GPS ......................................................................................................................................... 57
3.7.2 The Legend of Zelda: The Wind Waker ..................................................................................... 57
3.7.2.1 Ocean Map ............................................................................................................................. 57
3.7.2.2 Compass ................................................................................................................................. 58
3.7.3 Fallout 3 .................................................................................................................................... 58
3.7.3.1 Pit Boy 3000 ........................................................................................................................... 58
3.7.3.2 Markers .................................................................................................................................. 58
3.8 Inventory Systems........................................................................................................................ 59
3.8.1 Alone in the Dark ...................................................................................................................... 59
3.8.1.1 Realistic real-timeinventory ................................................................................................... 59
3.8.2 Broken Sword: The Shadow of the Templars ........................................................................... 59
3.8.2.1 Point and click inventory........................................................................................................ 59
3.8.3 Dead Space................................................................................................................................ 60
3.8.3.1 Holographic real-time inventory............................................................................................ 60
3.8.4 Resident Evil 5 ........................................................................................................................... 60
3.8.4.1 Sharing a real-time inventory ................................................................................................ 61
3.8.5 Mass Effect................................................................................................................................ 61
3.8.5.1 Traditional menu interface .................................................................................................... 62
3.9 Weapon Select Research ............................................................................................................. 63
3.9.1 Mass Effect................................................................................................................................ 63
3.9.1.1 Weapons Overview ................................................................................................................ 63
3.9.1.2 Weapon Switching ................................................................................................................. 63
3.9.2 Gears of War 2 .......................................................................................................................... 63
3.9.2.1 Quick Weapon Selection ........................................................................................................ 63
3.9.2.2 Perfect Dark ........................................................................................................................... 64
3.10 Weapons Research .................................................................................................................... 65
3.10.1 Projectile Weapons In Video games ....................................................................................... 65

Rocket Powered Hippo | Version Log 4


3.10.1.1 Halo 3 ................................................................................................................................... 65
3.10.1.2 Gears of War 2 ..................................................................................................................... 66
3.10.1.3 Call of Duty 4: Modern Warfare .......................................................................................... 66
3.10.1.4 Dead Space........................................................................................................................... 67
3.10.1.5 Shadow of the Colossus ....................................................................................................... 67
3.10.1.6 Ratchet and Clank: Tools of Destruction ............................................................................. 68
3.10.1.7 Borderlands.......................................................................................................................... 69
3.10.1.8 The Legend of Zelda: Twilight Princess ................................................................................ 69
3.10.2 Military Weaponry .................................................................................................................. 70
3.10.2.1 Semi automatic pistols ......................................................................................................... 70
3.10.2.2 SIG P226 Pistol ..................................................................................................................... 70
3.10.2.3 Assault Rifles ........................................................................................................................ 71
3.10.2.4 L85 Assault Rifle ................................................................................................................... 71
3.10.2.5 Sniper Rifle ........................................................................................................................... 71
3.10.3 Hunting Weapons ................................................................................................................... 71
3.10.3.1 Atlatl..................................................................................................................................... 72
3.10.3.2 Bolas ..................................................................................................................................... 72
3.10.3.3 Blowgun ............................................................................................................................... 72
3.10.3.4 Bows..................................................................................................................................... 73
3.10.3.5 Crossbow.............................................................................................................................. 73
3.10.3.6 Slingshot............................................................................................................................... 73
3.10.3.7 Battle Axe ............................................................................................................................. 73
3.10.3.8 Spear .................................................................................................................................... 73
3.10.4 Ninja Weapons ........................................................................................................................ 74
3.10.4.1 Kunai .................................................................................................................................... 74
3.10.4.2 Shuriken ............................................................................................................................... 74
3.10.4.3 Naginata ............................................................................................................................... 74
3.10.4.4 Kusarigama........................................................................................................................... 74
3.10.4.5 Metsubushi .......................................................................................................................... 74
3.10.4.6 Kayakujutsu .......................................................................................................................... 75
3.10.5 Other Weapons ....................................................................................................................... 75
3.10.5.1 Glue Traps ............................................................................................................................ 75
3.10.5.2 Rocketnet ............................................................................................................................. 75
3.10.5.3 Needlegun ............................................................................................................................ 75
3.11 Real-time Item Usage................................................................................................................. 76
3.11.1 Kingdom Hearts ...................................................................................................................... 76
3.11.1.1 Command Menu .................................................................................................................. 76
3.11.1.2 Item Customisation in the Command Menu ....................................................................... 76
3.11.2 The Legend of Zelda: Ocarina of Time .................................................................................... 77
3.11.2.1 Item Hotkeys ........................................................................................................................ 77
3.12 Companion Character Research ................................................................................................ 78
3.12.1 Resident Evil 5 ......................................................................................................................... 78
3.12.1.1 Sheva Alomar ....................................................................................................................... 78
3.12.2 Fallout 3 .................................................................................................................................. 78
3.12.2.1 Followers .............................................................................................................................. 78
3.12.2.2 Dogmeat............................................................................................................................... 79
3.12.3 Fable 2 ..................................................................................................................................... 79
3.12.3.1 Dog ....................................................................................................................................... 79
3.12.4 Metal Gear Solid 4: Guns ofthe Patriots ................................................................................. 79
3.12.4.1 Metal Gear MK2 ................................................................................................................... 80
3.12.5 Ratchet and Clank Tools of Destruction ................................................................................. 80

Rocket Powered Hippo | Version Log 5


3.12.5.1 Clank .................................................................................................................................... 80
3.12.6 The Legend of Zelda: Ocarina of Time .................................................................................... 81
3.12.6.1 Navi ...................................................................................................................................... 81
3.12.7 Prince of Persia ....................................................................................................................... 81
3.12.7.1 Elika ...................................................................................................................................... 81
3.13 Dehydration / Energy Meters .................................................................................................... 82
3.13.1 Tomb Raider............................................................................................................................ 82
3.13.1.1 Breathing Underwater ......................................................................................................... 82
3.13.2 Lost Planet: Extreme Condition .............................................................................................. 83
3.13.2.1 Thermal Energy (T-ENG) Harmoniser................................................................................... 83
3.14 Gravity Gameplay....................................................................................................................... 84
3.14.1 Super Mario Galaxy ................................................................................................................. 84
3.14.1.1 Traversing Planetoids........................................................................................................... 84
3.14.2 Ratchet and Clank Tools of Destruction ................................................................................. 85
3.14.2.1 Gravity Boots........................................................................................................................ 85
3.14.3 Half Life 2 ................................................................................................................................ 85
3.14.3.1 Gravity Gun .......................................................................................................................... 85
3.14.4 Dead Space.............................................................................................................................. 86
3.14.4.1 Gameplay in Zero Gravity .................................................................................................... 86
3.14.5 Prey ......................................................................................................................................... 87
3.14.5.1 Variable Gravity ................................................................................................................... 87
3.15 Health Research ......................................................................................................................... 88
3.15.1 Halo Combat Evolved .............................................................................................................. 88
3.15.1.1 Standard health bar with regeneration elements ............................................................... 88
3.15.2 Super Mario 64 ....................................................................................................................... 88
3.15.2.1 Health pie ............................................................................................................................. 88
3.15.3 Bioshock .................................................................................................................................. 89
3.15.3.1 Health packs......................................................................................................................... 89
3.16 Physics Based Puzzles ................................................................................................................ 90
3.16.1 Portal....................................................................................................................................... 90
3.16.1.1 Puzzle gameplay using a single mechanic............................................................................ 90
3.16.2 Trash Panic .............................................................................................................................. 91
3.16.2.1 Traditional puzzle game + physics ....................................................................................... 91
3.16.3 Red Faction Guerrilla .............................................................................................................. 92
3.16.3.1 Open worlds taking physics to the extreme ........................................................................ 92
3.17 Quest Systems............................................................................................................................ 93
3.17.1 Fallout 3 .................................................................................................................................. 93
3.17.1.1 Quest Overview ................................................................................................................... 93
3.17.1.2 Quest Length ........................................................................................................................ 93
3.17.1.3 Moral Choices ...................................................................................................................... 93
3.17.1.4 Quest Updates ..................................................................................................................... 93
3.17.1.5 Quest Completion Rewards ................................................................................................. 93
3.17.1.6 Why Fallout 3 has a good quest system .............................................................................. 93
3.17.2 Fallout 3 Quest Example - Tenpenny Tower ........................................................................... 93
3.17.2.1 Quest Overview ................................................................................................................... 93
3.17.2.2 Quest Givers......................................................................................................................... 94
3.17.2.3 Quest Completion Options .................................................................................................. 94
3.17.2.4 Rewards ............................................................................................................................... 94
3.17.3 Mass Effect.............................................................................................................................. 94
3.17.3.1 Quest Overview ................................................................................................................... 94
3.17.3.2 Quest Length ........................................................................................................................ 94

Rocket Powered Hippo | Version Log 6


3.17.3.3 Moral Choices ...................................................................................................................... 94
3.17.3.4 Quest Updates ..................................................................................................................... 94
3.17.3.5 Quest Completion ................................................................................................................ 95
3.17.3.6 Why look at Mass Effect? .................................................................................................... 95
3.17.4 Mass Effect Quest Example – Presidium Prophet .................................................................. 95
3.17.4.1 Quest Overview ................................................................................................................... 95
3.17.4.2 Quest Givers......................................................................................................................... 95
3.17.4.3 Quest Completion Options .................................................................................................. 95
3.17.4.4 Rewards ............................................................................................................................... 95
3.17.5 World of Warcraft ................................................................................................................... 96
3.17.5.1 Quest Overview ................................................................................................................... 96
3.17.5.2 Quest Length ........................................................................................................................ 96
3.17.5.3 Quest Updates ..................................................................................................................... 96
3.17.5.4 Quest Completion ................................................................................................................ 96
3.17.6 World of Warcraft Quest Example – The Killing Fields ........................................................... 96
3.17.6.1 Quest Overview ................................................................................................................... 96
3.17.6.2 Quest Givers......................................................................................................................... 97
3.17.6.3 Quest Completion Options .................................................................................................. 97
3.17.6.4 Rewards ............................................................................................................................... 97
3.18 Real World Traps ........................................................................................................................ 98
3.18.1 Deadfall ................................................................................................................................... 98
3.18.2 Apache Foot Hold Trap ........................................................................................................... 99
3.18.3 Paiute Deadfall Trap.............................................................................................................. 100
3.18.4 Bird Snare .............................................................................................................................. 101
3.18.5 Trapping Pit ........................................................................................................................... 102
3.19 Camera Systems / Aiming ........................................................................................................ 103
3.19.1 Resident Evil 4 ....................................................................................................................... 103
3.19.2 (OSS) Over-the-Shoulder Shot .............................................................................................. 103
3.19.3 The Elder Scrolls IV: Oblivion / Fallout 3 ............................................................................... 104
3.19.3.1 First Person ........................................................................................................................ 104
3.19.4 Gears of War 2 ...................................................................................................................... 104
3.19.4.1 Aiming with visual Indicators ............................................................................................. 104
3.19.5 Uncharted: Drakes Fortune .................................................................................................. 105
3.19.5.1 Switching positionduring Aiming ....................................................................................... 105
3.19.6 Resident Evil 5 ....................................................................................................................... 105
3.19.6.1 Tight Third Person Aiming.................................................................................................. 105
3.19.7 Tomb Raider Underworld ..................................................................................................... 106
3.19.7.1 Adrenaline Headshot (One Shot Kill) ................................................................................. 106
3.20 Conversation Systems .............................................................................................................. 107
3.20.1 Mass Effect............................................................................................................................ 107
3.20.1.1 Interactivity ........................................................................................................................ 107
3.20.1.2 Dialogue Wheel .................................................................................................................. 107
3.20.2 Fallout 3 ................................................................................................................................ 107
3.20.2.1 Choosing a Path ................................................................................................................. 107
3.20.3 Shenmue ............................................................................................................................... 108
3.20.3.1 FREE ................................................................................................................................... 108
3.21 Hint Systems ............................................................................................................................ 109
3.21.1 The Legend of Zelda: Ocarina of Time .................................................................................. 109
3.21.1.1 Navi .................................................................................................................................... 109
3.21.2 Tomb Raider Legend ............................................................................................................. 109
3.21.2.1 Lara Journal ........................................................................................................................ 109

Rocket Powered Hippo | Version Log 7


3.21.3 Bioshock ................................................................................................................................ 109
3.21.3.1 Audio Devices..................................................................................................................... 109
3.21.3.2 Text Help ............................................................................................................................ 110
3.21.4 Uncharted: Drakes Fortune .................................................................................................. 110
3.21.4.1 Sir Francis Drakes Diary...................................................................................................... 110
3.22 Ammunition counters .............................................................................................................. 111
3.22.1 Gears of War 2 ...................................................................................................................... 111
3.22.1.1 Visual Representation ........................................................................................................ 111
3.22.2 King Kong .............................................................................................................................. 111
3.22.2.1 No HUD to Display Ammunition ........................................................................................ 111
3.22.3 Mirrors Edge ......................................................................................................................... 112
3.22.3.1 No indication of how much ammunition remains ............................................................. 112
3.23 Binocular Research .................................................................................................................. 113
3.23.1 Far Cry 2 ................................................................................................................................ 113
3.23.1.1 Tagging Enemies and Locations ......................................................................................... 113
3.23.2 Tomb Raider Legend ............................................................................................................. 113
3.23.2.1 Environmental Analysis...................................................................................................... 113
3.23.3 Warhawk ............................................................................................................................... 113
3.23.3.1 Binoculars and Weapon Combination ............................................................................... 113
3.24 Enemy Types ............................................................................................................................ 114
3.24.1 Fallout 3 ................................................................................................................................ 114
3.24.1.1 Wasteland Creatures ......................................................................................................... 114
3.24.1.2 Wasteland Enemies ........................................................................................................... 114
3.24.2 Tomb Raider Underworld ..................................................................................................... 114
3.24.2.1 Wild Animals ...................................................................................................................... 114
3.24.3 Halo 3 .................................................................................................................................... 115
3.24.3.1 Grunts ................................................................................................................................ 115
3.24.3.2 Buggers .............................................................................................................................. 115
3.24.3.3 Brutes ................................................................................................................................. 115
3.24.4 Uncharted 2: Among Thieves ............................................................................................... 115
3.24.4.1 Basic Soldiers ..................................................................................................................... 116
3.24.4.2 Armoured Soldiers ............................................................................................................. 116
3.25 Economy .................................................................................................................................. 117
3.25.1 Fallout 3 ................................................................................................................................ 117
3.25.1.1 Caps .................................................................................................................................... 117
3.25.2 The Legend of Zelda: Twilight Princess ................................................................................. 117
3.25.2.1 Rupees ............................................................................................................................... 117
4 Synthesis............................................................................................................................ 118
4.1 Synthesis – Action / Adventure Games...................................................................................... 118
4.1.1 Synthesis 1 – More action based gameplay............................................................................ 118
4.2 Synthesis – Hub Worlds ............................................................................................................. 118
4.2.1 Synthesis 1 –Whole Island Jumping Island ............................................................................. 118
4.2.2 Synthesis 2 – Giant Chain........................................................................................................ 118
4.2.3 Synthesis 3 – Spot Jump.......................................................................................................... 118
4.3 Synthesis – Fake Open Worlds ................................................................................................... 118
4.3.1 Synthesis 1 – Paths.................................................................................................................. 118
4.3.2 Synthesis 2 – Environmental Paths ......................................................................................... 118
4.4 Synthesis – Getting On and offa floating island ......................................................................... 119
4.4.1 Synthesis 1 – BASE Jump ......................................................................................................... 119
4.4.2 Synthesis2 – Zip Line ............................................................................................................... 119
4.4.3 Synthesis3–BASE Jump 2 ........................................................................................................ 119

Rocket Powered Hippo | Version Log 8


4.4.4 Synthesis4 – Teleporters ......................................................................................................... 119
4.5 Synthesis – Maps and Compasses ............................................................................................. 119
4.5.1 Synthesis1 - 1st Person Over-the-Shoulder Map ..................................................................... 119
4.5.2 Synthesis2 – Compass ............................................................................................................. 119
4.5.3 Synthesis 3 – Compass / Map Hybrid ..................................................................................... 120
4.6 Synthesis – Inventory Systems................................................................................................... 120
4.6.1 Synthesis1 – Classic Inventory ................................................................................................ 120
4.6.2 Synthesis 2 – Classic In-Game Inventory ................................................................................ 120
4.6.3 Synthesis 3 – Streamlined Inventory ...................................................................................... 120
4.6.4 Synthesis 4 – Auto Combining Inventory ................................................................................ 120
4.7 Synthesis – Weapon Select ........................................................................................................ 121
4.7.1 Synthesis 1 – Pop-Up Weapon Select ..................................................................................... 121
4.7.2 Synthesis 2 – D-Pad Weapon Selection .................................................................................. 121
4.7.3 Synthesis 3 – In-Game Weapon Selection .............................................................................. 121
4.7.4 Synthesis 4 – Mouse Wheel Selection .................................................................................... 121
4.8 Synthesis – Weapons ................................................................................................................. 121
4.8.1 Synthesis 1 – Classic Weapons................................................................................................ 121
4.8.2 Synthesis 2 – Survival Weapons.............................................................................................. 121
4.8.3 Synthesis 3 – Weapon Upgrades 1 ......................................................................................... 122
4.8.4 Synthesis 4 – Weapon Upgrades 2 ......................................................................................... 122
4.8.5 Synthesis 5 – Revised Weapons .............................................................................................. 122
4.8.6 Synthesis 6 - Final Weapons ................................................................................................... 124
4.9 Synthesis – Real-Time Item Selection ........................................................................................ 124
4.9.1 Synthesis 1 – Pop-Up Inventory Selection .............................................................................. 124
4.9.2 Synthesis 2 - Real-Time Scrolling Item Selection .................................................................... 125
4.9.3 Synthesis 3 – Context Dependant Items ................................................................................. 125
4.10 Synthesis – Companion Characters.......................................................................................... 125
4.10.1 Synthesis 1 – Companion Bird .............................................................................................. 125
4.11 Synthesis –Dehydration / energy meter .................................................................................. 125
4.11.1 Synthesis 1 – Classic Shield ................................................................................................... 125
4.11.2 Synthesis 2 – Damage Divider ............................................................................................... 125
4.11.3 Synthesis 3 – Shield Glow ..................................................................................................... 125
4.12 Synthesis - Gravity Gameplay .................................................................................................. 126
4.12.1 Synthesis 1 –Island Gravity Navigation ................................................................................. 126
4.12.2 Synthesis 2 – Gravity Puzzles ................................................................................................ 126
4.12.2.1 Gravity Fishing ................................................................................................................... 126
4.12.2.2 Platforming ........................................................................................................................ 126
4.12.2.3 Mined the Explosives ......................................................................................................... 126
4.13 Synthesis - Health Bar .............................................................................................................. 126
4.13.1 Synthesis 1 – Classic Health Bar ............................................................................................ 126
4.13.2 Synthesis 2 – Health Overlay ................................................................................................ 127
4.13.3 Synthesis 3 –Health Backup .................................................................................................. 127
4.14 Synthesis – Quest Systems....................................................................................................... 127
4.14.1 Synthesis 1 - NPC Activation ................................................................................................. 127
4.14.1.1 Quest Screen ...................................................................................................................... 127
4.15 Synthesis – Traps...................................................................................................................... 127
4.15.1 Synthesis 2 – Traps in the Ruins of Nyzal .............................................................................. 128
4.16 Synthesis – Camera Systems .................................................................................................... 128
4.16.1 Synthesis 1 – Over the Shoulder ........................................................................................... 128
4.16.2 Synthesis 2 – 3rd to First Person Aiming ................................................................................ 128
4.16.3 Synthesis 3 – Tight 3rd Person Camera.................................................................................. 128

Rocket Powered Hippo | Version Log 9


4.17 Synthesis – Conversation Mechanics ....................................................................................... 129
4.17.1 Synthesis 1 – Narrative Driven .............................................................................................. 129
4.17.2 Synthesis 2 - Multiple Choice Conversations ........................................................................ 129
4.18 Synthesis – In-Game Hints / Help ............................................................................................ 129
4.18.1 Synthesis 1 – Text Box........................................................................................................... 129
4.18.2 Synthesis 2 – Audio Help....................................................................................................... 129
4.18.3 Synthesis 1 – NPC Pet ........................................................................................................... 129
4.18.4 Synthesis 2 – On-Screen Hints .............................................................................................. 129
4.18.5 Synthesis 3 – Audio Help....................................................................................................... 130
4.19 Synthesis – Ammunition Counter ............................................................................................ 130
4.19.1 Synthesis - Classic Ammunition Counter .............................................................................. 130
4.19.2 Synthesis 2 – Ammunition Counter Overlay ......................................................................... 130
4.19.3 Synthesis 3 – Refined Counter .............................................................................................. 130
4.20 Synthesis – Binoculars.............................................................................................................. 130
4.20.1 Synthesis 1 – Binocular tagging ............................................................................................ 130
4.20.2 Synthesis 2 – Tech Detection Binoculars .............................................................................. 131
4.21 Synthesis – Enemies ................................................................................................................. 131
4.21.1.1 Synthesis 1 – Enemy Types ................................................................................................ 131
4.21.1.2 Synthesis 2 – 4 Enemy Types + 1 Boss ............................................................................... 131
5 Refinement ........................................................................................................................ 132
5.1 IslandWorld Refinement ............................................................................................................ 132
5.1.1 Whole Island Jumping Refinement ......................................................................................... 132
5.1.2 Chain Island Refinement ......................................................................................................... 132
5.2 Fake Open World Refinement ................................................................................................... 132
5.2.1 Paths ....................................................................................................................................... 132
5.3 Getting on and off a floating island ........................................................................................... 132
5.3.1 BASE Jump Refinement ........................................................................................................... 132
5.3.2 Zip Line Refinement ................................................................................................................ 132
5.3.3 Sky Dive 2 Refinement ............................................................................................................ 133
5.4 Map and Compass Refinement .................................................................................................. 133
5.4.1 3rd Person Over-the-Shoulder Map Refinement ..................................................................... 133
5.4.2 Compass Refinement .............................................................................................................. 133
5.5 Inventory Refinement ................................................................................................................ 133
5.5.1 Classic Inventory ..................................................................................................................... 133
5.5.2 In-Game Inventory Refinement .............................................................................................. 133
5.5.3 Streamlined Inventory Refinement ........................................................................................ 133
5.6 Weapon Selection Refinement .................................................................................................. 133
5.6.1 Pop-Up Weapon Select Refinement ....................................................................................... 134
5.6.2 D-Pad Weapon Selection Refinement .................................................................................... 134
5.6.3 In-Game Selection Refinement ............................................................................................... 134
5.7 Weapon Refinement .................................................................................................................. 134
5.7.1 Classic Weapon Refinement ................................................................................................... 134
5.7.2 Survival Weapon Refinement ................................................................................................. 134
5.7.3 First Weapons Refinement ..................................................................................................... 134
5.8 Real-Time Item Selection Refinement ....................................................................................... 134
5.8.1 Pop-Up Inventory Selection Refinement ................................................................................ 134
5.8.2 Real-Time Scrolling Item Refinement ..................................................................................... 135
5.9 Companion Character Refinement ............................................................................................ 135
5.9.1 Companion Bird Refinement .................................................................................................. 135
5.10 Shield Refinement .................................................................................................................... 135
5.10.1 Classic Shield Refinement ..................................................................................................... 135

Rocket Powered Hippo | Version Log 10


5.10.2 Damage Divider Refinement ................................................................................................. 135
5.11 Gravity Refinement .................................................................................................................. 135
5.11.1 Island Gravity navigation ...................................................................................................... 135
5.12 Health Refinement ................................................................................................................... 135
5.12.1 Classic Health Bar Refinement .............................................................................................. 135
5.13 Traps Refinement..................................................................................................................... 136
5.13.1 Traps 1 Refinement ............................................................................................................... 136
5.13.2 Ruins of Nyzal Traps Refinement .......................................................................................... 136
5.14 Camera / Aiming Refinement .................................................................................................. 136
5.14.1 Over the Shoulder Refinement ............................................................................................. 136
5.14.2 3rd to 1st Person Perspective Aiming Refinement ................................................................ 136
5.15 Conversation Refinement ........................................................................................................ 136
5.15.1 Narrative Driven Conversations Refinement ........................................................................ 136
5.16 In-Game Hints / Help Refinement............................................................................................ 136
5.16.1 Text Box Refinement............................................................................................................. 136
5.16.2 NPC Pet Refinement ............................................................................................................. 137
5.16.3 On-Screen Hint Refinement .................................................................................................. 137
5.17 Ammunition Counter Refinement ........................................................................................... 137
5.17.1 Classic Ammunition Counter Refinement ............................................................................. 137
5.17.2 Overlay Refinement .............................................................................................................. 137
5.18 Binocular Refinement .............................................................................................................. 137
5.18.1 Binocular Tagging Refinement .............................................................................................. 137
5.18.2 Tech Binocular Refinement................................................................................................... 137
5.19 Enemy Refinement................................................................................................................... 137
5.19.1 Enemy type refinement ........................................................................................................ 137
6 Appendix ........................................................................................................................... 138
6.1 Fig lists for images...................................................................................................................... 138
6.1.1 Box art ..................................................................................................................................... 138
6.1.2 Other images........................................................................................................................... 139
6.2 Mindmaps .................................................................................................................................. 142
6.2.1 Implementation – Stage One .................................................................................................. 142
6.2.2 Implementation – Stage 2....................................................................................................... 143
6.2.3 Design – Stage One ................................................................................................................. 144
6.2.4 Design- Stage Two................................................................................................................... 144

Rocket Powered Hippo | Version Log 11


1 Version Log
Version Date Modified Description of Author(s) Verified Distributed
Number Changes to Team?
th
1.0 30 June 2009 Problems added Louie Mitchell Yes Via Dropbox
Adventure games.
Puzzle games. Christopher Begley
Action / adventure
games.
Island worlds.

Research added
Adventure games.
Puzzle games.
Action / adventure
games.
Island worlds.

Synthesis added
Action / adventure
games.
Puzzle games.
Island world.

Refinement added
Island world.
(Whole island
jumping).
(Chain island).

Version notes
N/ A.

th
1.1 16 July 2009 Problems added Louie Mitchell Yes Via Dropbox
Fake open worlds.
Getting on and off Christopher Begley
the island.
Maps and compass.
Inventory systems.

Research added
Fake open worlds.
Getting on and off
the island.
Maps and compass.
Inventory systems.

Synthesis added
Fake open worlds.
(Paths).
(Environmental
paths).
Getting on and off
the island.
(Freefall /
parachute).
(Zip line).

Rocket Powered Hippo | Version Log 12


(Sky dive).
(Teleporters).
Maps and
compasses.
(First person over-
the-shoulder shot).
(Compass).
(Compass hybrid).
Inventory.
(Classic).
(Classic in-game).
(Streamlined).

Version notes
N/ A.

th
1.2 29 July 2009 Problems added Louie Mitchell Yes Via Dropbox
Weapons.
Weapon selection. Christopher Begley
Real time item
usage.
Companion
characters.

Research added
Weapons.
Weapon selection.
Real time item
usage.
Companion
characters.

Synthesis added
Weapons.
(Classic game
weapons).
(Survival weapons).
(Weapon
upgrades).
(Weapon revisions).
Weapon selection.
(Pop up weapon
select).
(D pad selection).
(In game selection).
Real time item
usage.
(Pop up inventory
system).
(Real time
scrolling).

Companion
characters.
(Companion bird).

Refinement added
Weapons.
(Classic game
weapons).
(Survival weapons).
Weapon select.

Rocket Powered Hippo | Version Log 13


(Pop up + D pad).
Real time item
usage.
(Pop up inventory
system).
Companion
characters.
(Companion bird).

Version notes
N/ A.

th
1.3 14 August 2009 Problems added Louie Mitchell Yes Via Dropbox
Dehydration /
Energy meters. Christopher Begley
Gravity gameplay.
Health.
Physics based
puzzles.

Research added
Dehydration /
Energy meters.
Gravity gameplay.
Health.
Physics based
puzzles.

Synthesis added
Dehydration /
Energy meters.
(Classic shield).
(Damage divider).
(Shield glow).
Gravity gameplay.
(Island gravity).
(Gravity puzzles).
(Gravity fishing).
(Platforming).
(Explosive mines).
Health.
(Classic health).
(Health overlay).

Refinement added
Energy meters.
(Damage divider).
(Classic shield).
Gravity gameplay.
(Island gravity
navigation).

Version notes
N/ A.

th
1.4 30 August 2009 Problems added Louie Mitchell Yes Via Dropbox
Quest systems.
Real world traps. Christopher Begley
Camera systems /
aiming.
Conversation

Rocket Powered Hippo | Version Log 14


systems.

Research added
Quest systems.
Real world traps.
Camera systems /
aiming.
Conversation
systems.

Synthesis added
Quest systems.
(NPC activation).
(Quest screen).
Traps.
(Diagram).
Camera system.
(Over the shoulder).
(Third to first
person aiming).
(Tight third person
aiming).
Conversation
systems.
(Narrative driven).
(Multiple choice).

Refinement added
Camera systems /
aiming.
rd
(3 to first person
perspective
aiming).
(Over the shoulder).
Conversation
systems.
(Narrative driven).

Version notes
N/ A.

th
1.5 16 Sept 2009 Problems added Louie Mitchell Yes Via Dropbox
Hint system.
Ammunition Christopher Begley
counters.
Binoculars.

Research added
Hint system.
Ammunition
counters.
Binoculars.

Synthesis added
Hint system.
(Text box).
(On screen hints).
(Audio help).
Ammunition
counters.
(Classic
ammunition

Rocket Powered Hippo | Version Log 15


counter)
Binoculars.
(Item / enemy
tagging)
(Technology
detection).

Refinement added
Hint system.
(Text box).
(NPC pet).
(On screen hint
refinement).
Ammunition
counters.
(Classic
ammunition
counter).
Binoculars.
(Item / enemy
tagging).

Version notes
N/ A.

th
1.6 27 Sept 2009 Problems added Louie Mitchell Yes Via Dropbox
Enemies.
Economy. Christopher Begley
Survival in arid
climates.

Research added
Enemies.
Economy.

Version notes
N/ A.

1.6.1 9 Oct 2009 Version notes Christopher Begley Yes Via Dropbox
Edited sections to
conform to correct
font sizes, line
spacing and style
indentations.
Added all game
boxart.

Important
Game information
will only be
displayed once for
each game used.

1.70 22 Oct 2009 Research added Christopher Begley Yes Via Dropbox
Enemy types.

Images added
Began to add
images with Figure

Rocket Powered Hippo | Version Log 16


numbering.

1.8 26 Oct 2009 Refinement added Louie Mitchell Yes Via Dropbox

1.8.1 31 Oct 2009 Images added Christopher Begley Yes Via Dropbox
Began to add
images with Figure
numbering.

Version notes
Fixed an issue with
Figures on all
images.

1.9 29Nov 2009 Refinement added Christopher Begley Yes Via Dropbox
Went through
entire document
fixing issues with
grammar. Added
additional images if
required and
formatted existing
images. Refined
several research
sections to remove
information not
vital to the reason
behind researching
a particular area.
Added all image Fig
sources to
Appendix.

2.0 9 Dec 2009 Version notes Christopher Begley Yes Via Dropbox
Final hyperlinks for
problem, research,
synthesis and
refinement added.

Refinement added
Final checks for
grammar issues.

Rocket Powered Hippo | Version Log 17


2 Problems
2.1 Adventure Games
What is an adventure game?

See page 21 for adventure game research or click here

2.2 Puzzle Games


What is a puzzle game?

See page 32 for puzzle game research or click here

2.3 Action / Adventure Games


What is an action game?

See page 39 for action game research or click here

2.4 Hub Worlds


How do island world’s work in video games?

See page 44 for hubworld’s research or click here

2.5 Fake Open Worlds


“How are fake open worlds structured and what are their advantages?

See page 49 for fake open world research or click here

2.6 Getting on and off a Floating Island


How is the player going to get on and off a floating island?

See page 53 for getting on and off a floating island research or click here

2.7 Maps and Compasses


How is a map going to be incorporated into the game?

See page 57 for maps / compasses research or click here

2.8 Inventory Systems


How is the player going to access their weapons?

See page 59 for inventory systems research or click here

2.9 Weapon Select


How are players going to switch between weapons?

Rocket Powered Hippo | Problems 18


See page 63 for weapon select research or click here

2.10 Weapons
What weapons are the players going to have access to?

See page 65 for weapons research or click here

2.11 Real Time Item Usage


Could a real-time item selection be implemented so the player is kept in the game?

See page 76 for real time item usage research or click here

2.12 Companion Characters


How is the companion character going to work with the player and what roles will they play in
the game world.

See page 78 for Companion characters research or click here

2.13 Dehydration / Energy Meters


How is a dehydration meter going to affect gameplay? Is it going to act as a countdown timer
or a shield?

See page 82 for dehydration meter research or click here

2.14 Gravity Gameplay


How does gravity work in other games and how can it be implemented into the gameplay?

See page 84 for gravity research or click here

2.15 Health Systems


Is the game going to have regenerating or non-regenerating health? How is the player going to
know their health statistics?

See page 88 for health research or click here

2.16 Physics Based Puzzles


How the physics are puzzles going to work? What types of physics puzzles are already
available?

See page 90 for physics based puzzle research or click here

2.17 Quest Systems


How are the players going to start quests? What are some typical quests? How is the player
going to be able to manage multiple quests?

See page 93 for quest systems research or click here

Rocket Powered Hippo | Problems 19


2.18 Real World Traps
What traps can be found in the real world that can be implemented into the game world.

See page 98 for real world traps research or click here

2.19 Camera Systems / Aiming


Is the game going to be in 1st or 3rd person? Is the camera going to change when aiming?

See page 103 for camera systems / aiming research or click here

2.20 Conversation Systems


Are the players going to be able to interact with the NPC’s? Will players have the option of
steering the conversation?

See page 107 for conversation systems research or click here

2.21 Hint Systems


How are the players going to receive hints?

See page 109 for Hint systems research or click here

2.22 Ammunition Counters


How is the player going to keep track of their ammunition?

See page 111 for ammunition counters research or click here

2.23 Binoculars
Can the player use binoculars to scope out areas, tag enemies, find tech through walls and use
as a map?

See page 113 for binoculars research or click here

2.24 Enemy Types


What types of enemies will the player encounter?

See page Error! Bookmark not defined. for enemy types research or click here

2.25 Economy
Does the world have an economy and how does it work?

See page 117 for economy research or click here

Rocket Powered Hippo | Problems 20


3 Research
3.1 Why Research the adventure genre?
Researching Adventure games will give crucial insights into what mechanics and conventions
define the genre. A game has to fit in a genre to attract a particular kind of gamer; a First
Person Shooter enthusiast will probably not enjoy a detailed management simulation bolted
onto their game.

3.1.1 What is an adventure game?


“Adventure games are about stories, exploring worlds and solving puzzles.” “Adventure
games focus on puzzle solving within a narrative framework. There are generally few or
no action elements.” “Adventure games are not: role-playing games that involve action,
team-building and point’s management; 3D action/adventure games such as Tomb
Raider; side-scroller action games such as Mario or Rayman; puzzle games like
Pandora’s Box or Tetris.”

Source: http://www.adventuregamers.com/article/id,149

Figure 1 - Level 5’s Professor Layton series has popularised the adventure genre for a
modern audience on Nintendo DS.

3.1.2 Narrative in adventure games


“In adventure games, the story line is essential. The narrative is predetermined and
unfolds one step at a time. The stories range in scope, tone and setting as much as
movies and novels do. For instance, in Gabriel Knight you are attempting to solve a
voodoo murder mystery in New Orleans, whereas The Secret of Monkey Island tells the
comedy tale of the oddly named pirate wannabe Guybrush Threepwood and his quest
to defeat the Evil Ghost Pirate LeChuck. It’s hard to give any indication of what to
expect, though adventure games are known for their original stories.”

Rocket Powered Hippo | Research 21


3.1.3 Types of puzzle in adventure games

3.1.3.1 Inventory puzzles


“Accumulating an inventory of items that are then used to solve puzzles. In the
first scene of the pirate adventure The Curse of Monkey Island, you have to
attach a plastic hook to a ramrod in order to fetch a cutlass from the ocean.”

Figure 2 - Capcom’s Zack and Wiki: Quest for Barbaros’ Treasure requires the
player to often combine two items to complete a puzzle. Combining two items
that seem incompatible often ends in a solution.

3.1.3.2 Dialogue Based Puzzles


“Interacting with computer characters to accumulate clues, directions, or to
persuade them to help your cause.”

Figure 3 - Sega AM2’s Shenmue 2 requires players to quiz NPC’s in 1980’s Hong
Kong, in an attempt to track down a murderer. The game gives players a number
of dialogue options during conversation.

Rocket Powered Hippo | Research 22


3.1.3.3 Environmental Puzzles
“Puzzles requiring you to analyze and often alter your surroundings in the game.”

Figure 4 - Naughty Dogs Uncharted 2: Among Thieves often tasks players with
completing environmental puzzles in order to progress. The player must view their
surrounding carefully to uncover solutions.

3.1.3.4 Contextual Puzzles


“These can be anything, like a game of chess or a jigsaw puzzle. This type of
puzzle usually has little or no relevance to the game’s narrative.”

Figure 5 - Nintendo’s The Legend of Zelda: The Wind Waker carries on the series
tradition of puzzle based dungeons. Puzzles within these areas have zero impact
on the games overall narrative and serve only to challenge the player.

Rocket Powered Hippo | Research 23


3.1.4 Exploration in adventure games
“Adventure games always require exploration to some degree, depending on the type
of interface. In early text parser driven adventures the player had to navigate by typing
in directions, such as “GO NORTH”. Modern point-and-click adventures provide more
intuitive ways to get around, but still ask the player to hover the mouse over the screen
to find ‘hot spots’ (objects that can be looked at or manipulated). Adventures with 3D
graphics such as Tex Murphy: Under a Killing Moon and Gabriel Knight 3 usually demand
the highest amount of exploration, as players will often have to walk around objects to
find hotspots.”

Figure 6 - In LucasArts Day of the Tentacle players are given a huge mansion to explore.
Players are required to explore rooms by using a mouse to click interactive objects such
as doors.

Rocket Powered Hippo | Research 24


3.1.5 Examples of Adventure Games

3.1.5.1 Grim Fandango

Title: Grim Fandango

Genres: Graphic Adventure

Platform: PC

Developer: LucasArts

Original Publisher: LucasArts

Year Released: 1998

3.1.5.1.1 Gameplay
The player controls Manny, a travel agentwho navigates around various
locations in the Land of the Dead. The player can interact with the various
characters using a speech tree to gather information. Certain objects can
be picked up and kept in Mannys’ jacket to be used in specific situations
later in the game to advance. The games excitement comes from the
character interactions and the skill of discovering how each object is used.

Figure 7 - Grim Fandango takes the basics of earlier LucasArts games such
as Sam and Max into the 3rd dimension.

3.1.5.1.2 Setting
The world is highly detailed with Day of the Dead brightly coloured
imagery. The characters speak with a Spanish accent and there is a distinct
film noir feel to the characters. The backgrounds have been rendered in 3D
but placed as a 2D image in the game. Critical objects in the game as well
as characters are in 3D.

Rocket Powered Hippo | Research 25


3.1.5.1.3 Level Layout
The environments are quite small but make up a relatively large area
together. The player is free to roam these areas, finding objects and talking
to people until they figure out what to do and unlock the next section of
the game.

3.1.5.1.4 Camera System


The camera is fixed in each section with Mannys’ head turning in the
direction of interactive objects to help the player.

3.1.5.1.5 Help System


Objects in the environment can be inspected with Manny telling us his
thoughts. Other characters can be useful when talked to giving subtle hints
to the best approach. The static camera can highlight useful objects. When
the player tries to use and item from the inventory in the wrong place,
Manny gives a little witty remark which can sometime lead to clues.

3.1.5.2 Broken Sword: The Shadow of the Templars

Title: Broken Sword: The Shadow of the Templars

Genres:Point and Click Adventure

Platform: PC / Playstation

Developer: Revolution Software

Original Publisher: Virgin Interactive

Year Released: 1996

3.1.5.2.1 Gameplay
The gameplay is similar to that of Grim Fandango. The character navigates
connected environments collecting objects and talking to NPC’s to advance
the story. Objects can be stored and combined in the inventory unlike in
Grim Fandango. These can be used in later specific situations. Clicking on
objects in the environment with the mouse pointer controls the avatar.

3.1.5.2.2 Setting
The game world is vivid and hand drawn. All environments and characters
are 2D. Locations are taken from different places all around the world.

3.1.5.2.3 Level Layout


Levels are laid out in much the same way as Grim Fandango. Each area can
be navigated and leads onto another small area. The player is restricted to
these small areas until they can figure out what objects / interactions can
be used to aid progression.

Rocket Powered Hippo | Research 26


Figure 8 - Broken Sword takes players on a globetrotting adventure of
mystery and intrigue.

3.1.5.2.4 Help System


If the player becomes stuck, items in the inventory can be clicked on and
the avatar will read a short description. Objects in the game world can be
examined and George will sometimes give a little clue to what needs to be
done. Other clues can come from the NPC’s through the text chat. Camera
angles can also direct the players’ attention to certain areas of interest
with the help of the mouse pointer.

3.1.5.3 Shenmue

Title: Shenmue

Genres: Adventure

Platform: Dreamcast

Developer: AM2

Original Publisher: Sega

Year Released: 1999

3.1.5.3.1 Gameplay
In Shenmue, the main gameplay style follows the adventure game style to
the letter; exploring the world speaking to people, solving puzzles and
obtaining items. However, Shenmue also pioneered the Quick time event
(commonly known as QTE), which came to play during a few action
sequences. There are plenty of distractions from the main narrative
including old 1980’s Sega arcade titles such as Space harrier and Hang On.

3.1.5.3.2 Setting
Shenmue takes place in Yokosuka, Japan during the 1980’s. Every aspect of
the environment tells a story of a world that has existed before the player
picked up the controller. Once the player beings their story the world
comes alive, players are often treated to small touches such as a drunken
Father Christmas walking down a main high street in on Christmas Eve.

Rocket Powered Hippo | Research 27


Figure 9 - Attention to detail is everything in Shenmue’s world. Being able
to buy a cola from a vending machine has zero point in the game however it
adds to the realism of the adventure.

3.1.5.3.3 Narrative
From the opening cut scene Shenmue places a heavy emphasis on the
narrative. Within the first five minutes the main characters father is killed
by a mysterious figure. This trigger event leads players on a story of love,
family and ultimately revenge. Shenmue takes theage-old story of revenge
and places it in the contemporary setting of 1980’s Japan.

3.1.5.4 Professor Layton and Pandora’s Box

Title: Professor Layton and Pandora’s Box

Genres: Adventure / Puzzle

Platform: Nintendo DS

Developer: Level 5

Original Publisher: Nintendo

Year Released: 2009

3.1.5.4.1 Gameplay
Players guide two characters, Professor Layton and his assistant Luke
through several mysteries in one large story spanning several locations.
The player is tasked with completing puzzles each with their own value for
the player to collect known as “picarats”. The higher the picarats value
given to a puzzle equals the puzzles difficulty. The games puzzles include
brainteasers and logic puzzles as well as other puzzle types. Players can
submit their solution to a puzzle and see if their answer is correct. An
incorrect answer to a puzzle means the amount of picarats the player will
gain lowers.

Rocket Powered Hippo | Research 28


Figure 10 - Professor Layton presents a puzzle series with heart as players
explore the games they become involved with the characters personalities.

3.1.5.4.2 Setting
Pandora’s Box takes players first to London and then on the Molentary
Express, a train both Professor Layton and Luke board. The Express is used
as a base for the player; however the train visits several locations such as
Dropstone, a town celebrating its 50th anniversary.

3.1.5.4.3 Help system


Players can use hint coins to buy clues to a puzzles solution. There are the
hints available to the player on each puzzle. Each hint gives a more detailed
clue than the last when purchased. 10 hint coins are automatically given to
the player at the start of their adventure.

3.1.5.4.4 Downloadable puzzles


Using Nintendo Wi-Fi connection players can download new puzzles weekly
to their game. These puzzles are already stored in the game; however
require a Wi-Fi connection to unlock one weekly.

3.1.5.5 Zack and Wiki: Quest for Barbaros’ Treasure

Title: Zack and Wiki: Quest for Barbaros’ Treasure

Genres: Point and Click Adventure

Platform: Wii

Developer: Capcom

Original Publisher: Capcom

Year Released: 2007

Rocket Powered Hippo | Research 29


3.1.5.5.1 Gameplay
Zack and Wiki uses a unique control scheme for its point and click
adventure. The puzzles are mostly context based using the Wii remote to
mimic real life actions, like moving bricks, sawing trees etc. The player
turns the enemies into useful objects that can be stored and used in the
right situation to advance the story and receive the treasure.

Figure 11 - Zack and Wiki must work together to solve each puzzle. Zack
can ring Wiki like a bell to transform enemies in items.

3.1.5.5.2 Setting
Zack and Wiki take places place on a tropical island. The island features
volcanic caverns, ancient ruin and hidden temples among other areas. The
setting moves to the pirate cliché known as Treasure Island during the plot.

3.1.5.5.3 Narrative
Zack and Wiki want to become pirates. They crash land on an island where
they find the golden skull of Barbaros. Barbaros asks Zack and Wiki to find
the missing parts of his body scattered around the world in exchange for
directions to his Legendary Ship full of treasure.

3.1.5.6 Fahrenheit

Title: Fahrenheit

Genres: Adventure

Platform: PC / Xbox / Playstation 2

Developer: Quantic Dream

Original Publisher: Atari

Year Released: 2005

3.1.5.6.1 Gameplay
Fahrenheit’s gameplay is a blend of cinema and video games. Players
control characters actions as they navigate an environment. Players are

Rocket Powered Hippo | Research 30


required to use context sensitive controls to complete large action set
pieces where the player’s choices decide any outcome.

3.1.5.6.2 Setting
Fahrenheit takes place in a modern day New York City. The game takes
players to several locations including a diner, a police station and an
apartment block.

Figure 12 - Often the player is placed into stressful situations. The player is
required to make split second choices on a regular basis.

3.1.5.6.3 Narrative
Fahrenheit centres on the story of Lucas Cane, a man who in a trance stabs
and kills a man in a diner restroom. Two Detectives are tasks with solving
the murder as Lucas becomes involved in a 2000-year prophecy. The game
has three endings; the final scene of the game dictates the players ending.

See page 32 for puzzle game research or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 31


3.2 Puzzle Game Research
Additional research into Puzzle games can inspire designers to incorporate some variation into
their puzzles.

3.2.1 What is a Puzzle Game?


“There is no strict definition, but rather a set of loose characteristics and boundaries.
Games of this genre usually involve shapes, colours, or symbols that must be arranged
or organized to form a specific pattern. Sometimes these objects are fixed, and
sometimes they fall from the sky. In some cases, you don't control objects or characters
directly but instead affect the surrounding environment. Some puzzle games rely on
quick reflexes, while others reward contemplation. What they all have in common is
their emphasis on strategy and thought rather than random action.”

Source: http://uk.gamespot.com/features/vgs/universal/puzzle_hs/

“Puzzle video games are a genre of video games that emphasize puzzle solving. The
types of puzzles can test many problem solving skills including logic, strategy, pattern
recognition, sequence solving, and word completion.”

Source: http://en.wikipedia.org/wiki/Computer_puzzle_game

Figure 13 - Tetris is the iconic representation of a puzzle game. The game has been
release on dozens of games consoles and helped launch Nintendo’s Game Boy in 1989.

Rocket Powered Hippo | Research 32


3.2.2 Types of Puzzle Game
There are various types of puzzle game, each requiring a different set of mental skills to
complete.

3.2.2.1 Character Control


“Character control games come in two varieties: multiple and single character.
Multiple character control games such as Lemmings,King Arthur's World have a
host of rather mindless creatures that the player must save or otherwise use to
reach an exit within the stage. The single character varieties of these games such
as Deadly Rooms of Death have just one indirectly controlled character the player
must save. Another example of this sub-genre is The Lost Vikings.”

Figure 14 - Lemmings has a simple gameplay goal “get the Lemmings to the exit”
however the player path to the exit defines the game beyond simplicity.

3.2.2.2 Construction
“Construction puzzle games have the player create a picture or other object by
completing certain puzzles. Sometimes the object is pre-defined, sometimes it
isn't. Picross games, a type of puzzle popular in Japan, are a good example of this,
as is Bridge Builder and Chain Reaction.”

Figure 15 - In Mario’s Picross 2 players must mark boxes in a window to reveal a


picture.

Rocket Powered Hippo | Research 33


3.2.2.3 Hidden Object
“This simple puzzle game is best exemplified in the Windows game Minesweeper.
Hidden object games are just as the name implies -- something is hidden and the
player must find it by using clues and solving puzzles, earning points for successes
and penalties for misses. Battleship and Where's Waldo, the children's book
turned into a video game, are other examples.”

Figure 16 - Minesweeper has been part of the Windows OS since windows 3.1. The
game can be played on any size grid the player decides.

3.2.2.4 Maze
“Pac-Man, Bomberman and Marble Madness have more in common than being
classic games. Each is a member of the maze sub-group of puzzle games. Maze
games are often lighter on the puzzle aspects and focus on trial-and-error
exploration. And as you guessed, there's a maze with a goal hidden somewhere
inside. Players must navigate the environment and overcome puzzles and
obstacles to make it to the end.”

Figure 17 - Bomberman Live on Xbox 360 stays true to the Bomberman formula,
upto eight players navigating a maze dropping bombs to blow up each other.

Rocket Powered Hippo | Research 34


3.2.2.5 Visual Matching
“Visual matching games outnumber the rest of the puzzle games by a huge
margin. These games include Tetris,Zookeeper, Dr. Mario,Lumines, Meteos, Yoshi
and hundreds more. The sub-genre itself can be further divided into game type.
Visual matching games present a field with different coloured objects the player
must somehow match. Placing like colours or shapes together, usually in groups
of at least three, causes them to vanish. The more objects the player groups at a
time, the more points he or she gets.”

Figure 18 - Planet Puzzle League on Nintendo DS asks players to match 3 or more


similar coloured blocks. Players can create combos by stacking blocks to match
after a first lot have.

3.2.2.6 Puzzle Story Game


“Puzzle story games take the player through a scenario that involves solving
puzzles in order to proceed through the game or attain a goal. These puzzles may
be as basic as locating a lost key or performing actions in a set sequence. The
game Myst is often lauded as one of the best early graphical puzzle games; its
breakthrough graphics and otherworldly gameplay experience made it an
exemplary example.”

Figure 19 - The setting of Myst while an island is in reality one bit puzzle box.
Gameplay is led via the games puzzles, not narrative character driven events.

Rocket Powered Hippo | Research 35


3.2.3 What Makes a Good Puzzle Game?
“While video game developers have long sought the answer to this question, there are
a few quantities known to make a good puzzle game. The difficulty level of the game
should be challenging to play, but not frustrating; in order to appeal to a wide audience,
this often means the game must have variable difficulties or be self-adjusting in
response to the player's proven skills. A puzzle game should also be easy to learn so that
new players can pick it up and immediately play; certainly subtleties may need to be
learned over time but the basics should be immediately accessible. In addition, a puzzle
game must be compelling – even addictive – enough to make a player keep playing.
While many have tried to quantify and qualify what makes a game addictive, it is an
elusive quotient. However, some of the elements that play into it include how
rewarding the game payoff is, whether the pacing is enjoyable and whether the actual
gameplay mechanic is pleasant.”

Source: http://videogames.lovetoknow.com/wiki/Puzzle_Video_Games

3.2.4 Examples of Puzzle Games

3.2.4.1 Tetris (Game Boy version)

Title: Tetris

Genres: Puzzle

Platform: Game Boy

Developer: Nintendo R&D1 / Bullet-proof Software

Publisher: Nintendo

Year Released: 1989

3.2.4.1.1 Gameplay
The gameplay in Tetris is simple, various block shapes fall from the top of
the screen. The player can rotate these shapes until they reach the bottom
of the screen or come into contact with another shape. The games
objective is to create lines using the various shapes. Once a line is created it
“clears” and all the blocks in the line disappear. The games speed increases
as more and more lines are cleared.

Figure 20 - Tetris on Nintendo’s Game Boy is perhaps the recognised


version.
Rocket Powered Hippo | Research 36
3.2.4.1.2 Puzzle Games after Tetris
Critics consider the title the benchmark for puzzles games. The games
simplicity allows players of any age to engage in the challenging gameplay.
Games such as Sega’s Columns and Nintendo’s own Panel De Pon (Puzzle
League) would not exist without the foundations laid down by Tetris.

3.2.4.2 Planet Puzzle League

Title: Planet Puzzle League

Genres: Puzzle

Platform:Nintendo DS

Developer:Intelligent Systems

Publisher: Nintendo

Year Released: 2007

3.2.4.2.1 Gameplay
The basic gameplay of Planet Puzzle League is matching 3 blocks of the
same type. There are five different types of standard blocks (red, green,
blue, yellow and purple). Players can play a variety of modes including a
mode where the player has to clear blocks to solving a puzzle with only a
handful of block movements.

3.2.4.3 Mercury Meltdown revolution

Title: Mercury Meltdown Revolution

Genres: Puzzle

Platform: Wii

Developer: Ignition Banbury

Original Publisher: Ignition Entertainment

Year Released: 2007

3.2.4.3.1 Gameplay
The game has the player manipulating the environment using the Wii
remote to guide a blob of mercury to the end goal. Points are scored on
time and how much mercury makes it back safely to the goal.

3.2.4.3.2 Puzzles
The puzzles consist of hazards and state changers. If the mercury touches a
heater, it will spit more and become faster, useful for getting over moving
floors. If it goes under a cooler, it will become a solid ball able to roll along
rails and small gaps in the floor.

Colour mixing plays a big part in Mercury Meltdown Revolution. Having


your mercury change colour and sitting on the same-coloured pad can only
open certain doors. Splitting your mercury on a corner and rolling them

Rocket Powered Hippo | Research 37


under a paintshop can achieve this. If two blobs of different colour mercury
touch, they mix colours to open certain doors. Other hazards will try and
destroy or knock the players’ mercury. Levels are finished when the
mercury reaches the goal.

Figure 21 - The gameplay of mercury meltdown revolution is matched with


a unique Cel shaded graphical style.

3.2.4.3.3 Levels
The levels are themed, each with a unique style. The hazards and puzzles
are introduced slowly throughout the game as to not overwhelm the
player.

3.2.4.4 Elefunk

Title: Elefunk

Genres: Puzzle

Platform: Playstation 3

Developer: 8 Bit Games / Big Head Games

Original Publisher: Sony Computer Entertainment

Year Released: 2007

3.2.4.4.1 Gameplay
The idea of the game is to build a bridge out of set pieces of girder and
steel and have elephants to walk over the construction safely.

3.2.4.4.2 Puzzles
The puzzles comes from the limited amount of building equipment the
player is allowed to use, the strength of the materials and their ability to
build structurally secure bridges. The environments provide some
challenge, as they need to be taken into consideration before the player
starts to build.

See page 39 for action / adventure games research or click here

See page 18 for additional problems or click here


Rocket Powered Hippo | Research 38
3.3 Action / Adventure Games

3.3.1 God of War

Title: God of War

Genres: Action / Adventure

Platform: Playstation 2

Developer: SCE Studios Santa Monica

Original Publisher: Sony Computer Entertainment

Year Released: 2005

3.3.1.1 Gameplay
In God of War players enter the role of Kratos, who uses a set of twin blades
known as the “blades of chaos” to defeat enemies. In addition to the blades
players can utilise magic spells to vanquish foes. During the game players locate
magical artefacts and take part in quick time events.

3.3.1.2 Level Progression


Players are required to move through each level defeating enemies in combat
and solving basic puzzles. At the end of each level boss encounters are common,
for example a fight with the Kraken.

Figure 22 - God of War pits players against a variety of foes including several
Medusa’s who can be defeated by literally ripping of their head.

3.3.1.3 Magical Artefacts


Players locate magical artefacts during gameplay; these artefacts give Kratos
additional abilities. An example is Medusa’s head that players can hold and aim at
enemies to freeze them before using another attack to defeat the enemy.

Rocket Powered Hippo | Research 39


3.3.1.4 Upgrades
Each time the player kills an enemy they collect red orbs from that enemy. Red
orbs can be used at any time to upgrade weapons, magic and magical artefact
abilities.

3.3.1.5 Quick Time Events


Throughout the game players engage in quick time events (commonly known as a
QTE) these events range from cutting of the head of a medusa to dodging then
retaliating against a huge boss encounter.

3.3.2 Tomb Raider Legend

Title: Tomb Raider Legend

Genres: Action / Adventure

Platform: Playstation 2 / Xbox / Xbox 360 / Gamecube / PC /


Playstation Portable
Developer: Crystal Dynamics

Original Publisher: Eidos Interactive

Year Released: 2006

3.3.2.1 Gameplay
Tomb Raider Legend requires players to navigate environments while solving
puzzles and using gunplay. Players assume the role of Lara Croft who moves with
a gymnasts grace using aerobatic techniques to navigate rugged terrain.

3.3.2.2 Level progression


All levels in Tomb Raider Legend has its own artistic style, however the gameplay
within is similar is always the same. Players are often required to locate ledges
that can be scaled, then jump onto another nearby ledge. During each level run
and gun gameplay is an important factor in progression as well as solving simple
puzzles, like placing objects on three pressure points to open a door.

Figure 23 - Tomb Raider Legend asks players to think vertically rather than simply
viewing each level from a horizontal perspective.

Rocket Powered Hippo | Research 40


3.3.2.3 Weapons
Player’s start with Lara Croft’s iconic twin handguns, during the game players can
obtain new weapons such as a shotgun or automatic machine guns. Players can
collect new weapons from dead enemies and switch between them using a quick
select menu.

3.3.2.4 Gadgets
The game gives players several gadgets to use during gameplay. The primary
gadget available is a grappling hook, used to swing across gaps, grab enemies and
pull objects towards the player. In addition to the grappling hook players can use
binoculars to scout out levels.

3.3.3 Super Metroid

Title: Super Metroid

Genres: Action Adventure

Platform: Super Nintendo

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 1994

3.3.3.1 Gameplay
Player controls the main character Samus Aran on a 2D plane. Super Metroid
adopts the Zelda style of gameplay common to that series. Players obtain new
abilities that unlock new areas for exploration. Locating the morph ball ability
(allowing Samus to move though small gaps) opens up new areas that were
previously unavailable.

Figure 24 - Samus Aran’s many abilities can be activated and deactivated at will.
Deactivating power beam upgrades create interesting results.

Rocket Powered Hippo | Research 41


3.3.3.2 Level Progression
Super Metroid starts players in a small area of the world, obtaining new abilities
finally results in the entire world being open. Players can identify which ability is
needed to progress such as pink door require a missile to open, compared to blue
doors that do not.

3.3.3.3 Suits
Players start the game with the default power suit. As progression is made
deeper into the world players locate the Varia suit, which grants protection from
intense heat. Later in the game players locate the gravity suit, which allows for
easy traversal of underwater sections.

3.3.3.4 Weapons
Players start the game with one weapon, the power beam. The power beam can
be upgraded several times with enhancements such as dispersal radius
improvements and elemental upgrades (ice). In addition to beam weapons
players obtain missiles and then super missiles as well as small / large bombs.

3.3.3.5 Abilities
Abilities range from the space jump (allows players to jump higher) to the screw
attack (an enemy damaging midair attack). While some new abilities are purely
for progression others are for improving the player’s combat effectiveness.

3.3.4 Fallout 3

Title: Fallout 3

Genres: Action / Role-playing

Platform: PC / Xbox 360 / Playstation 3

Developer: Bethesda Game Studios

Original Publisher(s): Bethesda Softworks / Zenimax Media

Year Released: 2008

3.3.4.1 Gameplay
Fallout 3’s gameplay is all about quests; players are required to perform quests in
order to progress though its main story arc. The game uses a unique combat
system known as the Vault Assisted Targeting System (VATS) for combat as well
as allowing players to manually aim weapons. The game gives players moral
choices, which can drastically affect each player’s experience.

3.3.4.2 VATS
Players can activate the VATS targeting system at any time during gameplay when
near a targetable entity, such as an NPC or wild animal. During VATS players can
choose various parts of an entities body to target. Actions can be placed into a
queue in VATS allowing players to careful choose where to attack on an entity.
Each action uses action points, which the player has a limited amount, the
amount of points used varies depending on each weapon, for example a pistol
uses less action points to fire than a mini-nuclear device.

Rocket Powered Hippo | Research 42


3.3.4.3 Weapons
Weapons have a wide range of types in Fallout 3. Weapons range from handheld
melee types such as knifes to larger projectile weapons such as the devastating
Tesla Cannon. Weapons degrade over time; this degradation lowers the amount
of damage the weapon does. Players need to repair weapons at item dealers
throughout the world or repair weapons themselves. If a weapon becomes in
high state of disrepair it will brake completely.

Figure 25 - Players in Fallout 3 can customise their weapon load out to cater for a
variety of combat encounters.

3.3.4.4 Conversation / morals


Fallout 3 offers an incredible range of options for how players can interact with
NPC characters. The entire game give player’s choice, choice to help someone in
need or kill them is a common moral choice. Players can make friends and
enemies, which has drastic repercussions as the game unfolds (unfolding as the
player chooses).

See page 118 for action / adventure game synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 43


3.4 Hub World Research

3.4.1 Why Research Hub Worlds?


Researching hub worlds is required to understand how they essentially work. Hub
worlds have existed in gaming for over twenty years and they have evolved as gaming
as evolved. Understanding the basics of hub worlds is required before one can be
created.

3.4.2 What is a Hub world? A Definition


“In video games, a hub is the central area from which all, or at least a good portion of,
the other areas link. It can be thought of as the hub of a wheel (hence the name), with
the other areas serving as "spokes”. Hubs are most commonly found in adventure games
with non-linear gameplay, but there are exceptions.

The History of hubs

most video games were based on advancing through levels in the early 1980's. However,
a few games pioneered the hub concept. The most notable was Metroid, which was also
one of the first non-linear games. Metroid revolved around collecting items to advance
further, although they could be collected in virtually any order. They were hidden in five
areas, and the first of these areas (Brinstar) was connected to all but one, making it the
first technical island. Following Metroid, a slew of games with hubs were released. The
Castlevania series of games adopted the same item-based progression as Metroid,
creating the "Metroidvania" genre. The, another non-linear game from the same age as
Metroid has almost always had a hub of some form or another. Even the Pokémon series
has hubs, though they do not serve as the starting location like other games (e.g. Saffron
City)

With the release of "Super Mario 64", the most famous video game character of all time
entered the world of hubs, with all levels being accessed from Princess Peach’s castle.
Islands have grown increasingly more common as MMORPG's and other genres adapt
the concept to their gameplay. It has become safe to say that hubs are now an essential
part of video gaming today”

Source: http://en.allexperts.com/e/h/hu/island_(video_games).htm

Rocket Powered Hippo | Research 44


3.4.3 Examples of Hub Worlds

3.4.3.1 The Legend of Zelda: Majora’s Mask

Title: The Legend of Zelda: Majora’s Mask

Genres: Action /Adventure

Platform: Nintendo 64

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 2000

3.4.3.2 Clock Town


Clock Town serves as a hub in Majora’s Mask. The town is separated into
different areas that are all connected to a central square that contains a huge
clock counting down to an event named the “festival of time” celebrated by the
townsfolk. The hub has four gates that are north, south, east and west to the
centre of town each leading to a different exits beyond Cock Town

Figure 26 - The centre of Clock Town contains a huge clock tower. Outside of Clock
Town the tower can be seen for virtual miles.

3.4.3.3 Mini–games
Several mini-games that require rupee’s (the currency in Termina) to play are
found in Clock town. These mini-games offer more than a distraction from the
games story to the player as useful items as rewards are common.

3.4.3.4 Mini-quests
The town features a variety of mini-quests that are often entirely optional to the
player. Studying a notebook given to the player named the “bombers notebook”
often discovers these mini quests.

Rocket Powered Hippo | Research 45


3.4.3.5 Bomber’s Notebook
Images and schedules of NPC characters within clock town are recorded in the
Bomber’s Notebook for a period of three days. The player can choose to log
events that are of noteworthy interest in the notebook for each NPC. Completion
of an NPC’s schedule in the Bomber’s Notebook typically concludes with a reward
for the player.

3.4.4 Super Mario 64

Title: Super Mario 64

Genre(s): Platformer

Platform: Nintendo 64

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 1996

3.4.4.1 Princess Peach’s Castle


The inside of this hubcontains paintings and fake walls players can jump into to
access each of the games 15 main courses. Progression through the hub is
hindered unless the player collects power stars (120 in total) only the ground
floor is accessible at first. Collecting a set amount of power stars unlocks doors
and encounters with Bowser. Completion of these encounters gives keys that
unlock the castles other floors, unlocking new courses.

Figure 27 - Creating a HUB for Super Mario 64 is a natural extension of the world
map screens from Super Mario Bros 3 and Super Mario World.

Rocket Powered Hippo | Research 46


3.4.5 Banjo Kazooie

Title: Banjo Kazooie

Genres: Platformer

Platform: Nintendo 64

Developer: Rare

Original Publisher: Nintendo

Year Released: 1998

3.4.5.1 Grunty’s Lair


In Banjo Kazooie players are required to progress through a hub. Doors require
players to collect a set amount of musical notes from the games worlds to
progress. The player also collects jigsaw pieces from each world designed to
complete jigsaw puzzles in the hub, thus opening new worlds.

Figure 28 - The entrance to Grunty’s Lair is just off the training area of Banjo
Kazooie. This allows the player time to learn the games controls before entering
the hub.

3.4.5.2 Warp Cauldrons


In Grunty’s Lair are different coloured cauldrons. These cauldrons are in pairs of
the same colour and act as warps between sections of the huge hub area. The
player is required to locate two of the same colour in order to use their warping
capabilities.

3.4.5.3 Hidden Areas


Players come across areas that are at first inaccessible in Grunty’s lair. These
areas require the player to later return with the correct special abilities / magical
transformation in order to access them. An example is the player transforming
into an alligator, and then gaining access to a passageway full of dangerous
swamp water that would otherwise kill the player

Rocket Powered Hippo | Research 47


3.4.6 Crash Team Racing

Title: Crash Team Racing

Genres: Racing

Platform: Playstation

Developer: Naughty Dog

Original Publisher:Sony Computer Entertainment

Year Released: 1999

3.4.6.1 Adventure Mode Hub


In the Adventure Mode the player must move through a series of four hub
worlds. Each hub world contains races that the player needs to come 1st in,
coming 1st rewards the player with a trophy. Collecting all the trophies in each
hub world gives access to a boss encounter that if completed opens up a path to
the next hub. The player can also physically drive up to a section of the hub at any
time to save and load.

3.4.7 Diddy Kong Racing

Title: Diddy Kong Racing

Genres: Racing

Platform: Nintendo64

Developer: Rare

Original Publisher: Nintendo

Year Released: 1997

3.4.7.1 Timbers Hub


In Diddy Kong Racing the player starts at the centre of Timber’s Hub, essentially a
giant hub connecting to smaller hub worlds. The smaller hub worlds are accessed
via doors, which require a set amount of balloons collected by the player. They
are often inaccessible by the games default vehicles (karts) requiring the player to
transform into driving a plane or a hovercraft. Each hub area contains a boss race,
which players must win. Also within each hub world is a Minigame such as flying
to a dinosaur’s nest and stealing eggs.

See page 118 for island world synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 48


3.5 Fake Open Worlds
Games like Grand Theft Auto employ an open world structure. Game.co.uk describes an open
world as:

“A vast, go-anywhere, do-anything gameworld with no loading screens between areas, in


which players can follow the main story objectives, or simply explore off the beaten track and
play with the game's features and sidequests...”

While open world games give players a lot of freedom to experiment with the games
mechanics and explore the environment, sometimes the liberty can be overwhelming for the
player and they can get distracted and not experience the game to its fullest.

Some games have managed to develop environments that appear to be open world but allow
the player freedom in the environment for exploration. This means that players can
experience what the designers have laid out for them but don’t feel cheated by being forced
down tight linear paths.

3.5.1 Far Cry 2

Title: Far Cry 2

Genres: First Person Shooter / Sandbox

Platform: PC / Xbox 360 / Playstation 3

Developer: Ubisoft Montreal

Original Publisher: Ubisoft

Year Released: 2008

3.5.1.1 Fake open worlds on a massive scale


Far Cry 2 is a great example of a fake open world. The map is 50km 2 with
environments ranging from barren desert to dense, jungle forests. The
environments are populated with thousands of assets that make the world
believable and dynamic. The level design is made up of paths through valleys,
housing and rivers allowing the designers to control where the players can go
without looking forced.

Figure 29 - Far Cry 2’s illusion of an open world is convincing at first glance.

Rocket Powered Hippo | Research 49


3.5.1.2 Limited approaches
Players can’t climb the steep mountains and therefore directed around them. It is
then easier for level designers to implement game mechanics. For example, an
enemy camp can only be approached from 3 separate directions; therefore
gameplay and environments are built with this in mind.

3.5.2 Prince of Persia

Title: Prince of Persia

Genres: Third Person Adventure

Platform: PC / Xbox 360 / Playstation 3

Developer: Ubisoft Montreal

Original Publisher: Ubisoft

Year Released: 2008

3.5.2.1 Tight fake open world gameplay


Prince of Persia has hub area with several paths leading to the main levels. The
main levels also have several paths, which lead to other levels. A combination of
open levels and connecting paths help build the illusion of an open world while
still maintaining a tight structure.

Figure 30 - Prince of Persia creates a feeling of an open world without


overwhelming the player with too much choice.

The levels are built in a way that players can traverse through any way they want.
The only things stopping the player staying within the levels confines of the levels
are the characters abilities or a connecting path to another level.

The design of the world allows the players to progress further after gaining new
abilities to help them reach higher and further places. The levels are layered but
still linear, sometimes splitting into separate paths. The more structured the
levels are, the more control the designers have on sculpting the experience.

Rocket Powered Hippo | Research 50


3.5.3 Red Faction: Guerrilla

Title: Red Faction Guerrilla

Genres: Third Person Shooter / Sandbox

Platform: PC / Xbox 360 / Playstation 3

Developer: Volition, inc

Original Publisher: THQ

Year Released: 2009

3.5.3.1 Points of interest


Red Faction is similar in level design to Far Cry 2. Small towns and bases are built
in the midst of valleys directing the player to their next point of interest.
However, unlike Far Cry 2, Red Faction lets the players scale the terrain in an
array of vehicles and by foot. Mars is a less densely populated environment and
exploring off the paths usually isn’t very exciting forcing the player back to the
civilisations.

Figure 31 - Red Faction Guerrilla always makes good use of its large world to
direct players to their next piece of action.

3.5.4 Fable 2

Title: Fable 2

Genres: Role Playing Game

Platform: Xbox 360

Developer: Lionhead Studios

Original Publisher: Microsoft Game Studios

Year Released: 2008

Rocket Powered Hippo | Research 51


3.5.4.1 Linear routes with pathways
Fable 2 is an open world formed by linear routes. Each area has a several
entrances / exits which lead to the next area. Players can travel wherever they
please within the world using these pathways. Some areas such as towns are
more open and can be explored but the further out the player travels the more
linear the game becomes. Fable 2 offers enough to explore around the linearity of
some of the areas and always points the player towards something interesting;
distant object / building, NPC, treasure etc.

Figure 32 - Fable 2 uses linear paths with large open sections to create the illusion
of open.

Fable 2 manages to be an open world game by allowing the player to freely travel
around the map, as they desire. However, the map is made up of open areas and
linear paths, which in combination; make up a larger, believable open world
which gameplay can be easily built around

See page 118 for fake open world synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 52


3.6 Getting on and off a floating island

3.6.1 BASE-Jumping
“BASE-jumping is an activity that employs a parachute or the sequenced use of a
wingsuit and parachute to jump from fixed objects. BASE stands for “Building, Antennas,
Spans and Earth” essentially the four fixed objects that one can jump off.

Figure 33 - BASE-jumping evolved from skydiving; however BASE-jumping enthusiasts


rarely reach terminal velocity on jumps, due to their starting height.

BASE-jumping in modern terms is seen as a recreational activity for enthusiasts. Famous


locations such as the Eiffel Tower and the Statue of Liberty in the early 20th century
were jumped off at first before the activity had an actual name.”

Source: http://en.wikipedia.org/wiki/BASE_jumping

3.6.2 Just Cause 2

Title: Just Cause 2

Genres:Sandbox / ActionAdventure

Platform:PC / Xbox 360 / Playstation 3

Developer:Avalanche Studios

Original Publisher: Eidos Interactive

Year Released:2010

3.6.2.1 Base Jumping In Just Cause 2


In Just Cause 2 players can BASE (Building, Antennas, Spans (Bridges) Earth) jump
from high altitude locations. The game requires players to BASE jump into enemy
locations for surprise attacks. This high altitude to ground mechanic is essential to
Just Cause 2’s unique take on vertical gameplay.

Rocket Powered Hippo | Research 53


Figure 34 - BASE-Jumping in Just Cause 2 allows the player to view their target
from a distance then reach that target seamlessly.

3.6.3 Zip line


A Zip line consists of a pulley suspended on a cable mounted on an incline. It is designed
to enable a user propelled by gravity to traverse from the top to the bottom of the
inclined cable, usually made of stainless steel, by holding on or attaching to the freely
moving pulley.

Source: http://en.wikipedia.org/wiki/Zip-line

Figure 35 -Zip Lines are common as part of a recreational activity trips worldwide.

Rocket Powered Hippo | Research 54


3.6.4 Metroid Prime 3: Corruption

Title: Metroid Prime 3: Corruption

Genre(s):First Person Action Adventure

Platform:Wii

Developer:Retro Studios

Original Publisher:Nintendo

Year Released: 2007

3.6.4.1 Zip line gameplay


Metroid Prime 3: Corruption has a rail or zipline section to connect different
regions in the world. This mechanic can be described as “on-rails”. Players can
shoot both doorways and enemies that are blocking their path.

Figure 36 - Players use their grapple beam to attach to a zip line. An orange
“grapple” icon denotes when players can activate the grapple beam to enter zip
line sections.

Rocket Powered Hippo | Research 55


3.6.5 Transporter (Star Trek)
A transporter is a fictional teleportation machine used in the Star Trek universe.
Transporters convert a person or object into an energy pattern (a process called
dematerialization), then "beam" it to a target, where it is reconverted into matter
(dematerialization). The term transporter accident is a catchall term for when a person
or object does not rematerialize correctly.

Source: http://en.wikipedia.org/wiki/Transporter_(Star_Trek)

Figure 37 - Transporters have become an iconic piece of science fiction since the original
Star Trek aired in the 1960’s.The idea of technology that can instantly transport a person
over great distances never fails to sparks the imagination.

3.6.5.1 Transporters in Unreal Tournament 3

Title: Unreal Tournament 3

Genres:First Person Shooter

Platform:PC / Xbox 360 / Playstation 3

Developer:Epic Games

Original Publisher:Midway Games

Year Released: 2007

Teleporters are an important for gameplay in certain Unreal Tournament maps.


Strategically placed Teleporters offer players a way to travel large distances, avoid
danger or reach higher places. There is also a weapon called the Translocator. A
player uses the Translocator to fire a small disk into the game world. When the
placer presses the fire button, they immediately teleport to wherever the disk has
been placed. This adds depth to any Deathmatch or Capture the Flag tournament.

See page 119 for getting on and off a floating island synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 56


3.7 Maps and Compasses

3.7.1 Far Cry 2

3.7.1.1 Handheld Map and GPS


In Far Cry 2 the player map is displayed during gameplay. This map shows
the players location with a green arrow as well as other information such
as weapon caches in their local area. The map can be toggled between a
local view, which displays the area local to the player, and a world map
view, which details all locations in the region. The map is held in the
player’s left hand and a GPS device is held in the right.

Figure 38 - Having a map and compass onscreen during gameplay breaks any
issues with loss of immersion.

3.7.1.2 GPS
During driving sections the GPS device can be attached any vehicles
dashboard so navigation is made easier. The GPS device displays a mini
map of the players main map at all times when on screen. Players can also
use a diamond finding option on the GPS device to seek out the valuable
stones.

3.7.2 The Legend of Zelda: The Wind Waker

Title: The Legend of Zelda: The Wind Waker

Genres: Action / Adventure

Platform: Gamecube

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 2003

3.7.2.1 Ocean Map


In The Legend of Zelda: The Wind Waker player’s traverse a great ocean in a small
boat. Players are required to navigate between islands on a vast ocean using a

Rocket Powered Hippo | Research 57


map. This map is filled in as players visit new areas of the ocean. The map is laid
out in a grid with each grid usually containing hidden treasure and other
gameplay within. Islands that are in several grids can be charted by purchasing
maps from a character that lurks in nearby waters.

Figure 39 - Ocean travel in The Wind Waker is made easy thanks to easy to
understand navigational displays.

3.7.2.2 Compass
The compass in The Legend of Zelda: The Wind Waker is used to help guide the
player from location to location. Players can highlight a location on the map
screen and use it as a navigation point. The game places a strong emphasis on
controlling the elements. Players can control the winds direction using a wind
baton; as a result the winds direction is shown on the map.

3.7.3 Fallout 3

3.7.3.1 Pit Boy 3000


In Fallout 3 the player has to navigate a massive map called “the wasteland”.
Locations within the wasteland are automatically added to the games map upon
players discovering them. All map function is located on the wrist worn Pit Boy
3000 electronic device.

3.7.3.1.1 Fast Travel


Once a location has been discovered the game allows “fast travel” between the
player’s current location and their desired location. Fast travel allows players to
move across the wasteland far faster than walking. Time passes when players are
using fast travel, just like if they actually walked the distance themselves.

3.7.3.2 Markers
Players can at any time place markers on the map. These markers allow players
to set a navigation point anywhere on the wasteland and simply “go explore”.
Markers are automatically added to the players map during a quest to help them
progress.

See page 119 for maps and compasses synthesis or click here

See page 18 for additional problems or click here


Rocket Powered Hippo | Research 58
3.8 Inventory Systems

3.8.1 Alone in the Dark

Title: Alone in the Dark

Genres:Survival Horror / Action

Platform: PC / Xbox 360 / Playstation 3

Developer: Eden Games

Original Publisher: Atari

Year Released: 2008

3.8.1.1 Realistic real-timeinventory


Alone in the Dark has a unique inventory system that is more realistic and fluid
than most games. All items are kept on the avatar instead of hidden menus. The
player can scroll through accessible items and combine them from an in-jacket
view.

Figure 40 - Having the inventory actually stored on the player breaks the trend of
characters carrying 100’s of items hidden from view.

3.8.2 Broken Sword: The Shadow of the Templars

3.8.2.1 Point and click inventory

In Broken Sword, the player presses the inventory button to bring up items they
are carrying. These are displayed in a menu across the bottom of the screen.
Players can the select an object from the menu; it will appear highlighted, and
then click on an object in the environment to try and use it.

The same thing can be done with NPC interaction. When the player starts
interacting with NPC’s, a bar at the top of the screen appears showing
conversational topics represented by a small icon relating to a previous
conversation or object you have found.

Rocket Powered Hippo | Research 59


Figure 41 - Simple icons are used in Broken Sword to represent the inventory
during gameplay. Simplifying the item interface removes the common barriers of
overly complex inventories.

3.8.3 Dead Space

Title: Dead Space

Genres:Survival Horror

Platform: PC / Xbox 360 / Playstation 3

Developer: Visceral Games

Original Publisher: Electronic Arts

Year Released: 2008

3.8.3.1 Holographic real-time inventory


Menus, narrative, map and inventories in Dead Space all appear in game through
holograms projected from the player’s suit. The idea behind them, apart from an
aesthetic appeal, is to keep the player immersed and “on their toes”. Players
can’t pause the game for a breather, change weapon or use a medi-kit. They have
to fight or run.

3.8.4 Resident Evil 5

Title: Resident Evil 5

Genres: Action Adventure

Platform:PC / Xbox 360 / Playstation 3

Developer: Capcom

Original Publisher: Capcom

Year Released: 2008

Rocket Powered Hippo | Research 60


3.8.4.1 Sharing a real-time inventory
The inventory in Resident Evil 5 is another good example of a menu system inside
a game. Before a level starts, players can swap items between themselves, reload
weapons and assign health, weapons and items to directional buttons for use in
gameplay. After the initial set up screen, the game can’t be paused to go back to
the inventory. A small, stripped down version of the inventory screen appears as
a semi-transparent overlay leaving the player vulnerable to attacks while
combining items or switching weapons. A large part of the game involves the
player swapping items with their AI or human cooperative player. Players will
have to be close together and find a safe area to do this in because character
controls are disabled when the in-game inventory pops up.

Figure 42 – Sharing between two individual inventories is the key to survival in


Resident Evil 5.

Throughout the game, players come across items such as rubies and necklaces that are
stored in the inventory but can’t be accessed mid-level. Between levels, on the set-up
screen, players can then sell these items for money to upgrade weapons or buy new
ones. This is a good game flow mechanic because it means that bigger weapons are only
accessible in later levels when the player has enough money. The beginning of a new
level can be used to practise with the newly acquired weapon before reaching harder
situations.

3.8.5 Mass Effect

Title: Mass Effect

Genres: Role Playing Game / Third Person Shooter

Platform: PC / Xbox 360

Developer: Bioware

Original Publisher: Microsoft Game Studios

Year Released: 2007

Rocket Powered Hippo | Research 61


3.8.5.1 Traditional menu interface
The inventory on Mass Effect is brought through a menu interface. The game
pauses to allow the player to manage their weapons, armour and items.
Upgrades to armour and weapons can be found during gameplay; either from
fallen enemies or exploration of the environments. One upgrade, when combined
with the armour, makes the player less vulnerable to chemical attacks. Weapon
upgrades can improve the accuracy and reload times when equipped. Special
ammunition can also be combined with weapons, which cause greater damage to
specific enemies.

Figure 43 –Menu interaction in mass effect though detailed tend to feel clunky
and dated.

See page 120 for inventory system synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 62


3.9 Weapon Select Research

3.9.1 Mass Effect

3.9.1.1 Weapons Overview


Players in the Mass Effect universe can have three weapons equipped at any
time. These weapons fall into four categories, a handgun, a sniper rifle, an assault
rifle and a shotgun. The player can carry more than these four equipped weapons
however in their inventory.

3.9.1.2 Weapon Switching


Players can use a quick weapon select feature to change their weapon at any
time during gameplay. When changing weapons a window opens that allow
players to not only change their own weapon with ease but also change the two
NPC’s in the squad’s weapons. Being able to change weapons for your squad
mates allows players to adapt to combat situations as a team easily.

Figure 44 – The ability select window use the same intuitive interface as weapons.

3.9.2 Gears of War 2

Title: Gears of War 2

Genres: Third Person Shooter

Platform: Xbox 360

Developer: Epic Games

Original Publisher: Microsoft Game Studios

Year Released: 2008

3.9.2.1 Quick Weapon Selection


In Gears of Wars 2 players select their weapons with the directional pad on the
Xbox 360 controller. Having each type of weapon with the game set to a direction
on the controller allows players to quickly switch weapons without thinking.
Players can swap weapons out for ones they find on the ground during gameplay,
Rocket Powered Hippo | Research 63
however each weapon in the game has one of four locations on the quick at all
times.

Gears of War 2’s quick weapon select comes in useful during the games “horde”
mode (a mode where players in a team clear round after round of enemies),
giving the player a quick weapon swap ability allows for rapid adaptation to each
enemy without thinking for skilled players.

3.9.2.2 Perfect Dark

Title: Perfect Dark

Genres: First Person Shooter

Platform: Nintendo 64

Developer: Rare

Original Publisher: Nintendo

Year Released: 2000

In Perfect Dark players use a weapon select wheel to cycle through weapons.
Holding down a button the controller brings up the weapon menu. Players can
move their analogue stick to select a weapon with ease (items are also
selectable). Pressing the “fire” button during selection allows player to choose
the primary or secondary fire mode of their selection.

See page 121 for weapon select synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 64


3.10 Weapons Research

3.10.1 Projectile Weapons In Video games

3.10.1.1 Halo 3

Title: Halo 3

Genres: First Person Shooter

Platform: Xbox 360

Developer: Bungie

Original Publisher: Microsoft Game Studios

Year Released: 2007

3.10.1.1.1 BB55HB SR Battle Rifle


The BB55HB SR Battle Rifle is a long-range infantry weapon equipped with
a scope for 2X magnification; the weapon is a medium range marksman
rifle and is held with two hands. The Battle Rifle fires three shot bursts and
while it lacks the range of a Sniper Rifle its the best alternative to its high-
powered sibling. The battle rifle in Halo 3 has some minor disadvantages
such as the skill required from players to effectively use the weapon, the
weapon leaves a trail for each bullet fired which in multiplayer can give
away a player location.

Figure 45 – The Battle Rifle was first introduced in Halo 2(2004)and was
featured heavily in Halo 3, however the weapon was removed from Halo 3:
OSDT (2009) because of balancing issues.

3.10.1.1.2 Weapon/Anti-Vehicle Model 6 Grindell/Galilean


Nonlinear Rifle
Commonly known in the Halo 3 universe as the Spartan Laser, this weapon
is the most powerful handheld weapon within Halo 3’s human UNSC
arsenal. The weapon uses directed energy to fire a devastating laser
capable of penetrating several targets at once. To fire the weapon players
need to hold down the fire button until the laser charges, this makes the
weapon far more difficult to use against fast moving targets than the Battle
Rifle. Within Halo 3’s multiplayer the Spartan Laser is a fearsome weapon
as when fired the laser hits its target almost instantaneously.

Rocket Powered Hippo | Research 65


3.10.1.2 Gears of War 2

3.10.1.2.1 Lancer Assault Rifle


The Lancer Assault Rifle is the default rifle in Gears of War’s single player
and multiplayer modes. The weapon has a unique melee attack in a
chainsaw bayonet, which can be used to literally slice enemies apart. The
chainsaw bayonet requires the player to press the games melee attack
button to rev up the chainsaw; opposing players and enemies can fire at
players, which lowers the chainsaw. The Lancer Assault Rifle’s range is
good against enemies that are close to mid range from the user; however
the weapon becomes useless against a shotgun-wielding enemy.

Figure 46 – The Lancer is excellent as a blend of medium range / close


range firepower.

3.10.1.2.2 Torque Bow


The Torque Bow is essentially an advanced crossbow equipped with a laser
sight. The weapon is useful against mid to long-range enemies due to its
ammunition. The bow fires explosive arrows that if targeted effectively can
penetrate enemy armour. Holding down the fire button brings up a laser
from the weapons sight, when the laser turns red this tells players that the
arrow will penetrate rather than essentially bounce off an enemy. The
weapon has a huge disadvantage at long range however and should be
switched to a more effective weapon in close quarters.

3.10.1.3 Call of Duty 4: Modern Warfare

Title: Call of Duty 4: Modern Warfare

Genres: First Person Shooter

Platform:PC / Xbox 360 / Playstation 3

Developer:Infinity Ward

Original Publisher:Activision

Year Released: 2007

3.10.1.3.1 M16A4
The M16A4 is the default rifle used by players within Call of Duty 4:
Modern Warfare’s single and multiplayer modes. The weapon in the game
is a replica of a real life weapon that has become standard issue for all

Rocket Powered Hippo | Research 66


United States army units. The weapon is useful against all enemies at any
range if equipped with red dot sight or an ACOG scope. The weapon can be
equipped with a grenade launcher by a player that is mounted below the
main barrel of the M16A4.

Figure 47 – The default nature of the M16A4 in Call of Duty 4: Modern


Warfare makes the weapon accessible to a variety of skilled and non-skilled
players.

3.10.1.3.2 AK-47
The AK-47 is the most common weapon used by enemies in Call Of Duty 4:
Modern Warfare. The weapon is a replica of a real life weapon used by the
Russian army (a weapon commonly miss associated with extremist groups /
terrorists); in the game it has an advantage over other rifles in terms of
penetration and firepower. The player can often in single player come
across a variant of the AK-47 equipped with a GP-25 grenade launcher
known as the AK-47 Grenadier. The weapon suffers from recoil issues
however it keeps an open field of view when locating targets.

3.10.1.4 Dead Space

3.10.1.4.1 Improvised weaponry


The weapons in Dead Space are a mixed bunch, there is the traditional
weaponry such as shotguns, machine guns etc. However the majority of
weapons are futuristic mining tools. The game’s “default weapon” is the
plasma cutter, a piece of mining equipment that demonstrates the games
ability of each weapon having a useful secondary function (In the case of
the plasma cutter swapping between vertical and horizontal plasma shots).

3.10.1.5 Shadow of the Colossus

Title: Shadow of the Colossus

Genres: Action Adventure

Platform: Playstation 2

Developer: Team ICO

Original Publisher: Sony Computer Entertainment

Year Released: 2004

Rocket Powered Hippo | Research 67


3.10.1.5.1 Combat As Puzzles
The enemy in the game will be animalistic in nature and physique and
therefore will require a different attack strategy. Shadow of the Colossus
does this really well by having weak spots in the enemy colossi. By having
to attack these spots on the colossi the game introduces a puzzle element
to the combat. While many games choose to allow players simply to attack
in any way possible Team ICO asks the player to think before they stab.

Figure 48 – While players are given a bow and arrow and a sword these
weapons are useless unless an enemy’s weak spot is discovered.

3.10.1.6 Ratchet and Clank: Tools of Destruction

Title: Ratchet and Clank: Tools of Destruction

Genre(s): Platformer / Third person shooter

Platform: Playstation 3

Developer: Insomniac Games

Original Publisher: Sony Computer Entertainment

Year Released: 2007

3.10.1.6.1 Weapon Experimentation


The Ratchet and Clank series is known for its unusual and inventive
weapons and the latest iteration is no different with weird and wacky
weapons and tools being added throughout the game. The highlights
include the Disco ball, which makes enemies dance. Weapons and tools are
mixed to create new effects and gameplay with exciting results. For
example if the player combines the Disco ball tool with a tool which turns
enemies intodancing penguins.

Rocket Powered Hippo | Research 68


Figure 49– The Ratchet and Clank series has always rewarded weapon
experimentation. Penguins dancing to disco are more than an Easter egg;
it’s a reward for player experimentation.

3.10.1.7 Borderlands

Title: Borderlands

Genres: Third Person / Sandbox

Platform: PC / Xbox 360 / Playstation 3

Developer: Gearbox Software

Original Publisher: 2K Games

Year Released: 2009

3.10.1.7.1 Component based weapon customisation


Borderlands big claim before its art style gained any attention was its claim
to have the most guns in a game than any game before it. This tenuous
claim is true but with a twist the games guns are made up of many
different components. Using 100’s of different components allows for
almost unlimited custom ability; however these custom weapons many in
the end only have slight differences.

3.10.1.8 The Legend of Zelda: Twilight Princess

Title: The Legend of Zelda: Twilight Princess

Genres:Action Adventure

Platform:Wii / Gamecube

Developer:Nintendo EAD

Original Publisher:Nintendo

Year Released: 2006

Rocket Powered Hippo | Research 69


3.10.1.8.1 Formulaic Gameplay
The Zelda franchise is one of the most formulaic game series created; the
player in every game takes quests to gain his set of tools. The sword, shield,
bow and arrow and Hook shot are given to the player in a series of quests
paced very slowly throughout the game. These weapons and tools are used
both in combat and puzzles; through inventive puzzle design the player is
guided on how to effectively use these weapons and to spot points in levels
where the tools will be most effective.

Figure 50 – While each game in the Zelda series introduces new mechanics
the series is founded in tradition. A player obtaining a bow and arrow is
expected in any Zelda game.

3.10.2 Military Weaponry

3.10.2.1 Semi automatic pistols


A semi automatic pistol fires, ejects the empty round, loads a new cartridge and
cocks itself. Semi automatic pistols use a single chamber and a single barrel, when
fired the energy from the weapons recoil is harnessed to extract and eject the
fired cartridge then load a new round into the chamber. Pistols are useful for
close to medium range encounters with an enemy. Due to their small size pistols
only required one hand to operate allowing users to duel wield with another
small firearm or melee weapon.

http://en.wikipedia.org/wiki/Semi-automatic_pistol

3.10.2.2 SIG P226 Pistol


The SIG P226 is a semi automatic pistol widely used in several nations military
forces. The weapon is a full sized, service-type pistol chambered for the 9x19mm
Parabellum, .40 Smith &Wesson and .357 SIG. The weapon used iron sights to
assist in targeting.

Rocket Powered Hippo | Research 70


Figure 51 – Attachments to the SIG P226 Pistol include sound suppressors and
laser sight module.

The pistol has several variants including the P226 Tactical (a P226 with an
extended barrel and external threads to accept a suppressor) and the P226 Navy
used by United States Navy SEAL teams.

http://en.wikipedia.org/wiki/Sig_P226

3.10.2.3 Assault Rifles


Rifles used by modern day forces have selective fire (allows the user to change
the mode of fire), and are gas powered. The range of an assault rifle can vary
from 450m with iron sights to 650m with a SUSAT optical sight (The SUSAT is
standard for British Royal Marines with 4x magnification and illuminated aiming
pointer). Assault Rifles are fed from a STANAG magazine with a 30–round
capacity. In modern day armies the assault rifle is the standard infantry weapon.

3.10.2.4 L85 Assault Rifle


The L85 rifle during operations is often fitted with a Laser Light Module (LLM).
The rifle can also be equipped with a grenade launcher below the barrel. The
weapon is standard issue for the British military and since the 1980’s has received
several upgrades such as ACOG sights and a flash eliminator (used to reduce the
visible gases that follow a round after it leaves the barrel, important for masking
a shooters location from an enemy).

http://en.wikipedia.org/wiki/L85

3.10.2.5 Sniper Rifle


The primary aim of a sniper rifle is the accurate placement of bullets in a target.
Accuracy at long range over short-range weapons is achieved via a telescopic
sight (allowing up 40x magnification). Technical advances in telescopic sights and
more accurate manufacturing techniques have allows armies to specifically train
solders with sniper rifles, however any rifle equipped with a telescopic sight
essentially becomes a sniper rifle.

http://en.wikipedia.org/wiki/Sniper_rifle

3.10.3 Hunting Weapons

Rocket Powered Hippo | Research 71


3.10.3.1 Atlatl
The atlatl is a tool used for throwing a dart or spear. It uses the same theory as a
bow and arrow but was invented hundreds of years before. It consists of a long
wooden stick with a burrowed groove for placing the dart, a cap to hold the back
end in place and an optional finger or hand strap. The user uses his arm and wrist
to launch the dart out of atlatl. The cap at the end stores the kinetic energy and
releases it to the butt of the dart, much like the bow. The only difference
between the bow and the atlatl, in theory, is that the bow transfers the energy to
the arrow in a linear fashion while the atlatl uses an arc shape.

Figure 52 – The simple design of the atlatl hides the deadly weapon.

The atlatl is used because it helps the user get a greater range and speed on the
dart than if they threw it by hand. The darts from an atlatl can easily reach speeds
of 150km/h and distances of 100m.

http://en.wikipedia.org/wiki/Atlatl
http://www.atlatl.com/

3.10.3.2 Bolas
Bolas are throwing weapons used to capture animals by tangling their legs. The
bolas are made using a rope with weights on each end. When thrown, the
weights give the rope momentum and fly parallel to each other. The weights fly
past the animals’ legs catching their legs with the rope in between. The force on
the weights shift direction they spin around the caught legs.

http://en.wikipedia.org/wiki/Bolas
http://www.the-ultralight-site.com/bolas.html

3.10.3.3 Blowgun
Blowguns are pipes, which are blown down to project a dart or needle into an
animal or enemy. They are often made from bamboo or a similar material. They
are silent weapons and can be used with poisons or explosives.

http://encyclopedia2.thefreedictionary.com/blowgun
http://en.wikipedia.org/wiki/Blowgun

Rocket Powered Hippo | Research 72


3.10.3.4 Bows
“The basic elements of a bow are a pair of curved elastic limbs, typically of wood,
connected by a string. By pulling the string backwards the archer exerts
compressive force on the inner section, or belly, of the limbs as well as placing
the outer section, or back, under tension. While the string is held, this stores the
energy later released in putting the arrow to flight.”

http://en.wikipedia.org/wiki/Bow_(weapon)

Hunters have used Bows for thousands of years. They are useful for hunting
because they are a silent weapon with the power to fatally harm animals and
possibly humans. The bow is constructed of curved limbs made out of wood and
connected at one end by elastic rope. The rope is historically made of animal hair
or intestines but other versions have been made out of hemp or linen fibres.
There are various types of bow and arrow, all-different sizes, strengths and arrow
types.

3.10.3.5 Crossbow
The crossbow is a variation on the Bow and Arrow. It is, at it’s most basic, a bow
mounted on a shaft. It has a mechanical device for pulling back and holding the
string. A gun-style trigger releases the string and fires the bolt along the shaft.
The advantage of the crossbow over the traditional bow is power. The
mechanisms for retracting, holding and firing the bolt puts less strain on the user.

3.10.3.6 Slingshot
A slingshot is a weapon that can fire almost any small object. It is usually made
out of tough wood in a ‘Y’ shape with an elastic band connecting the two prongs.
The elastic holds a material pocket at the centre in which a small projectile is
placed. The user then holds the pocket with the projectile and stretches it back
between the two prongs and releases it to fire. The slingshot is a useful weapon
as it has the ability to use almost any small object as a projectile. The speed and
distance of the weapon varies depending on the wood and elastic used on the
slingshot. The only downside is the power of the weapon. It might be able to kill
small animals such as birds and rats but on larger creatures, the most damage a
used could inflict is possibly a knockout.

3.10.3.7 Battle Axe


A battle-axe is specific to combat. It consists of a large two-handed handle with a
rectangle, metal head, sharpened to a blade on one side. The user swings the
battle-axe much like a sword, albeit slower due to the weight in the head. It is
because of this weight however, that the battle axe is so powerful. The weight of
the head exerts more force onto the blade section and can easily cut through
armour and other such tough materials. There are various styles of battle-axe,
some with different blade shapes, handles, weights number of heads and sizes.

3.10.3.8 Spear
A spear is a long, usually wooden pole, with a metal, sharpened point fitted on
the end. The user can either use this as a close quarter’s melee weapon or throw
it for a medium range attack. The weighted spearhead controls the weapon
through the air making sure it falls point first killing whatever it hits. The same
theory applies to that of a badminton shuttlecock. The sharp, heavy head is also

Rocket Powered Hippo | Research 73


useful at piercing during melee attacks. Spears also come in varying sizes and
styles depending on where they come from.

3.10.4 Ninja Weapons

3.10.4.1 Kunai
A kunai is a farming tool, which can also be used as a weapon, popular in ancient
Japan. Traditionally used to dig holes, prying and for climbing, kunai could also be
attached to the end of a pole to forge a spear, sharpened to use in close combat
or thrown. At its most simple, a kunai is a metal spearhead combined with a
handle and ring. The spearhead is sharpened and weighty so it can pierce more
easily and fall point down. The ring at the opposite end is usually to put rope
through so that it can be tied to the users hand or pole.

http://en.wikipedia.org/wiki/Kunai

3.10.4.2 Shuriken
Shuriken are another form of ancient feudal Japanese weaponry. There are two
types of Shuriken; Bo-Shuriken and Hira-Shuriken. Bo-Shuriken is metal spikes,
almost shaped like a wooden stake which is thrown. They can vary in weight, size
and sides but are primarily used in the same way. Hira-Shuriken is more
commonly known as throwing stars. They are thin, round pieces of metal with
several sharpened spikes.

http://en.wikipedia.org/wiki/Shurikenjutsu

3.10.4.3 Naginata
A naginata is a spear type weapon with a blade on the end. It can be used in
exactly the same way as a spear.

http://en.wikipedia.org/wiki/Naginatajutsu

3.10.4.4 Kusarigama
A Kusarigama can also be known as a sickle and chain. A conventional sickle is
attached to a chain from the handle, with the other end of the chain occupied by
a weight. The wielder swings the weight and chain around their head and throws
it much like the bolas. The weight wraps the chain around an opponent’s arms
restricting their movement and then the user can run in with the sickle at the
other end.

http://en.wikipedia.org/wiki/Kusarigama

3.10.4.5 Metsubushi
Metsubushi is a technique to temporarily or permanently blind an opponent. The
user could then easily attack or escape. Metsubushi is a powder that can be made
up of various elements such as pepper, salt, ground up glass shards, mud, flower,
ashes etc. They would be then mixed up together and kept in a hollow bamboo
tube or eggshell. The powder could be blown out of the bamboo or thrown in the
eggshell.

Rocket Powered Hippo | Research 74


3.10.4.6 Kayakujutsu
Kayakujutsu is the ‘art of gunpowder’. The technique can be applied to various
situations. One of the most popular in ancient Japan was a bamboo mine. A
capped bamboo tube is filled with gunpowder and small projectiles. This can be
detonated remotely or using a tripwire.

3.10.5 Other Weapons

3.10.5.1 Glue Traps


A glue trap is simple to make; consisting of only a surface, glue and bait, an
animal is lured into the glue where they become stuck and either die of starvation
or killed by the user.

3.10.5.2 Rocketnet
A rocket net is used for catching many small animals such as birds. One end of the
net is secured to the ground while the opposite edge is attached to several
hollowed tubes. The hollowed tubes are placed over stakes pushed into the
ground. The stakes have a hollow top in which an electrical charge is placed. The
charges can be set of remotely or with a tripwire. When activated, the stakes
blow off the tubes attached to the net, which sends them over the prey.

3.10.5.3 Needlegun
Needleguns are small weapons that fire needles or small darts at an extremely
fast rate and have hardly any noticeable recoil. Because of the lack of recoil, the
needles are very accurate and have the ability to cause large amounts of damage
in a confined area.

See page 121 for weapon synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 75


3.11 Real-time Item Usage

3.11.1 Kingdom Hearts

Title: Kingdom Hearts

Genres: Action Adventure / Role Playing

Platform: Playstation 2

Developer: Square-Enix

Original Publisher: Square-Enix

Year Released: 2002

3.11.1.1 Command Menu


In both combat and field gameplay the command menu is displayed. This menu
has three main options “attack / talk, magic, item” the forth option is context
sensitive, for example being by a crate the option becomes “lift”. The players can
use the menu in battle to use magic and summons as well as use restoration
potions such as ether. During combat the command menu can be navigated using
the d-pad or right analogue stick (while the left analogue stick controls the
player). This allows for easy navigating of the command menu while still moving
the player.

Figure 53 – Kingdom Hearts used its command menu to bridge the gap between
real-time and turn-based role playing games, a genre developer Square-Enix is
famous for.

3.11.1.2 Item Customisation in the Command Menu


Entering the main menu and then “items” allows players to hotkey items such as
potions and elixir’s to the Command Menu. Once players have chosen which
items to hotkey they can use them in battle, however once used players needed
to hotkey new items to the Command Menu. Players can also customise magic
spells to the face buttons on the controller (triangle, square, x buttons). Instead

Rocket Powered Hippo | Research 76


on navigating to a spell via the Command Menu players can hold down the L1
button and press the button that corresponds to the required spell.

3.11.2 The Legend of Zelda: Ocarina of Time

Title: The Legend of Zelda: Ocarina of Time

Genres: Action Adventure

Platform: Nintendo64

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 1998

3.11.2.1 Item Hotkeys


Ocarina of Time allows players to equip items to three of the four “C Buttons.
Equipping items via the item sub screen allows players to instantly use items
during gameplay. In addition the player’s main weapon of a sword is always
equipped to the B button. Having items equipped allows Ocarina to not break the
sense of being immersed on an epic adventure.

Figure 54 – The legend of Zelda: Ocarina of Time makes item usage feel natural
giving players complete control over the actions during combat via item usage.

See page 124 for real time item selection synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 77


3.12 Companion Character Research

3.12.1 Resident Evil 5

3.12.1.1 Sheva Alomar


Resident Evil 5’s gameplay is centred on the ability to play the game entirely in
co-op. Players can choose to progress through the story with another human
player or go it alone with the A.I. The player has some control over the A.I
character such as equipment management / giving direction for the A.I to
perform basic actions.

As the game was designed from the ground up for co-op players without a human
player needs to essentially babysit Sheva Alomar. Having to continually manage
not only the player’s inventory by Sheva’s becomes a chore over time. The
complex A.I required for Sheva to perform actions for the entire half dozen plus
hours of gameplay performs an admirable job of assisting the player. Sadly
playing with a human partner, the A.I is sadly no comparison.

Figure 55 - Sheva Alomar plays more than the simple role of a second player
character / A.I partner. The entire gameplay experience of Resident Evil 5 is built
around engaging with her.

3.12.2 Fallout 3

3.12.2.1 Followers
In Fallout 3 players can recruit “followers” who are essentially A.I characters that
join the player on their adventure. Generally the player can have one follower at
any time. Companions can use weapons and assist in combat; they can also be
dismissed by the player and die in combat. Followers range from a robot, several
humans (male and female), a dog and a combat robot.

Rocket Powered Hippo | Research 78


Figure 56 - Fallout 3 Followers come in a wide variety of shapes and sizes which
complements their impact on the player’s journey during Fallout 3.

3.12.2.2 Dogmeat
Found in Fallout 3’s Scrap yard by the player Dogmeat was the first companion
character shown to prior Fallout 3’s release. The character can be instructed by
the player to search for in game objects such as ammunition and weapons.
Dogmeat can be ordered to remain in a set area, return to the area known as
“Vault 101” or the player’s home in the town of Megaton. Dogmeat like all
companions is available in combat and can be healed afterwards. The character
like other followers in Fallout 3 can die in combat, but cannot be dismissed.

3.12.3 Fable 2

3.12.3.1 Dog
Prior to the release of Fable 2 lead designer Peter Molyneux talked up how Fable
2 would address any issues with the original Fable. Players are introduced early to
a dog, which becomes a companion for the entire game; the dog was intended to
be a revolution of an A.I character in video games. The player is with the dog
throughout the adventure and can teach it tricks in an attempt to build a
relationship between human and dog. A lot of development time has been clearly
spent on replicating the smallest details of real dog’s behaviour, movement and
mannerisms.

3.12.4 Metal Gear Solid 4: Guns ofthe Patriots

Title: Metal Gear Solid 4: Guns Of The Patriots

Genres: Stealth Action

Platform: Playstation 3

Developer: Kojima Productions

Original Publisher: Konami Digital Entertainment

Year Released: 2008

Rocket Powered Hippo | Research 79


3.12.4.1 Metal Gear MK2
Essentially a miniature version of a “Metal Gear”, a huge mobile combat machine,
the MK2 is controlled by the player. Hiding in a corner as Old Snake then
activating the small robot allows players to remain in one location but also scout
ahead as the MK2. The MK2 can distract enemy soldiers and even render them
unconscious with an electric shock. The small robot is useful until detected by an
enemy, once detected the MK2 fails and players are returned to their player
character.

Figure 57- An additional layer to the already complex stealth gameplay Metal
Gear Solid is famous for is added via the Mark 2.

3.12.5 Ratchet and Clank Tools of Destruction

3.12.5.1 Clank
Clank is a robot that accompanies the main player character Ratchet in Tools of
Destruction. Located on Ratchet’s back Clank has several abilities that augment
Ratchets own. Players can for example float rather than fall of high ledges thanks
to Clanks helicopter rotor ability. Parts of Tools of Destruction require Clank to go
into sections of a level alone to complete tasks. Within Clank specific areas alien
creatures called the “Zoni” assist Clank with awarding him abilities such as
hovering.

Figure 58 - While Ratchet is the main protagonist of the series Clank has be given
more and more screen time as the Ratchet series as evolved.

Rocket Powered Hippo | Research 80


3.12.6 The Legend of Zelda: Ocarina of Time

3.12.6.1 Navi
Ocarina of Time introduced lock on targeting to the Zelda series. Navi floats
above the player characters head and auto moves towards an object, enemy or
point of interest during gameplay. In combat Navi allows the player to strife and
essentially judge the distance from themselves and their enemies with losing
sight of targets. Navi glows a different colour depending on what it is hovering
above, enemies for example are yellow and characters that can be engaged into
conversation are green. The transition of the Zelda series into 3D from 2D clearly
depended on the Navi targeting mechanic or as it is more commonly known “Z
Targeting).

Figure 59 - Since Ocarina of Time the main protagonist of Link has been
accompanied by a Fairy, giving advice on many topics to aid players.

3.12.7 Prince of Persia

3.12.7.1 Elika
In Prince of Persia the character of Elika accompanies the main character of the
“prince” during the game. Elika has the ability to be used during combat with
enemies, as well as help the player perform a double jump. The character is half
computer controlled as she follows the prince climbing steep walls etc
automatically. Elika has the ability to show the player the fastest path to their
next objective as well as purify areas of the game that have become corrupted by
evil.

See page Error! Bookmark not defined. for companion character synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 81


3.13 Dehydration / Energy Meters

3.13.1 Tomb Raider

Title: Tomb Raider

Genres:Platformer

Platform:MS DOS / Saturn / Playstation

Developer:Core Design

Original Publisher: Konami Digital Entertainment

Year Released:1996

3.13.1.1 Breathing Underwater


In Tomb Raider players can take the main protagonist Lara Croft underwater.
During underwater sections a bar displaying the amount of oxygen players have
remaining appears near to the games standard health bar. The player is required
to move from section to section of air pockets to regenerate their oxygen meter.
If the player fails to regenerate the oxygen meter they begin to lose health from
their health bar. Players essentially drown Lara in these sections if they fail to
complete them or locate a source of breathable air.

Figure 60 - Swimming in future Tomb raider games such as Tomb Raider: Legend
(above) have kept the aesthetics of breathing underwater to add a sense of
urgency to water sections.

Rocket Powered Hippo | Research 82


3.13.2 Lost Planet: Extreme Condition

Title: Lost Planet: Extreme Condition

Genres: Action / Third Person Shooter

Platform: PC / Xbox 360 / Playstation 3

Developer: Capcom

Original Publisher: Capcom

Year Released: 2007

3.13.2.1 Thermal Energy (T-ENG) Harmoniser


The main character in Lost Planet wears a device on his arm called a Harmoniser.
This device uses thermal energy collected by the player to recover player health
when damaged. Thermal energy being supplied to the Harmoniser is displayed in
a box below the player’s health and counts down from a max of 9999 depending
on how much thermal energy has been obtained. The amount of thermal energy
continually decreases during gameplay requiring players to constantly maintain
an adequate supply.

Figure 61 - Lost Planet gives thermal energy in abundance, however taking


damage quickly reminds players of its importance in the games design.

See page 125 for dehydration / energy meter synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 83


3.14 Gravity Gameplay

3.14.1 Super Mario Galaxy

Title: Super Mario Galaxy

Genres: Platformer

Platform: Wii

Developer: Nintendo EAD

Original Publisher: Nintendo

Year Released: 2007

3.14.1.1 Traversing Planetoids


Players move from small planetoid to small planetoid in each level. Each
planetoid has its own gravitational field that pulls the player towards it. Players
can escape a planetoids gravitational field by jumping to another nearby celestial
body or using a launch star to fire Mario to distant planetoids. Some planetoids
have gravity vortexes in their centre that suck the player in if they miss a jump.

Figure 62 - Mario can walk around a planetoid without the risk of falling off.

Super Mario Galaxy is a dramatic change of pace for the Mario series. Galaxy
relies heavily on players understanding quickly that they are always anchored to a
planetoid by gravity. Using gravity in Super Mario Galaxy soon becomes second
nature to players as gravitational forces fall into the background during
gameplay.

Rocket Powered Hippo | Research 84


3.14.2 Ratchet and Clank Tools of Destruction

3.14.2.1 Gravity Boots


Sections of this game require players to walk upside down / vertically on certain
platforms. These sections make used of the main character Ratchets gravity
boots. These gravity boots are activated automatically upon walking onto a
gravitational force enabled platform. The player can however jump when using
the boots as well as aim & fire weapons.

The gravity boots allowed the developers Ratchet and Clank: Tools of
Destruction to place sections of zero gravity in localised areas. Using
specific platforms for gravity sections allows for a change of place during
gameplay that typically happens on flat surfaces.

Figure 63 - Gravity Boot in later Ratchet and Clank games are taken as a standard
part of Ratchet's equipment.

3.14.3 Half Life 2

Title: Half Life 2

Genres: First Person Shooter

Platform: PC / Xbox / Xbox 360 / Playstation 3

Developer: Valve

Original Publisher: Electronic Arts / Valve

Year Released: 2004

3.14.3.1 Gravity Gun


Known as the “zero point energy field manipulator” by its creator the gravity gun
allows players to further manipulate objects within the game. The gravity gun is
primarily used in puzzles such as moving planks of wood and other objects to
create a path across a dangerous area. The gun can also be used a weapon if

Rocket Powered Hippo | Research 85


combined with objects that can inflict damage when fired at high speed such as a
circular saw.

Figure 64 – The Gravity Gun forces players to get creative with Half Life 2’s
playground of physics.

3.14.4 Dead Space

3.14.4.1 Gameplay in Zero Gravity


Dead Space contains sections where the player enters zero gravity environments.
The player in these sections typically is required to aim then jump from wall to
wall. Puzzles are often present during these sections that involve locating the
placing large keys into locks to reactivate inactive doors. The transition from
gravity to zero gravity is shown during depressurisation and re-pressurisation
sequences prior to entering zero gravity. Objects within the environment include
explosive canisters than can be exploded in zero gravity.

Figure 65 – Zero Gravity adds a twist to the gameplay in Dead Space removing
players from a comfortable experience into something wholly different.

Rocket Powered Hippo | Research 86


3.14.5 Prey

Title: Prey

Genres: First Person Shooter

Platform: PC / Xbox 360 / Mac

Developer: Human Head Games

Original Publisher: 2K Games / 3D Realms

Year Released: 2006

3.14.5.1 Variable Gravity


During gameplay Prey allows players to essentially walk on walls and the ceiling
down special paths. Players remain on the paths unless they jump or walk of the
path, in those situations gravity returns to normal and the player’s fall. Prey
offers variable gravity gameplay first, then seen later refined in Valve’s Portal.

See page 126 for gravity gameplay synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 87


3.15 Health Research

3.15.1 Halo Combat Evolved

Title: Halo: Combat Evolved

Genres: First Person Shooter

Platform: PC / Xbox / Mac

Developer: Bungie

Original Publisher: Microsoft Game Studios

Year Released: 2001

3.15.1.1 Standard health bar with regeneration elements


In Halo the player has a regenerating energy shield protecting them, however
below the energy shield is a standard health bar. Taking damage from enemies
lowers the shield exposing the player’s health bar thus taking damage. Players
have to judge when to hide and recharge their energy shield to lower the risk of
their health bar taking damage. The health bar can be refilled by collecting health
packs.

3.15.2 Super Mario 64

3.15.2.1 Health pie


Super Mario 64 has a health bar in the top-middle of the screen. The player’s
health is split into eight sections resembling a pie; as players take damage pieces
of the pie disappear. Once all eight pieces are gone players lose a life. Health can
be restored in two ways, collecting coins within each course or floating on the
surface of water.

Figure 66 – Restoring the bar is easy due the abundance of coins in each course;
however the player can easily find themselves in deadly situations, such as landing in
quicksand.

Rocket Powered Hippo | Research 88


3.15.3 Bioshock

Title: Bioshock

Genres: First Person Shooter

Platform: PC / Xbox 360 / Playstation 3

Developer: 2K Boston

Original Publisher: 2K Games

Year Released: 2007

3.15.3.1 Health packs


In Bioshock players restore health by collecting first aid kits located across the
undersea world of rapture. Players can buy health packs from vending machines
using money acquired from in the game as well as utilise health stations for
instant health restoration. The player can use ADAM, essentially the main
currency in rapture (like oil) can be used to increase the health bar once
procured.

Figure 67 –Vending machines are commonplace in Bioshock. They can even be hacked,
reducing the cost of health packs significantly.

See page 126 for health synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 89


3.16 Physics Based Puzzles

3.16.1 Portal
Title: Portal

Genres: First Person / Puzzle

Platform: PC / Xbox 360 / Playstation 3

Developer: Valve

Original Publisher: Electronic Arts / Valve

Year Released: 2007

3.16.1.1 Puzzle gameplay using a single mechanic


Portal makes tremendous use of physics puzzles in all its levels; each level is
presented as a puzzle, which the player must complete to get to the next level.
The puzzles are of classic design and involve the player moving from point A to
point B. Thoroughly looking at the designs of the levels show that good puzzles
need planning far in advance and that the game comes first. There is no point
creating a good looking level if the puzzles and gameplay are not present or
shoddily done.

Figure 68 – Critical acclaim for Portal comes from its ability to force players to
literally think outside of the box at times.

The player carrying a tool for transportation and being able to use the physics
tool on the fly instead of in a restricted location based effect.

Portal’s only weapon or tool is the portal gun and this streamlining makes playing
the game an easier experience as it gets rid of the possible confusion of deciding
which tool to use for the different puzzles. Also as a side effect it makes the level
designers think of new and interesting ways to create puzzles for the game and
this stretches the creative minds of the designers and produces better and more
refined puzzles.

Rocket Powered Hippo | Research 90


3.16.2 Trash Panic

Title: Trash Panic

Genres: Puzzle

Platform: Playstation 3

Developer: SCE Studios Japan

Original Publisher: Sony Computer Entertainment

Year Released: 2009

3.16.2.1 Traditional puzzle game + physics


Trash Panic is an actual puzzle game so its main mechanic is totally dependent on
its strength of its puzzles and its game physics. The player’s objective is to break
down the garbage falling into their trashcan by strategically placing it and
smashing objects into each other.

The level ends when the player has cleared a set amount, alternatively the player
fails if the trashcan fills up. This game highlights the alternative thinking that can
be applied to puzzles, which rely on physics. An example of how this may have
influence the game is that objects physical properties can be set in CryENGINE2
and puzzles which rely on physics may involve smashing items to clear a level or a
certain weight to activate doors.

Figure 69 – Trash Panic ascetically looks like a twisted version of Tetris, however
the experience is a generation beyond the simple block game due to its reliance
of physics.

Game objects having properties similar to real life. Weight, size and effects
translate from real life to the game. A wooden block will weigh the same, look the
same and burn the same.

Trash Panic ramps up difficulty rapidly and therefore becomes less fun the more
you play it. There are a small number of people who enjoy the frustration and
repeated play through, however this game is just bad pacing and difficulty design.
Rocket Powered Hippo | Research 91
3.16.3 Red Faction Guerrilla

3.16.3.1 Open worlds taking physics to the extreme


Red Faction Guerrilla the most advanced destruction engine in any video game,
objects shatter and collapse making for some truly spontaneous gameplay and
game flow. The game gives players the option to compete objectives by literally
blowing up everything in their path.

Figure 70 – Red Faction Guerrilla invites players into its sandbox of destructibility
in a way that allows for experimentation.

Destructible environments are really fun and engaging. Open world games need
to have regular checkpoints or a fast travel system. The structured open world
light feature of game means that we can manage the player experience better
and give open the spot respawn and an intuitive checkpoint system.

See page Error! Bookmark not defined. for physics puzzle synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 92


3.17 Quest Systems

3.17.1 Fallout 3

3.17.1.1 Quest Overview


In general quests are given to players in Fallout 3 via quest givers. Quests tend to
have several requirements such as “collect an object” or “talk to an NPC for what
to do next”.

3.17.1.2 Quest Length


The length of each quest can vary greatly depending on its requirements, for
example the games main quest is spread over several hours of gameplay
compared to smaller quest such as investigating a minefield and returning safely.

3.17.1.3 Moral Choices


Often Fallout 3 allows the player some freedom to decide a quests outcome.
Early within the game players have the choice to defuse a nuclear device in the
middle of a settlement or arm the device to destroy the settlement? Choices like
this effect how the entire game views the player, essentially if they are “good”
“evil” or somewhere in-between.

3.17.1.4 Quest Updates


The game keeps track of each quest activated by the player in the “quests” sub
screen of the player’s pip-boy data storage device. Selecting a quest from this
screen activates it and details the player’s progression on said quest. The game
sometimes gives a “show location” option on each quest, which brings up a
marker on the map screen.

3.17.1.5 Quest Completion Rewards


Upon completing a quest the player is rewarded with experience points to help
them improve their character. Often players are rewarded also with unique Items
such as weapons by NPC’s upon completion.

3.17.1.6 Why Fallout 3 has a good quest system


Fallout 3 gives players a vast amount of interaction with several NPC characters.
This interaction when getting quests make the game feel more real than simply
having a list to choose from. Quest givers use their personality to build
relationships with the player; this in turn helps the player to relate to each quest
on a personal level. The moral choices available to player on each quest also add
to the immersion of the entire Fallout 3 experience.

3.17.2 Fallout 3 Quest Example - Tenpenny Tower

3.17.2.1 Quest Overview


The ghouls want to live in the luxurious Tenpenny Tower but neither Allistair
Tenpenny nor the other residents are willing to let them in. Kill the band of
ghouls, let them into the Tower, or find an uneasy diplomatic solution. Note that
the decisions you make in this quest can have permanent and major effects on
the fate of a major city and obtaining one of the most useful items in the game.

Source: http://fallout.wikia.com/wiki/Tenpenny_Tower_(quest)

Rocket Powered Hippo | Research 93


3.17.2.2 Quest Givers
This quest is given by two NPC’s

Chief Gustavo, the security chief at Tenpenny Tower & Roy Phillips, the leader of
the ghouls.

3.17.2.3 Quest Completion Options


Players can simply Kill Roy Philips and his followers then return to Chief Gustavo
to collect the reward thus completing “Tenpenny Tower”.

The player can attempt to convince the resident of Tenpenny Tower and Allistair
Tenpenny to allow the band of ghouls led by Phillips into the tower to live
peacefully.

Another option is helping the band of ghouls into the tower via the towers
basement. This option sees the ghouls massacre the residents.

3.17.2.4 Rewards
Chief Gustavo offers the player 500 caps (the currency in Fallout 3) for the death
of Roy Philips

Helping Roy Phillips gives players a “feral ghoul” allowing them to pass enemy
feral ghouls without being attacked.

3.17.3 Mass Effect

3.17.3.1 Quest Overview


Assignments (quests) in Mass Effect are given to the player at several key
intervals during the main story. Side assignments that take players of the path
from the main story are found in several locations across the game.

3.17.3.2 Quest Length


In Mass Effect each time the player interacts with a key NPC they are given a new
mini assignment such as “go speak to character A” or “Activate three terminals
in”. Most assignments in the main story have varying lengths depending on the
objective assigned.

3.17.3.3 Moral Choices


Mass Effect allows player to make choices during the main story that alter the
game’s outcome. During assignments players can choose to for example kill a key
NPC or let them live. How an assignment turns out can effect assignments
undertaken in the future. Mass Effect places a heavy emphasis being good or evil
giving players the choice to be a “paragon” (good) or “renegade” (bad).

3.17.3.4 Quest Updates


Information on assignments in kept in a journal for the player. This allows players
to easily access information about a quest if they become unsure of how to
proceed during a quest. Completed quests are also located in the journal.

Rocket Powered Hippo | Research 94


3.17.3.5 Quest Completion
Assignment completion is required to progress in the narrative of Mass Effect.
Side quests offer new item and money; however both main assignments and side
assignments give experience upon their completion as well as “paragon” or
“renegade” points depending on the quests outcome.

3.17.3.6 Why look at Mass Effect?


Mass Effect implements quests into the gameplay seamlessly. Players have the
choice to avoid smaller assignments completely and focus on the main story.
Mass Effect urges players to delve into the lore behind the game, while it’s
possible to follow the main quest in several hours side assignments flesh out the
game world to those looking for a deeper experience.

3.17.4 Mass Effect Quest Example – Presidium Prophet

3.17.4.1 Quest Overview


Sheppard can obtain this assignment by overhearing the argument between the
C-Sec officer and the Hanar. The C-Sec officer tells Commander Sheppard that the
Hanar is a troublemaker. It is trying to preach on the Presidium, which is not a
designated preaching area, and it doesn't have a permit. The C-Sec officer claims
he is working to keep religious fanatics from bothering the public on the
Presidium. The Hanar counters by saying it isn't preaching, it is merely stating the
truth about the 'Enkindlers' and the truth doesn't need a permit. Once Sheppard
has heard both sides of the story, the commander must decide whom to help.

Source: http://masseffect.wikia.com/wiki/Citadel:_Presidium_Prophet

3.17.4.2 Quest Givers


As the player walks past the two NPC’s arguing a cut scene begins. The
assignment is then automatically added to the player’s journal. This is only one of
the ways quests are activated in Mass Effect; the most common situation is
talking to an NPC whom requests the players’ assistance.

3.17.4.3 Quest Completion Options


A simple solution to this problem is simply to buy the Hanar a permit to preach
legally elsewhere.

The player can convince the Hanar to stop preaching by asking if the “Enkindlers”
would want society’s laws broken to spread their message. Once the Hanar leaves
the officer thanks the player.

Sheppard can ask the office if anyone has made a complaint about the Hanar’s
preaching. The office says no one has complained and after further dialogue gives
up leaving the Hanar to continue preaching.

3.17.4.4 Rewards
The player gains no reward for buying the permit.

Helping the officer gives players some Omni-gel and credits (the currency in Mass
Effect).

Rocket Powered Hippo | Research 95


Helping the Hanar gives some medi-gel

Both the Hanar and officer reward the player with experience points and points
towards their renegade and paragon alignment status.

3.17.5 World of Warcraft

Title: World of Warcraft

Genres: MMORPG

Platform: PC

Developer: Blizzard Entertainment

Original Publisher: Blizzard

Year Released: 2004

3.17.5.1 Quest Overview


Quests are the cornerstone of World of Warcraft. The game relies on players
completing quests to level up their characters. The game has varying types of
quests that are assigned colours depending on their type, for example green for
easy quests and red for very hard quests. Quests are activated from various NPC’s
across the game, however some quests cannot be undertaken until the player has
reached a required level. The game also employs a daily quest system where
players can complete various quests to gain experience points up to 25 times a
day.

3.17.5.2 Quest Length


As quests in World of Warcraft vary greatly from trivial five-minute missions to
raids with several dozen players the length of quests cannot be easily
determined. Like most massively multiplayer online games time spent on quests
depends on not only the size of a quest but the player’s skill.

3.17.5.3 Quest Updates


World of Warcraft implements a quest log that keeps track of all quests
undertaken by players. A recent addition to the game allows for quest completion
criteria to be displayed onscreen during gameplay; this on screen tracking is
activated in the games quest log.

3.17.5.4 Quest Completion


Upon completion of a quest in World of Warcraft players are given experience
points, items, and money to spend in the world among other things.

3.17.6 World of Warcraft Quest Example – The Killing Fields

3.17.6.1 Quest Overview


Look at what has happened to this place! These lands were once occupied by
good farm folk. But the damned thieves have driven them all off. Not me, though!
But it seems some Harvest Watchers have taken over the fields.

Rocket Powered Hippo | Research 96


If you're up for the work, I'd like you to go out and kill twenty of them. Come back
when you're done for your pay. If you finish up with the ones in my field, clear
them from the neighbouring fields as well.

Source: http://www.wowwiki.com/Quest:The_Killing_Fields

3.17.6.2 Quest Givers


Farmer Saldean, a level 20 bread vender, the owner of Saldean’s farm in the
human territory of Westfall

3.17.6.3 Quest Completion Options


The players has only one option to complete this quest, kill 20 Harvest Watchers
then return to Farmer Saldean for a reward.

3.17.6.4 Rewards
The player is given the option of two rewards, a pair of Harvesters Pants or a
harvesters Robe (each when equipped improves the players stats). The player
also gains experience points, which range between 110 to 1050 points.

See page 127 for quest systems synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 97


3.18 Real World Traps

3.18.1 Deadfall
The deadfall trap uses a large rock propped up on a mechanism of sticks over some bait.
Once the bait is pulled off the trigger, the sticks flip out of the way and the rock drops
onto the animal killing it instantly.

Figure 71-Here is the theory behind the basic ‘Figure-4 Trigger’

Figure 72-Components of a Deadfall trap.

 A rock or other weight rests on the end of the diagonal stick. This supplies
downward pressure to the end of that stick.
 The diagonal stick rests on and pivots on the vertical stick at "C". This keeps the
diagonal stick from slipping away to the left.
 The diagonal stick is also held in place by having the end rest in a notch at "B".
 The pressure of the diagonal stick is pulling the horizontal stick towards the left.
 The horizontal stick is held in place by the notches at "A".
 "A" is where the actual trigger mechanism is located.
 The bait is placed at the end of the horizontal stick to the right of "A" (this stick can
be made longer as necessary), so that it is located directly under the weight.

Rocket Powered Hippo | Research 98


 When the animal takes the bait at the end of the horizontal stick, the trigger at "A" is
released. The horizontal stick falls to the ground, and the diagonal stick flips up and out
in a counter-clockwise arc. This allows the weight to come crashing down on the animal,
killing it instantly.
 Note that the vertical stick should be resting on a hard surface, such as a flat stone.
Otherwise it may dig into the ground and cannot fall out of the way when the trap is
triggered - the deadfall weight will come to rest on the vertical stick and won't fall to
the ground.
 Note also that it is usually good practice to put something hard on the ground under
the whole trap, or place the trap on rock. Otherwise, the deadfall, when it falls, may not
kill the animal; only injure it, since the animal may be pressed into the soft ground.

Source: http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html)

3.18.2 Apache Foot Hold Trap


The Apache Foot Hold Trap is a versatile trap with the ability to capture nearly any
animal and be set up on most soft surfaces. It is a simple trap consisting of only rope,
stakes and a hole.

Figure 73

The user first digs quite a deep hole, about 20 inches deep depending on the animal. It
is advisable to dig where noticeable tracks are located for the best chances of success.

The next stage is to get some sturdy sticks and carve them into stakes. These are dug
into the sides of the hole in two layers. In the image there is another layer of stakes
under the water. The stakes are roughly 12 inches long and are used to hold the animal
briefly allowing it to struggle and possibly injure it.
Make a snare or slipknot with strong rope. Lay the loop over the stakes. Making sure
the rope is strong and the knots are tight is the key to capturing any animal.
Tie the other end of the rope around a strong tree. Make sure the rope is not too short
or too long; the animal needs room to struggle in the rope allowing it to tighten.

The final step is to camouflage the trap with grass and leaves.
Source: http://www.wildwoodsurvival.com/survival/traps/apachefoothold.html

Rocket Powered Hippo | Research 99


3.18.3 Paiute Deadfall Trap
The Paiute Deadfall Trap is similar to the Figure-4 Deadfall Trap apart from it uses some
rope or cordage. The rope doesn’t need to be too strong so users who find themselves
without can quickly use some plant fibre or such instead.

Figure 74

Figure 75

The horizontal trigger at the bottom of the trap is what the bait is attached to. Once the
animal pulls on the bait, the trigger stick falls, releasing the small stick tied to the rope.
This then loosens the large stick propping up a weighted object that falls on top of the
animal.

Rocket Powered Hippo | Research 100


Figure 76 -Detail of rope mechanism. Notice how the horizontal trigger is holding the
rope in place.

3.18.4 Bird Snare


The bird snare is a simple and effective trap for catching birds. It consists of an upward
stick with a small hole cut into the top, a noose, a rock and a trigger perch. The trigger
perch is a small stick inserted loosely into the hole of the base stick. The noose is
threaded through the hole and left open on the trigger perch. The other end of the rope
is tied to a heavy rock. The trigger gently holds the rock in place. When a bird settles on
the trigger perch, the loose stick falls causing the rock to plummet thus tightening the
noose quickly around the bird’s feet.

Figure 77

Rocket Powered Hippo | Research 101


Figure 78

3.18.5 Trapping Pit

Trapping pits are deep holes in the ground, covered and camouflaged to trap large
animals. The pits can be filled with water slightly or filled with leaves to humanely
capture animals or alternatively, filled with stakes to kill the animal.

Figure 79 - Trapping Pit uncovered.

See page 127 for real world traps synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 102


3.19 Camera Systems / Aiming

3.19.1 Resident Evil 4

Title: Resident Evil 4

Genres: Action Adventure / Survival Horror

Platform: Gamecube / Playstation 2 / Wii

Developer: Capcom

Original Publisher: Capcom

Year Released: 2005

3.19.2 (OSS) Over-the-Shoulder Shot


Resident Evil 4 utilises an over the shoulder shot perspective during gameplay. The
camera follows the player as they walk, run and then zooms in closer once the player
aims their equipped weapon. The camera can be moved slightly up, down, left and right
around the player during gameplay to view the surrounding area.

Figure 80 – An OSS shot allows players to feel closer to the action in an action packed
game such as Resident Evil 4

When using certain weapons the camera system shifts into first person (Sniper Rifle,
Mine Thrower with scope). This camera has been emulated in several other games since
its successful implementation in Resident Evil 4 including.

 Gears of War 1 + 2
 Dead Space
 Tom Clancy’s Ghost Recon Advanced Warfighter 1 + 2
 Tom Clancy’s Rainbow Six Vegas 1 + 2
 Mass Effect

Rocket Powered Hippo | Research 103


3.19.3 The Elder Scrolls IV: Oblivion / Fallout 3

Title: The Elder Scrolls 1V: Oblivion

Genres: Role Playing / Sandbox

Platform: PC / Xbox 360 / Playstation 3

Developer:Bethesda Softworks

Original Publisher:2K Games

Year Released: 2006

3.19.3.1 First Person


Oblivion gives the option to play though the entire game from a first person
perspective. The player can choose to play in 3rd or 1st person. However, the
sense of immersion diminishes in third person. In first person the player can wield
magic and weaponry with a fantastic sense of total immersion. In Fallout 3 the
first person is the same as Oblivion except Fallout has VATS (Vault Assisted
Targeting System) that takes place in third person. Another Issue with playing
both these games in 3rd person is the lack of refined believable animations for
the player character; the sense of immersion is somewhat lost when a player
character does not move realistically.

Figure 81 – Playing any game in first person draws players in as they view the
gameplay from an eye level perspective; In Oblivion combat is incredibly intense
in this intimate perspective.

3.19.4 Gears of War 2

3.19.4.1 Aiming with visual Indicators


When aiming in Gears of War several on screen visual indicators appear. The over
the shoulder camera system comes in tighter to the player in sync with an
animation showing the characters weapon being drawn. Once the weapon is
Rocket Powered Hippo | Research 104
drawn a targeting reticule, often specific to the weapon equipped appears. Some
weapons automatically go into a scope zoomed view such as the Sniper Rifle.
During aiming, players can still move around the environment however their
movements are slower than without aiming.

3.19.5 Uncharted: Drakes Fortune

Title: Uncharted: Drakes Fortune

Genres: Action Adventure

Platform: Playstation 3

Developer: Naughty Dog

Original Publisher: Sony Computer Entertainment

Year Released: 2007

3.19.5.1 Switching positionduring Aiming


When aiming a weapon in Uncharted the player can switch the camera to look
over the characters other shoulder. This helps when the player is wall hugging
and cannot get a decent aim with the camera in its default position (on the
player’s right shoulder).

Figure 82 – For a game built around firing from cover Uncharted: Drakes Fortune
allows players a large array of cover options to suit any situation.

3.19.6 Resident Evil 5

3.19.6.1 Tight Third Person Aiming


Resident Evil 5 uses a third person camera during aiming that comes in close to
the player. While aiming, the camera zooms to a point where only the players
head and shoulders are onscreen. Bringing the player closer to weapon aiming
increases the overall sense of immersion during combat and displays a more
dynamic camera view of gunplay. In addition being able to see more of the aiming
area clearly enhances the ease of use of the targeting mechanics found in
Resident Evil 5 (mechanics built on from Resident Evil 4).

Rocket Powered Hippo | Research 105


3.19.7 Tomb Raider Underworld

Title: Tomb Raider Underworld

Genres: Action Adventure

Platform: PC / Xbox 360 /Playstation 3

Developer: Crystal Dynamics

Original Publisher: Eidos Interactive

Year Released: 2008

3.19.7.1 Adrenaline Headshot (One Shot Kill)


During combat Lara’s adrenaline level increases, in the top left of the screen is an
adrenaline gauge, when full Lara can vault over an enemy, which activates
adrenaline mode. The combat slows down allowing the player to place their
weapon crosshair over the enemy’s head, once over the head firing the weapon
incurs a one shot kill.

Figure 83 – Surrounded by enemies Underworld’s one shot kill mechanic comes


in vital as players controlling Lara often find themselves relying on it.

See page 128 for camera systems / aiming synthesis of click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 106


3.20 Conversation Systems

3.20.1 Mass Effect

3.20.1.1 Interactivity

In Mass Effect every conversation is given weight. Players are pulled into each
time the main character engages in dialogue. Using dynamic camera angles the
developer Bioware has given Mass Effect framing akin to films during dialogue.
Dialogue can feel tense; this tension is multiplied by how the camera gives
players an over the shoulder (OSS) shot typically. This interactivity is a natural
evolution from two of Bioware’s previous games Star Wars: Knights of the Old
Republic & Jade Empire.

Figure 84 - The "open ended" conversation structure of Mass Effect give a


complexity to conversations to make players care about the choices.

3.20.1.2 Dialogue Wheel

A dialogue wheel is present during dialogue. This wheel has a number of replies
or questions the player can ask to whomever they are currently talking to. Mass
Effect allows players to choose a conversations outcome. Players can often for
example be asked to help an NPC in need, the player can choose to help or
essentially ignore the NPC’s plight via dialogue. Choices made during dialogue can
have a profound effect on the games narrative and even close/open plot
elements further down the road in Mass Effects planned sequels.

3.20.2 Fallout 3

3.20.2.1 Choosing a Path


Dialogue in Fallout 3 come across as technically basic at first, the player simply
stands in front of the NPC they wish to interact with and talks to them. Quickly
players begin to realise that Fallout 3 gives players perhaps the largest
conversation / dialogue choices of any game. Players can talk to an NPC and ask
various questions about who they are or the players location etc by the game

Rocket Powered Hippo | Research 107


really comes into its down in how conversations end. Players can often find
themselves in a firefight if they choose to disrespect an NPC, usually a firefight
early in the game ends with death.

3.20.3 Shenmue

3.20.3.1 FREE
With Shenmue its producer/director Yu Suzuki coined a genre name “FREE” which
stands for “Fully Reactive Eyes Entertainment”. Suzuki wanted to make the world
of Shenmue feel real to players, the games conversation system is vital in the
illusion intended by Suzuki and his staff.

Figure 85 – Each NPC engaged with in Shenmue is nothing more than a narrative
focused sign pointing to the next clue in Ryo’s the main characters adventure.

During gameplay the player talks to NPC’s who essentially are the key to
completing the game. For example the player is looking for who murdered his
father; he talks to a young girl who tells him about a black car that ran over a cat.
She tells him where the car was headed and who to ask for more info. The player
can talk to almost any NPC, however many only have a line or two of dialogue.

See page 129 for conversation system synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 108


3.21 Hint Systems

3.21.1 The Legend of Zelda: Ocarina of Time

3.21.1.1 Navi
In Ocarina of Time Navi glows green when near any important parts of the game.
The player can use Navi throughout their quest to essentially point them in the
right direction. Often Navi will give a basic description of a problem to the player
with just enough information to guide the player to an eventual solution.

3.21.2 Tomb Raider Legend

3.21.2.1 Lara Journal


During gameplay players will often find themselves unsure how to progress. A
feature implemented into Tomb Raider: Legend and its sequels is Lara Croft giving
the player small audio hints such as “maybe I can move that statue” etc. These
hints are continually updated, as the player progresses within her Journal
(accessed on Lara’s PDA) allowing skilled players the choice to not access them or
for casual players to use them. Giving the player small hints in the right direction
are used without giving away how exactly to do a puzzle.

3.21.3 Bioshock

3.21.3.1 Audio Devices


While exploring the underwater world of Bioshock players come across audio
devices. These devices are often used to give the player some insight into the
world before them became part of it. Often however players listening to these
audio drops come across information such as codes for locked doors etc,
recorded by the games inhabitants. Bioshock keeps track of all the audio devices
found by the player allowing them to be replayed at any time.

Figure 86 – Bioshock invites players to uncover the world of Rapture before their
arrival. When collecting an audio device the audio plays automatically making a
point not to pause gameplay.

Rocket Powered Hippo | Research 109


3.21.3.2 Text Help
When players are really stuck in certain areas, they can access their map screen
and ask for a hint by pressing the square button. The hint will often say things
like:

“Head to the medical bay to find the doctor and kill him”

If the player is still stuck and can’t find their way to the medical bay, they can
again access the map and press the triangle button for direction. This often
results in the following:

“To get to the medical bay, melt the ice covering the door using your incendiary
plasmid…”

This kind of hint system allows players to choose how much help they want to
have during the game, if any at all.

3.21.4 Uncharted: Drakes Fortune

3.21.4.1 Sir Francis Drakes Diary


At the start of Uncharted, players receive a Diary. This diary charts the
adventures of Sir Francis Drake. During gameplay players often comes across
puzzles that defy logic. During these sections the “select” button appears on
screen which when pressed displays a page of the diary. An example of this
mechanic comes in a room with four pressure switches; the player is required to
press each switch (each with its own symbol) in the order written in the diary.

Figure 87 – As Drakes Fortune progresses the diary almost becomes a character.


The gameplay heavily relies on the information contained within.

See page 129 hint systems synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 110


3.22 Ammunition counters

3.22.1 Gears of War 2

3.22.1.1 Visual Representation


The ammunition counter in Gears of War 2 consists of an image of the selected
weapon, a visual representation of the clip size and a number indicating the
amount of ammunition left. The ammunition in the clip reduces as the player
fires their weapon. During reloading players can gain an active reload by pressing
the reload button at the correct time when prompted by an animation on the
ammunition counter.

Figure 88– Gears of War 2’s ammunition counter is by no means complex, this is
because this type of HUD icon should be displayed clear so players have a clear
reading of remaining ammunition at all times.

3.22.2 King Kong

Title: King Kong

Genres: Action / Adventure

Platform: PS2, Xbox, PC, Xbox 360

Developer: Ubisoft Montpellier, Ubisoft Casablanca

Original Publisher: Ubisoft

Year Released: 2005

3.22.2.1 No HUD to Display Ammunition


King Kong has no HUD. Health is represented by the pace of the characters
breathing and a blood overlay. Ammunition is announced by the character
whenever a weapon is reloaded or the player presses a button. This take on
removing the HUD from the player gives a more immersive experience.

Rocket Powered Hippo | Research 111


3.22.3 Mirrors Edge

Title: Mirrors Edge


st
Genres: 1 Person, Action / Adventure

Platform: PS3, Xbox 360, PC

Developer: DICE

Original Publisher: Microsoft Games Studios

Year Released: 2008

3.22.3.1 No indication of how much ammunition remains


Mirrors Edge takes a unique approach by having no HUD. Any weapons that the
player picks up has a limited amount of ammunition which when used up, can’t
be replenished. Naturally, the player or character that picks up a weapon in real
life can’t tell how much ammunition is left.

Figure 89 – Zero onscreen ammunition information creates a feeling of reality.

See page 130 for ammunition counters synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 112


3.23 Binocular Research

3.23.1 Far Cry 2

3.23.1.1 Tagging Enemies and Locations


Far Cry 2 includes an improved version of the binoculars from the first game in
the series. When a player uses the binoculars, any enemies in the view are tagged
in the mini-map. The feature is extremely useful for assessing an environment,
especially an open world one, before running in. The binoculars can also be used
in the same way to find new areas before actually travelling to them making it
easier to use the map.

3.23.2 Tomb Raider Legend

3.23.2.1 Environmental Analysis


Binoculars in Tomb Raider legend are useful for scouting areas and solving
puzzles. The player can activate the RAD mode on the binoculars to analyse the
environment. Breakable, explosive, mechanical and moveable objects can be
identified with an on screen icon as long as they are in view. The player can then
decide how these objects can help them progress.

3.23.3 Warhawk

Title: Warhawk
rd
Genres: 3 Person Multiplayer Shooter

Platform: PS3

Developer: Incognito / SCE Studios Santa Monica

Original Publisher: Sony Computer Entertainment

Year Released: 2007

3.23.3.1 Binoculars and Weapon Combination


The binoculars in Warhawk have a second feature; when the player scopes an
enemy in the distance, the fire button calls in a missile strike, which usually ends
in an instant kill.

See page 130 for binoculars synthesis or click here

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 113


3.24 Enemy Types

3.24.1 Fallout 3

3.24.1.1 Wasteland Creatures


The capital wasteland area is home to various dangerous creatures in Fallout 3
These creatures range from small crab like creatures to fearsome beast
resembling wild bears. The creatures will follow the player and attack him / her
until defeated. Players can run from some of these creatures, however many are
equally as fast as the player. The AI for these creatures is pretty basic in
comparison to NPC enemies.

Figure 90 – Yao Guai represent Fallout 3’s most violent predators. Players need to
gain a lot of experience before attempting to take one even one Yao Guai.

3.24.1.2 Wasteland Enemies


The majority of NPC enemies carry weapons in Fallout 3, ranged or melee based.
During the game players encounter a wide variety of NPC enemies such as
Androids, large mutants and infected zombies. These NPC’s have AI that is similar
to the wasteland creatures however when they are attacking the player can
holster their weapon, which occasional stops them.

3.24.2 Tomb Raider Underworld

3.24.2.1 Wild Animals


During each level of Tomb Raider Underworld puzzle gameplay is interwoven with
encounters with various wild animals. Players are at one point introduced to a
pack of wild tigers that work together to attack the player. The Tomb Raider
series has often introduced wild animals into rural environments to add a touch
of reality to locations as well as break up long sections of exploration.

See page 131 for enemy types synthesis 1 or click here

Rocket Powered Hippo | Research 114


3.24.3 Halo 3
Halo 3 is an excellent example of having a game with various types of enemies. Each
enemy in Halo 3 is positioned to challenge the player. Smaller enemies are used to
swarm the player while large more formidable enemies are used challenge the player’s
abilities.

3.24.3.1 Grunts
The grunts are essentially “cannon fodder” in the Halo universe. Leaders often
accompany them, when their leaders die the grunts tend to run in fear of the
player. Grunts are often in groups of several and can offer some challenge in
numbers.

Figure 91 – Grunts have become to comic relief in the Halo series players are
often met with Grunts that spurt the occasional comical one liner upon
encountering the player.

3.24.3.2 Buggers
Buggers attack in flying swarms. They move with some speed and like grunts are
formidable in large groups. Buggers in numbers are difficult to defeat due to their
agile quick movement.

3.24.3.3 Brutes
The Brute is a formidable enemy within the Halo universe. They resemble large
ape like creatures that are commonly seen as “bullet sponges” due to the amount
of damage they can take from the player. Players must use strategy to defeat
Brutes compared to Grunts.

3.24.4 Uncharted 2: Among Thieves

Title: Uncharted 2: Among Thieves

Genres: Action Adventure

Platform: PS3

Developer: Naughty Dog

Original Publisher: Sony Computer Entertainment


Year Released: 2009

Rocket Powered Hippo | Research 115


3.24.4.1 Basic Soldiers
Basic soldiers in Uncharted 2: Among Thieves come in two colours, grey and
black. The soldiers come equipped with a variety of weaponry. They often work in
small groups to clear out and patrol areas.

Figure 92 –While it would be easy to dismiss the solders players combat in


Among Thieves as all being the same the reality is far from. Soldier’s types similar
in appearance often require a complete rethink of the player’s strategy.

3.24.4.2 Armoured Soldiers


A step up from the basic soldiers are armoured soldiers, these soldiers are well
protected with riot equipment. In addition these solders are equipped with high
damage weapons such as M4 Assault Rifles and Shotguns.

See page 137 for enemy typesrefinement or clickhere

See page 18 for additional problems or click here

Rocket Powered Hippo | Research 116


3.25 Economy

3.25.1 Fallout 3

3.25.1.1 Caps
Caps are Fallout 3’s system of currency. Every object players can place in their
inventory in Fallout 3 has a monetary value. Players can view an items Caps value
before picking one up.

Figure 93 – Taking the value of Caps to the extreme players can kill any merchant
and take their entire supply of Caps rather than trade peacefully.

Items can be sold for Caps to various merchants in Fallout 3. Players can use
obtained Caps to buy new items, repair damaged equipment and even buy a
slave follower. While the player occasionally comes across Caps typically selling
items is the best way to obtain new Caps.

3.25.2 The Legend of Zelda: Twilight Princess

3.25.2.1 Rupees
Rupees are the main currency in The Legend of Zelda series, Rupees has the
appearance of gems and come in different colours depending on their value.
Throughout the Zelda series the colour scheme for Rupee value has remained the
same allowing players to instantly recognise a Rupee’s value in a new Zelda game.

Rocket Powered Hippo | Research 117


4 Synthesis
4.1 Synthesis – Action / Adventure Games

4.1.1 Synthesis 1 – More action based gameplay


Based on research into action games more emphasis was placed on combat to give
players a more action orientated experience.

4.2 Synthesis – Hub Worlds

4.2.1 Synthesis 1 –Whole Island Jumping Island


The first design of the games floating island level allowed players to jump off the island
from any point to land in the area belowat will. Players could soar through the air and
land close to where their objectives in the area below begin. This approach gives the
player freedom, the chance to explore and an exhilarating visual experience.

See page 132 for whole island jumping refinement or click here

4.2.2 Synthesis 2 – Giant Chain


The island neededto be more structured,the design needed to control where the player
lands in the area below. A series of chains were synthesised from the island down to the
area below. The chains led from specific objective areas on the island straight to
important locations on the surface

See page 132 for chain island refinement or click here

4.2.3 Synthesis 3 – Spot Jump


The third design takes the best of the previous ideas and combines them. The parachute
jump is surrounded by an invisible cylinder that gives players some freedom in their
jump but they will only land in populated areas. The visual punch remains, but in a
controlled manner. Areas that the player can jump from are therefore pre-defined to
where the cylinders and landing points are placed. This means that the edges of the
island have to be covered by buildings or fences.

4.3 Synthesis – Fake Open Worlds

4.3.1 Synthesis 1 – Paths


The first design for the wasteland took inspiration from games such as Fable 2 and Call
of Duty Modern Warfare. Open areas were spaced apart and connected by one or two
paths. Fences and buildings keep the player on the path. This design allows players to
have a sense of freedom and exploration but in a controlled, linear way.

See page 132 for fake open world refinement or click here

4.3.2 Synthesis 2 – Environmental Paths


Far Cry 2 and Red Faction Guerrilla inspired the next design for the wasteland. These
games make use of the natural landscape to direct players to their objectives. This is a
much more natural technique for guiding the players down paths. Open areas will be
placed in valleys and craters. Because the hills guiding the player are so high, players
cannot see past them and will therefore not feel the need to explore further. Level

Rocket Powered Hippo | Synthesis 118


designers can quickly sculpt hills in the landscape that means where artists will be freed
up from creating assets to guide the player.

4.4 Synthesis – Getting On and offa floating island

4.4.1 Synthesis 1 – BASE Jump


The first idea about how the player could leave the floating island was a BASE jump. This
feature would be easily implemented as it’s a feature built in to CryENGINE. BASE
jumpingwill give players a dynamic exciting gameplay sequence.

See page 132 for BASE jump refinement or click here

4.4.2 Synthesis2 – Zip Line


A zip line is the second design for exiting the island. This technique will be just as
visually thrilling and has the advantage of directing the player to a point where
gameplay has been designed.

See page 132 for zip line refinement or click here

4.4.3 Synthesis3–BASE Jump 2


BASE jumping was the most thrilling option for getting off the island but was proving
difficult in getting the player to land where the design was implemented. The answer to
this problem was to get the player to BASE jump in an invisible cylinder all the way to
the ground. This means that the player has some freedom in movement but will land
where the designer wants them to.

4.4.4 Synthesis4 – Teleporters


Teleporters offered the best solution to getting back up to the island. They were instant
and fitted into the narrative. Teleporters will be placed at key points throughout the
levels to give players an easy way back to the island to collect ammunition or health.
Once a teleporter has been activated on the surface, the player can use the one
teleporter in the island to get back to any one of the visited teleporter.

4.5 Synthesis – Maps and Compasses

4.5.1 Synthesis1 - 1st Person Over-the-Shoulder Map


Taking inspiration from Far Cry 2 again, the map will be an in-game, paper map. When
the player pressed a button, the character would pull out a map and the camera would
zoom to a first person perspective. This would keep the player immersed in the game
world.

See page 133 for map refinement or click here

4.5.2 Synthesis2 – Compass

Staying in the 3rd person perspective keeps the players immersed. Switching between
perspectives breaks the flow of the game. A compass was designed for the HUD in a
similar style to the game. The compass allows players to navigate themselves through
the levels. A compass fits the theme of survival.

Rocket Powered Hippo | Synthesis 119


See page 133 for compass refinement or click here

4.5.3 Synthesis 3 – Compass / Map Hybrid


Players require a 2D map to mark points of interest. Areas the player has discovered
through exploration are automatically added to their map, quest givers will add set
areas of interest to the map. Players can in addition scan an area using binoculars to
locate tech. A compass was designed which outlined a 2D map. The map turns where
the player is facing which allows the player to travel with given directions.

4.6 Synthesis – Inventory Systems

4.6.1 Synthesis1 – Classic Inventory


The first inventory system developed was the classic pause menu inventory. This was
where the player paused the game and accessed the inventory through a menu. A new
screen was brought up where items were contained in a modular, pictorial form. The
items and weapons could be selected and a small options menu for that specific item
would pop up. This small menu allowed the player to equip, use or combine.

See page 133 for inventory refinement or click here

4.6.2 Synthesis 2 – Classic In-Game Inventory


The first inventory that was designed was based on classic RPGs such as The Elder
Scrolls 3: Morrowind and Final Fantasy. The only difference was that the inventory
appeared in-game, much like Broken Sword, instead of a separate screen that paused
the game. Pausing the game would take away some of the immersion and intensity of
the game.

The player holds down the inventory button, which brings in a grid from the side of the
screen. The grid contains all of the items the player has attained during the course of
the game. From here, the right analogue stick camera controls are disabled and used to
select items. This allows the game and the player to carry on playing, stay immersed
and heightens the intensity.

4.6.3 Synthesis 3 – Streamlined Inventory


While in theory, the in-game inventory grid would work, it will take up too much screen
space and break immersion. Instead of having a 8 x 8 grid roll in from the side of the
screen, a simple 1 bar inventory could be used in its place. Loosely based on the
Playstation 3s XMB menu, the player can navigate their items horizontally and with a
quick push down on the right analogue stick, the item menu fades and brings up that
item sub-context menu; use or combine. All the selections are controlled with the right
analogue stick, much like in the first design of the inventory.

See page 133 for streamlined inventory refinement of click here

4.6.4 Synthesis 4 – Auto Combining Inventory


After finding that an interactive, in-game inventory was too complicated to implement,
a new, auto-combining inventory was created. Once a player has a learnt what items
can be combined, they are automatically adjusted in the inventory. For example, a large
health plant is made from 3 small plants. If the player collects 3 small plants, it is
combined to create a large plant. However, if the player needs some health, they can

Rocket Powered Hippo | Synthesis 120


easily use one of the small health plants. Specific items can be used, but are assigned to
keys on the keyboard.

4.7 Synthesis – Weapon Select

4.7.1 Synthesis 1 – Pop-Up Weapon Select


The original design for weapon selection included a pop-up inventory which came in
from the left of the screen. The player would hold the weapon selection button, the
game would pause and the weapon could be selected using the right analogue stick.

See page 134 for pop-up weapon select refinement or click here

4.7.2 Synthesis 2 – D-Pad Weapon Selection


Weapons are automatically assigned to the D-Pad when picked up. It is very easy for the
player to then use the d-pad to switch between weapons without pausing the game.

See page 134 for d-pad weapon selection or click here

4.7.3 Synthesis 3 – In-Game Weapon Selection


The third design for weapon selection is a blending of idea one and two. The player will
hold down the weapon select button and use the right analogue stick to choose their
selection. Instead of this being on a pop-up inventory screen, the camera zooms slightly
to the back of the character where the weapons are mounted. The selected weapon
glows slightly allowing the player to shift the analogue stick to the left or right to select
the next weapon. This method of in-game selection frees up screen space and doesn’t
pause the game or take the player out of the experience.

See page 134 for in-game weapon selection refinement or click here

4.7.4 Synthesis 4 – Mouse Wheel Selection


The in-game, on-back selection for weapons would be possible but take up too much
time to implement. A more classic mouse wheel selection is going to be used to scroll
through weapons.

4.8 Synthesis – Weapons

4.8.1 Synthesis 1 – Classic Weapons


The first ideas for weapons were based on classic types found in most shooter games;
melee weapon, handgun, shotgun, assault rifle, sniper rifle, grenade. The weapons
designed were going to have the same characteristics as these weapons but built from
raw and recycled materials.

4.8.2 Synthesis 2 – Survival Weapons


To cut down on art asset development and balancing, the weapon numbers decreased
and picked to fit in with the theme of survival and assassination. The player will carry
five weapons during the time of the game:

 Knife – Used for close quarters combat and cutting food off plants
 Throwing knives – Mid range combat weapon, deals medium damage

Rocket Powered Hippo | Synthesis 121


 Blow Dart – Poison and weapon is needed to be effective. Used to get past
enemies easily but the player loses the opportunity to gather materials and food
from their body.
 Crossbow – The crossbow is the most powerful weapon, used best at long range
because of the slow reload time.
 Explosive Packs (various) – With the right materials, various explosives can be
constructed to kill, stun and put to sleep creatures and enemies.

4.8.3 Synthesis 3 – Weapon Upgrades 1


To keep players interested in the five standard weapons, upgrades were designed to
reward the player at pre-defined sections in the game.

4.8.4 Synthesis 4 – Weapon Upgrades 2


Each weapon needs upgrades to keep players interested in playing the game.

Weapon Upgrade
Knife Upgrade 1: Machete
Upgrade 2: Serrated Machete
Upgrade 3: Poison Machete
Throwing Upgrade 1: Throwing Stars
Knives
Upgrade 2: Poisoned Throwing Stars
Blow Dart Upgrade 1: Long Range Blow Dart
Upgrade 2: Tagging Darts
Crossbow Upgrade 1: Scope
Upgrade 2: Laser
Upgrade 3: Steel Bolts
Grenades Upgrade 1: Stun Grenade
Upgrade 2: Explosive Grenade
Upgrade 3: Tagging Grenades

4.8.5 Synthesis 5 – Revised Weapons

Weapon Weapon Description Upgrades Upgrade Description


Machete The machete is used in Serrated Machete A more powerful
close quarters machete
encounters or as a last Poisoned Machete Once the enemy is cut
resort when the player with the poisoned
has run out of or wants machete, their health
to conserve slowly depletes until
ammunition. they die. This gives the
player a chance to
escape without using
any ammunition.
Electric Discharge This upgrade is hidden
Machete from the player in a
secret area. When the
player stabs an enemy,
a burst of electricity

Rocket Powered Hippo | Synthesis 122


enters their body
instantly killing them.
Slingshot The classic slingshot has Metsubushi Metsubushi
unlimited ammunition Ammunition ammunition contains
due to the amount of plant seed from an
small stones lying alien life-form. It has
around the desert the ability to severely
landscape. It is relatively blind an opponent
weak in power but can giving the user chance
finish off poisoned or to escape. The seeds
weakened enemies are contained in a thin
easily and is also useful layer of animal skin
on blinded creatures to that bursts on impact.
conserve ammunition. Pheromone Bomb Using a skin sack
collected from dead
creatures, the player
can combine this with
a pheromone gland
from another creature
to create a diversion.
The sack breaks on
impact and splashes
an area with mating
pheromones causing
other creatures in the
area to investigate.
Handheld The handheld crossbow Large Ammunition A larger ammunition
Crossbow sprays the enemy with a Clip clip for the handheld
barrage of needles. crossbow allows the
While the needles don’t player to fire 5 rounds
cause a lot of damage, in succession without
they have the ability to reloading.
hit multiple enemies at Poison Needle Round Using the poison of a
a time weakening them rare plant life with
for further attacks. needles from another,
Repeated hits with the the player can
needles can finish off combine the
enemies quickly. ingredients to slowly
poison a large amount
of enemies.
Bow and The bow and arrow is Scope Attachment The scope will allow
Arrow the most powerful the player to
weapon the player has accurately fire arrows
access to. It is capable over large distances
of instantly killing most using magnification.
enemies and can travel Explosive Arrows Combining the arrows
long distances. with the explosive oil
sacks of the creatures
can be lethal. The
arrows explode on
impact causing great

Rocket Powered Hippo | Synthesis 123


damage to anything
around.

4.8.6 Synthesis 6 - Final Weapons

Weapon Weapon Description Upgrades Upgrade Description


Machete The machete is used in Poisoned Machete The poisoned machete
close quarters damages an opponent
encounters or as a last but also poisons them.
resort when the player Good for swift stealth
has run out of or wants attacks.
to conserve
ammunition.
Spear The spear is more Tech Spear The tech spear is more
powerful than the powerful than the
machete and can keep regular spear.
enemies at a distance.
Blunderbuss The Blunder Buster N/A N/A
fires rocks from the
environment. It is used
much like a shotgun
and is powerful at
close range and large
groups of enemies.
Bow and Arrow The bow and arrow is Scoped Bow and Arrow The scoped bow and
the most powerful arrow improves
weapon the player has accuracy making the
access to. It is capable reticule more precise.
of instantly killing most Explosive Ammunition Explosive ammunition
enemies and can travel is the most powerful
long distances. weapon in the game.
The arrow explodes on
impact causing large
damage to anything in
the vicinity.

4.9 Synthesis – Real-Time Item Selection

4.9.1 Synthesis 1 – Pop-Up Inventory Selection


Using the pop up inventory menu without pausing the game, much like in Resident Evil
5, increases the tension and fits in more with the theme of survival; don’t have time to
heal mid-battle. The player holds down the inventory button and navigates the menu
with the right analogue stick or the mouse depending on their preferred hardware.
Camera controls are temporally disabled during this feature. The player can still view
much of the screen which they use to avoid enemies using the left thumb stick. The
player won’t have as much control over the avatar during item selection which
heightens the excitement and keeps the player immersed.

See page 134 for pop-up inventory selection refinement or click here

Rocket Powered Hippo | Synthesis 124


4.9.2 Synthesis 2 - Real-Time Scrolling Item Selection
After the new one bar scrolling inventory was synthesised, players can navigate the
menu much quicker using the right thumb stick. There is less distance to travel and
fewer options for each item.

See page 135 for real-time scrolling item selection refinement or click here

4.9.3 Synthesis 3 – Context Dependant Items


Items will be used automatically. Triggers will activate when the player comes into close
proximity. For example, to upgrade the bow to a scoped bow, the player collects the
broken telescope and takes it to the tech NPC on the island. A trigger activates and
automatically takes the broken telescope from the player’s inventory and upgrades the
bow.

Other items like health replenishment can be assigned to the keyboard.

4.10 Synthesis – Companion Characters

4.10.1 Synthesis 1 – Companion Bird


To clear the HUD, the first synthesis included a companion character that assists the
player. A small bird would be able to help point out clues in puzzles, directions and
discover secret areas or items.

See page 135 to companion bird refinement or click here

4.11 Synthesis –Dehydration / energy meter

4.11.1 Synthesis 1 – Classic Shield


The first design of an energy meter evolved into a shield that would act as a second
health bar which when depleted started detracting from the primary health bar. This
was simple for players to work out and gave them something to search for in the
environment.

See page 135 for classic shield refinement or click here

4.11.2 Synthesis 2 – Damage Divider


The second design of the shield still uses a bar to show the shield strength. Instead of it
having to be fully depleted before the health bar starts dropping, it acts as a divider. If
the shield is at 100%, the next hit will be blocked. If the shield is at 50%, the next hit will
be halved. This gives the player a greater feeling of survival, especially against stronger
enemies that are extremely dangerous. Players have to search for tech in the
environments to build back up their shields. The shield slowly depletes through
gameplay so survival depends on the player finding tech to top up the shield.

See page 135 for damage divider refinement or click here

4.11.3 Synthesis 3 – Shield Glow


To get rid of the shield bar, the player’s character will have a glowing border to
represent the shield. The stronger and larger it glows, the more shield is available.
When the shield eventually depletes, the glow will disappear. The glow allows the

Rocket Powered Hippo | Synthesis 125


designer to free the HUD up from unnecessary items giving the player the chance to
focus on the game.

4.12 Synthesis - Gravity Gameplay

4.12.1 Synthesis 1 –Island Gravity Navigation


Much like Super Mario Galaxy, players would be able to walk on and around rocks stuck
in gravity anomalies. These could be used as vertical and horizontal navigation puzzles.

See page 135 for gravity gameplay refinement or click here

4.12.2 Synthesis 2 – Gravity Puzzles


After researching more games with gravity elements, other ideas were inspired and
synthesised.

4.12.2.1 Gravity Fishing


The player drops into an area surrounded by gravity wells. There is a tunnel in the
centre which has a locked catch. To get into the tunnel, the player has two
options:

The first option is to combine the arrows, clay and rope to make a projectile
fishing device. The aim is to fish out the explosives from all the debris and blow
the hatch open. When the arrows are fired into the gravity well, they become
affected by the gravity and challenge the player to adapt.

The second option is to drag out a large rock from the debris over the hatch.
Once the rock is pulled out of the gravity, it plummets onto the hatch door
cracking it open.

4.12.2.2 Platforming
The player comes across a large chasm with various gravitational anomalies.
There are various rocks floating around which the player can use as platforms
when they are rotate the right way.

4.12.2.3 Mined the Explosives


A gravitational well covers a path the player needs to cross in an old hunting area.
There is a tunnel half way through that the player needs to get to. The gravity is
full of rocks and old mines. The player must carefully cross through without
touching the mines. Exploded mines can set off a chain reaction, which can cause
the pathway to become blocked; players have to be careful if they choose to
shoot the mines.

4.13 Synthesis - Health Bar

4.13.1 Synthesis 1 – Classic Health Bar


It is important for players to take care of their health in a survival adventure game. The
best way to do this is using a classic health bar. This way, the player can quickly glance
and know how much health they have left. The health bar will be wrapped around the
compass. Each quarter of the health bar is 25%. When the health bar hits 0, the player
dies and respawns at the last checkpoint.

Rocket Powered Hippo | Synthesis 126


See page 135 for classic health bar refinement or click here

4.13.2 Synthesis 2 – Health Overlay


Much like Gear of War 2, Ascension would use a red / blood overlay on the screen to
indicate damage and direction. This would also clear the HUD.

4.13.3 Synthesis 3 –Health Backup


As well as the overlay for damage direction, players who have large plants in their
inventory will see a small ball under their compass and health bar. When the player’s
health reaches 0, the large plant will be used and health will be replenished.

4.14 Synthesis – Quest Systems

4.14.1 Synthesis 1 - NPC Activation


Quests will be activated by talking to specific NPCs. The quest givers can be found
marked on the HUDs mini-map. When the player approaches the NPC, they will be able
to interact with them. After talking to the NPC, the quest is marked on the mini-map
and added to the “active quests menu”. This method is similar to the Fallout 3’s quest
system implementation.

4.14.1.1 Quest Screen


All activated quests will appear on a quest screen. Here the player can see all
quests they have discovered, get a description of it and place the marker on the
mini-map. However, unlike Fallout 3, the game will not pause. A vertical quest bar
will appear on the left side of the screen listing all discovered quests. While
scrolling through the quests, a small box fades in next to the quest describing its
objectives. The player simply has to click to confirm this is the quest that they are
attempting to place a marker on the mini map.

4.15 Synthesis – Traps


With the theme of the game being survival, traps would play a major role in obtaining food
and water. Captured and killed animals can also be used to create poisons or health packs.

Trap Description
Trapping Pit The trapping pit is a large hole, natural or man-made, that is camouflaged
in the environment with the hope that an animal will walk over and fall in.
Deadfall Trap Can be lethal or humane. Consists of wooden sticks holding up a large rock
or cage. Bait is centred underneath attached to a trigger rope. When the
rope is triggered, it pulls a stick away allowing it to fall on or over the
animal.
Snare A snare is a fine piece of wire with a slipknot. These are laid across popular
paths of small animals. When the animal runs through, the snare locks
around its neck, the force of it lifts the trigger and the snare is sprung up
into the air.
Apache Foot- The Apache Foot Snare is a snare in the ground. A small hole is dug which
Snare the snare is placed in, attached around a nearby tree and covered up using
leaves. When the animal steps in the hole, the snare tightens around its
ankle and the animal is then caught to the tree.

Rocket Powered Hippo | Synthesis 127


The traps will be combined using items the player has collected through gameplay. Once
they have combined items to create a trap, players can set them in anywhere in the
wastelands. Players can tag creatures to find out their regular paths which will appear on the
map. Some traps like the Trapping Pit can only be placed where large holes occur in the
landscape. Trapped animals will provide different raw materials than animals caught in
battle.

Trap Item Combination


Trapping Pit Environmental Pit + 3 Spear Shafts + 2 Animal Skins
Deadfall Trap 3 Sticks + 1 Rope + Bait
Snare 1 Rope + Environmental Tree
Apache Foot Snare 1 Rope + Environmental Tree + 3 Sticks

See page 136 for traps refinement or click here

4.15.1 Synthesis 2 – Traps in the Ruins of Nyzal


Traps are now being used only in the Ruins of Nyzal environment. Players can set traps
in specific areas. For example, where large pits are dug in the environment, players who
have the right materials can set up a trapping pit. When players return to the
environment later on, traps contain captured creatures that the player can gain more
materials from.

See page 136 forruins of Nyzal traps refinement or click here

4.16 Synthesis – Camera Systems

4.16.1 Synthesis 1 – Over the Shoulder


The first camera that was synthesised was the Over the Shoulder view. This camera
system has been very popular in recent 3rd person games because of the unique visual
style and immersion in the gameworld. It’s a similar camera to that in documentaries
and news reports. It gives the player the feeling they are in the gameworld, following
the character around and experiencing all the excitement and tension in person.

See page 136 for over the shoulder camera refinement of click here

4.16.2 Synthesis 2 – 3rd to First Person Aiming


Mechanics that require precise aiming require a first person view so that the player can
accurately line up shots. This happens in Gears of War when the player uses the scope
on the rifle; the camera switches from an Over the Shoulder perspective to a First
Person perspective looking down a scope.

See page 136 for 3rd to 1st person aiming refinement or click here

4.16.3 Synthesis 3 – Tight 3rd Person Camera


In games such as Resident Evil 5, when the player wants to aim more accurately, the
view changes from a standard Over the Shoulder view to a tight Over the Shoulder view.
This gives the player more screen space to aim and brings them closer to the action. The
smooth zoom transition from far to close breaks immersion much less than a cut to first
person. Usually when this technique is implemented, an aiming reticule or laser dot
appears so that the player can clearly see where they are aiming.

Rocket Powered Hippo | Synthesis 128


4.17 Synthesis – Conversation Mechanics

4.17.1 Synthesis 1 – Narrative Driven


To keep the project scope to a minimum, conversations with NPCs will be driven by the
plot. The player won’t have a choice in what the avatar says; the conversation is carried
out like a cut scene within the game engine. This means the design can focus more
strongly on the story and give the player a clear indication of what they need to do. This
type of storytelling takes inspiration from films and is often seen in narrative driven
games like Shenmue and Heavenly Sword.

See page 136 for narrative driven refinement or click here

4.17.2 Synthesis 2 - Multiple Choice Conversations


Giving the player some sort of interactivity during conversations will hopefully keep
them interested in the story and gameworld. One of the best ways to do this is through
dialogue options. This mechanic lets the player respond to what the NPC has said by
using one of the predetermined sentences which appear. Games such as Fallout 3 use
this technique and have even incorporated other mechanics, such as bargaining, to their
conversations. To keep scope to a minimum, players can only choose one of two
options at occasional points during a conversation. Unlike Fallout 3, the outcome of the
conversation is always going to be the same. The advantage to this method of
conversations is that it allows players to find out more about the gameworld and it
could also lead to helpful information about their quests.

4.18 Synthesis – In-Game Hints / Help

4.18.1 Synthesis 1 – Text Box


In-game help and hints are delivered to the player through text boxes that fade in at the
bottom of the screen.

See page 136 for text box refinement or click here

4.18.2 Synthesis 2 – Audio Help


To get rid of long text boxes, the player will get audio instructions through an ear piece
from the Elders on the island. This could be accompanied by a small on screen hint. The
less text on the screen holds the immersion.

4.18.3 Synthesis 1 – NPC Pet


Much like in Legend of Zelda: Ocarina of Time, the first hint system that was going to be
implemented was a small pet that followed the player around the gameworld. The pet
would talk to the player if they asked for help, fly to points of interest and act as a map.
Using a pet in the gameworld means that players don’t have to leave the game at any
point to look at a map or receive hints; immersion is kept.

See page 137 for NPC pet refinement or click here

4.18.4 Synthesis 2 – On-Screen Hints


After taking inspiration from Bioshock, the hint mechanics would only appear if the
player wanted access to them. The player would press the help button and a box would
fade onto the screen hinting at their next objective. If the button is held down, the help
Rocket Powered Hippo | Synthesis 129
would become more detailed, essentially telling the player what they have to do. The
help system is still embedded within the gameworld as to not take player out of the
experience, but also is a lot easier to implement than an AI controlled NPC Pet. Not
having a pet also explored what it means to survive by yourself in a desolate land with
inhospitable creatures.

See page 137 for on-screen hints refinement or click here

4.18.5 Synthesis 3 – Audio Help


To help keep the player immersed and clear screen space, the previous on-screen hints
are going to be replaced with audio versions. This will require some more effort for the
sound department but will be a nice payoff between gameplay and work hours. The
player will again press the help button once for a hint or hold it down for a description
of the task at hand. This time though, audio will come through the avatars headset
rather than appearing as a message box on the screen.

4.19 Synthesis – Ammunition Counter

4.19.1 Synthesis - Classic Ammunition Counter


With a game based on survival, the player will need to manage their ammunition
consistently through the game. The first design for this was based very much in classic
FPSs. There would be a small image of the selected weapon somewhere on the HUD
with a number next to this indicating the amount of ammunition left.

See page 137 for classic ammunition counter refinement or click here

4.19.2 Synthesis 2 – Ammunition Counter Overlay


The second design merges the elements from the classic ammunition counter. A
silhouetted image of the selected weapon is displayed on the HUD with the amount of
ammunition in the clip nested within. A dynamic overlay acts as a percentage meter
which moves down the silhouette as the total amount of ammunition decreases. The
player only has to glace at the image to get an idea of the amount of ammunition left in
the weapon and total ammunition overall.

See page 137 for ammunition counter overlay refinement or click here

4.19.3 Synthesis 3 – Refined Counter


After refining the counter, the overlay for clip size will not be needed as the weapons
only fire one shot per round.

4.20 Synthesis – Binoculars

4.20.1 Synthesis 1 – Binocular tagging


In the first design of the binoculars, they were used in much the same way as in Far Cry.
When the binoculars focussed on an enemy, they would become tagged and appear on
the players mini-map for them to keep track of.

See page 137 for binocular tagging refinement or click here

Rocket Powered Hippo | Synthesis 130


4.20.2 Synthesis 2 – Tech Detection Binoculars
When tech was included in the narrative as a source of power for the ancient race and
became part of the shield mechanics, exploring for tech would be a major part of the
gameplay. The binoculars can be used to detect tech. The precision is not pin-point
accurate but gives a blotchy area on the mini-map for the player to explore. The
binoculars can detect tech through walls, which give the player a reason to explore and
figure out smaller puzzles.

4.21 Synthesis – Enemies

4.21.1.1 Synthesis 1 – Enemy Types


Initially there would be a variety of wasteland creatures, at least a dozen. During
the games design it has become necessary to have a small selection of enemies
based on known types within popular games based on strength and other
attributes. Further research is required into enemy types.

See page 115 for additional enemy types research or click here

4.21.1.2 Synthesis 2 – 4 Enemy Types + 1 Boss


Four creatures have been designed for the game. Each creature will attack the
player differently, meaning the player will be continually challenged by varying
enemies at any one time.

Rocket Powered Hippo | Synthesis 131


5 Refinement
5.1 IslandWorld Refinement

5.1.1 Whole Island Jumping Refinement


The layout of the Ruins of Nyzal below the floating island changed from an open area, to
a more structured “hub and spokes” plan. This meant that if the player jumped from
anywhere on the island, the freedom to do so could lead the player to land in an area
that hasn’t been implemented with any kind of design. The island now needs to be
more structured.

See page 118 for synthesis 2, giant chain or click here

5.1.2 Chain Island Refinement


The chains would be very useful for directing the player to where mechanics and art had
been implemented. The only downside to this design is that it did not have the same
visual flair as a parachute jump and walking down the chain would be slow and lack
gameplay.

See page 118 for synthesis 3, spot jump or click here

5.2 Fake Open World Refinement

5.2.1 Paths
The path design of the wasteland had to be changed for several reasons. Keeping
players to paths using objects such as buildings and fences requires a large amount of
diverse assets. Players can feel cheated by objects like fences if they can’t break
through or jump over them to explore the other side. Directing the player in this way
would require lots of extra time for the art department and the player might feel
cheated when they realise they cannot explore further past a fence.

See page 118 for synthesis 2, environmental paths or click here

5.3 Getting on and off a floating island

5.3.1 BASE Jump Refinement


The initial sky diving idea, although exciting visually, proved to be problematic from a
game flow perspective. As the player undertakes the dive, they have the freedom to
move through the air. There is then a chance the player will land away from where they
are supposed to be, possibly in a place unpopulated with assets or in an area they
should only reach later on in the game.

See page 119 for synthesis 2, zip line or click here

5.3.2 Zip Line Refinement


The zip line proved well for directing the player to follow the design of the game but
was restricting in interactivity and gameplay.

See page 119 for synthesis 3, base jump 2 of click here

Rocket Powered Hippo | Refinement 132


5.3.3 Sky Dive 2 Refinement
The second synthesis of the sky dive allowed players the visual rush of jumping off
something high but in a controlled environment where they would always land in the
same place. However, this was not a solution to getting back up to the island.

See page 119 for synthesis 4, teleporters or click here

5.4 Map and Compass Refinement

5.4.1 3rd Person Over-the-Shoulder Map Refinement


The switch between 3rd and 1st person view to bring up the map breaks the immersion
of the game. The game should stay in one perspective. The technique of zooming the
camera into first person also brings problems with movement controls and
programming time.

See page 119 for synthesis 2, compass or click here

5.4.2 Compass Refinement


While the compass fits in with the survival theme of the game, other mechanics such as
tagging hidden locations and tech need a 2d map to place markers on.

See page 120 for synthesis 3, compass / map hybrid or click here

5.5 Inventory Refinement

5.5.1 Classic Inventory


The classic inventory is very easy to navigate and understand but takes the player out of
the game and ruins the experience. For a survival game, many sections need to be
intense. The player shouldn’t be able to pause the game to take a breath, heal or
change weapons. Allowing the player to have access to their inventory on a separate
screen would make the game easier and ruin the experience of survival.

See page 120 for synthesis 2, classic in-game inventory or click here

5.5.2 In-Game Inventory Refinement


The first in-game inventory worked well at keeping the players in the game but took up
too much screen space and ruined some of the immersion. Having a large grid menu
pop up during gameplay detracts from the experience.

See page 120 for synthesis 3, streamlined inventory or click here

5.5.3 Streamlined Inventory Refinement


The streamlined inventory worked well in theory, but after researching the
implementation, it was going to be difficult to make.

See page 120 for synthesis 4, auto combing inventory or click here

5.6 Weapon Selection Refinement

Rocket Powered Hippo | Refinement 133


5.6.1 Pop-Up Weapon Select Refinement
The pop-up inventory is practical but pauses the game and brings menus on to the
screen. These detract the player from the experience of survival and momentarily take
them out of the game.

See page 121 for synthesis 2, d-pad weapon select or click here

5.6.2 D-Pad Weapon Selection Refinement


While the d-pad is a convenient method of switching between weapons quickly without
pausing the game, it takes up space on the screen. The less on-screen HUD elements
that are present, the more engaging the game is.

See page 121 for synthesis 3, in-game weapon selection or click here

5.6.3 In-Game Selection Refinement


The on-back selection for weapons is a unique idea but would take too long to
implement. It is possible, but the time and effort in implementation would risk other
mechanics becoming held up.

See page 121 for synthesis 4, mouse wheel selection or click here

5.7 Weapon Refinement

5.7.1 Classic Weapon Refinement


The classic weapons would be easy to balance and implement because they are already
available within CryENGINE 2. The only problem with having the classic weapons is that
they do not fit the theme and experience or survival.

See page 121 for synthesis 2, survival weapons or click here

5.7.2 Survival Weapon Refinement


After designing only five weapons based within the theme of survival, players needed
some variance or rewards to keep them interested in playing.

See page 122 for synthesis 3, weapon upgrades 1 or click here

5.7.3 First Weapons Refinement


The first weapons synthesised did not reflect the theme of hunting and survival very
well. They felt distinctively different from one another.

See page 122 for synthesis 5, revised weapons or click here

5.8 Real-Time Item Selection Refinement

5.8.1 Pop-Up Inventory Selection Refinement


After the inventory changed from a 3x6 grid to a scrolling 1x6 grid to save screen space,
the item selection has to be refined slightly.

See page 125 for synthesis 2, real time scrolling item selection or click here

Rocket Powered Hippo | Refinement 134


5.8.2 Real-Time Scrolling Item Refinement
The Crysis Wars Flash interface didn’t come with interactivity built in, therefore it would
require a lot of effort for the programmer and could damage the development of other
mechanics.

See page 125 for synthesis 3, context dependant items or click here

5.9 Companion Character Refinement

5.9.1 Companion Bird Refinement


The bird would clear the HUD and be a unique addition the game. However, to keep the
scope of the game down and heighten the sense of loneliness and survival, the
companion character was cut.

5.10 Shield Refinement

5.10.1 Classic Shield Refinement


The classic shield is simple and effective but is not realistic for the theme of survival.

See page 125 for synthesis 2, damage divider or click here

5.10.2 Damage Divider Refinement


The damage divider worked well for the survival theme. The mechanic makes players
search for tech to build up their shields so they can last longer in confrontational
situations. The fact that the shields deplete over time make the gameplay a little more
tense and desperate. However, the shield bar is very generic and too much information
on the HUD can get confusing and dampen the experience of the game.

See page 125 for synthesis 3, shield glow or click here

5.11 Gravity Refinement

5.11.1 Island Gravity navigation


After looking into the technology of CryENGINE2 and SandBox2, the mechanic of
attaching the player’s feet to a floating object seemed to be hard to achieve and put a
lot of stress on the programmer. There were no mods or information available about
how this could be achieved so this particular mechanic was dropped.

See page 126 for synthesis 2, gravity puzzles or click here

5.12 Health Refinement

5.12.1 Classic Health Bar Refinement


The classic health bar is easy to implement because it only requires a small amount of
effort from programming and art. However, it was not unique enough and Ascension
aimed to have a minimal HUD.

See page 127 for synthesis 2, health overlay or click here

Rocket Powered Hippo | Refinement 135


5.13 Traps Refinement

5.13.1 Traps 1 Refinement


Traps were beginning to be an unnecessary but interesting addition to the game. It
became difficult to implement them in every level and give the player a good enough
reward for doing so. For this reason any traps where constrained to the ruins of Nyzal
level.

See page 128 for synthesis 2, traps in the Ruins of Nyzal or click here

5.13.2 Ruins of Nyzal Traps Refinement


Traps became difficult to implement when it was discovered that items cannot be left in
the environment and later returned to. For this reason, traps were dropped from the
game.

5.14 Camera / Aiming Refinement

5.14.1 Over the Shoulder Refinement


Certain mechanics are best applied to a first person view; precision aiming with
weapons for example. Also, a lot of effort is required for animations in 3 rd person,
especially when climbing ladders or crawling through tight spaces.

See page 128 for synthesis 2, 3rd to 1st person aiming or click here

5.14.2 3rd to 1st Person Perspective Aiming Refinement


Switching perspectives to increase accuracy is useful but can break immersion and the
player loses view of the immediate environment around them.

See page 128 for synthesis 3, tight third person camera or click here

5.15 Conversation Refinement

5.15.1 Narrative Driven Conversations Refinement


Giving the player no options of how the conversations play out keeps scope down but
can leave the player feeling bored, especially if a particularly long conversation is in
progress. Some sort of interactivity could keep the players attention.

See page 129 for synthesis 2, multiple choice conversations or click here

5.16 In-Game Hints / Help Refinement

5.16.1 Text Box Refinement


The text box in-game hints are practical but players would prefer not to read much text
when playing a game.

See page 129 for synthesis 1, text box or click here

Rocket Powered Hippo | Refinement 136


5.16.2 NPC Pet Refinement
While the pet kept the player in the game and functioned as both a map and help
system, the scope of adding this into a University mod was quite daunting in scope. It
would require a lot of extra work for art, animation, programming and level design.

See page 129 for synthesis 1, NPC pet or click here

5.16.3 On-Screen Hint Refinement


The On-Screen Hints system would work at keeping the player in the game while
maintaining the level of help the player required. Some hints could become quite
detailed and the design of the game is trying to keep as much information off the screen
as possible thus heightening the immersion.

See page 129 for synthesis 2, on-screen hints or click here

5.17 Ammunition Counter Refinement

5.17.1 Classic Ammunition Counter Refinement


While the classic ammunition counter works and is practical, it is not very unique and
takes up some extra screen space.

See page 130 for synthesis 2, ammunition counter overlay or click here

5.17.2 Overlay Refinement


Realising the weapons only have one shot per round, the overlay on the silhouette
indicating clip size was not needed.

See page 130 for synthesis 3, refined counter or click here

5.18 Binocular Refinement


5.18.1 Binocular Tagging Refinement
Because the games takes place on much smaller maps than Far Cry 2 there was not
much point in giving the player binoculars. Another mechanic had to be thought of to
make the binoculars useful.

See page 131 for synthesis 2, tech detection binoculars or click here

5.18.2 Tech Binocular Refinement


While the binoculars did add an exploratory addition to Ascension, the game became
less open world and the need for binoculars was so slim that they were eventually
dropped.

5.19 Enemy Refinement

5.19.1 Enemy type refinement


Based on additional research the game will now feature four creatures and a boss

See page 131 for synthesis 2, 4 enemy types + 1 boss or click here

Rocket Powered Hippo | Refinement 137


6 Appendix
6.1 Fig lists for images

6.1.1 Box art

Fig Source (URL etc)


1 http://media.giantbomb.com/uploads/0/4938/609237-
grim_fandango_box_front_6498x8172_large.jpg
2 http://upload.wikimedia.org/wikipedia/en/1/13/Shadow-of-the-Templars-01.gif
3 http://retropixels.org/files/images/dreamcast/dreamcast_shenmue_box.jpg
4 http://www.pre-ordergames.co.uk/index.php?main_page=popup_image&pID=3030
5 http://jogaste.com.br/web/caixa/zack-and-wiki-quest-for-barbaros-treasure-wii.jpg
6 http://recensioni-videogiochi.dvd.it/images/Farenheit/fahrenheit_cover-m.jpg
7 http://a1.vox.com/6a00cd970e4cda4cd500d09e78e949be2b-500pi
8 http://ec1.images-amazon.com/images/I/51tAUmNcUEL._AA280_.jpg
9 http://jogaste.com.br/web/caixa/mercury-meltdown-revolution-wii.jpg
10 http://upload.wikimedia.org/wikipedia/en/6/69/Elefunk.png
11 http://icons.wegame.com/game/god_of_warbox.png
12 http://img.qj.net/uploads/articles_module/61905/tomb_raider_legend_qjpreviewth.jpg
13 http://mundob.files.wordpress.com/2008/07/super_metroid_box.jpg
14 http://media.giantbomb.com/uploads/0/27/11501-fallout3_ps3_cover_super.jpg
15 http://blog.newsweek.com/photos/levelup/images/original/The-Legend-of-Zelda_3A00_-
Majora_2700_s-Mask-box-shot.aspx
16 http://lh5.ggpht.com/_N_Bdr7KRNsc/SjA8j8UN8lI/AAAAAAAAAXg/eIWyi_hTUMg/800px-
Super_Mario_64_box_cover%5B5%5D.jpg
17 http://image.com.com/gamespot/images/bigboxshots/4/196694_41748_front.jpg
18 http://greggman.com/images/games/ctr%20cover.jpg
19 http://www.videogameobsession.com/videogame/n64boxes/n64-DiddyKongRacing.jpg
20 http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/farcry2.jpg
21 http://www.el33tonline.com/images/cache/3305.JPG
22 http://www.videogamesblogger.com/wp-content/uploads/2009/07/red-faction-guerrilla-
box-artwork.jpg
23 http://images3.souq.com/uploaded/0509/972a4062cde9244be73d7f9dd9b904ae_71016
811551242826951.jpg
24 http://www.play.com/Games/PC/4-/9975974/-/EnlargedImage.html
25 http://www.jaanuskase.com/en/metroid_prime_3_boxart.jpg
26 http://tinypic.com/view.php?pic=sbsuxe&s=3
27 http://image.com.com/gamespot/images/bigboxshots/0/469050_front.jpg
28 http://img.game.co.uk/ml/3/2/8/6/328684ps_500h.jpg
29 http://upload.wikimedia.org/wikipedia/en/archive/5/57/20081004164345!Dead_Space_
Box_Art.jpg
30 http://www.gamemanx.com/wp-content/uploads/2008/12/resident-evil-5-box-art.jpg
31 http://news.filefront.com/wp-
content/uploads/2007/08/masseffect_box_cover_01_532x748.jpg
32 http://gaygamer.net/images/gears2box.jpg
33 http://nintendorks.com/media/8/20090306-Perfect_dark_box.jpg
34 http://blogs.eastvalleytribune.com/old_images/46/halo3.box.cover.jpg

Rocket Powered Hippo | Appendix 138


35 http://cache.kotaku.com/assets/resources/2007/08/callofdutybox.jpg
36 http://eyeofthevoid.files.wordpress.com/2009/04/sotc1.jpg
37 http://image.com.com/gamespot/images/bigboxshots/9/932369_94614_front.jpg
38 http://geeksyndicate.files.wordpress.com/2009/09/borderlands.jpg
39 http://www.thewiigenius.com/images/special_features/20090922_top_10_nintendo_wii
_games/4_20090903_the_legend_of_zelda_twilight_princess_0_box_art.jpg
40 http://images.fanpop.com/images/image_uploads/Box-Art-kingdom-hearts-
58021_307_435.jpg
41 http://static.houseofnintendo.com/houseofnintendo.com/imgname--
ocarina_of_time_named_best_game_ever---ZeldaOoTbox-thumb.jpg
42 http://ps3.kombo.com/images/content/misc/boxart_metalgearsolid4_large.jpg
43 http://image.com.com/gamespot/images/bigboxshots/1/199041_89521_front.jpg
44 http://jogaste.com.br/web/caixa/lost-planet-extreme-condition-ps3.jpg
45 http://www.thetanooki.com/wp-content/uploads/2007/08/i_13158.jpg
46 http://lparchive.org/LetsPlay/Half-Life%202%20with%20Episode%201/Images/1-
Half_life_2_box.jpg
47 http://www.systemrequirements.in/wp-content/uploads/2009/06/PREY-pc-game.jpg
48 http://www.endsights.com/wp-admin/images/halo1_box.jpg
49 http://thunderb1rdblog.files.wordpress.com/2008/01/bioshock.jpg
50 http://hosting04.imagecross.com/image-hosting-09/3132PortalBox00.jpg
51 http://technabob.com/blog/wp-content/uploads/2009/06/trash_panic_ps3.jpg
52 http://www.xponex.com/images/world-of-warcraft.jpg
53 http://www.ngcfrance.com/images/jaquettes/resident_evil_4_box_pal.jpg
54 http://www.mobygames.com/images/covers/large/1143232181-00.jpg
55 http://image.com.com/gamespot/images/bigboxshots/4/932984_75525_front.jpg
56 http://news.filefront.com/wp-content/uploads/2008/06/truwps3-jhdfhjerghegh.jpg
57 http://media.giantbomb.com/uploads/0/26/10884-warhawk-box-art_large.jpg
58 http://projectgamers.com/wp-content/uploads/2009/07/uncharted2full0721.jpg

6.1.2 Other images

Fig Source (URL etc)


1 http://cdn1.gamepro.com/blogfaction/images/professor%20layton%20and%20the%20de
vils%20box.jpg
2 http://image.com.com/gamespot/images/2007/155/938681_20070605_screen001.jpg
3 http://www.seganerds.com/wp-content/uploads/2008/05/shen051608.jpg
4 http://ps3media.ign.com/ps3/image/article/963/963746/uncharted-2-among-thieves-
20090318093715516_640w.jpg
5 http://uk.cube.ign.com/dor/objects/17012/the-legend-of-zelda-the-wind-
waker/images/0229_zeldamegaton_22.html
6 http://image.com.com/gamespot/images/2004/screen0/564903_20040430_790screen00
1.jpg
7 http://archived.ryanjohnwilliams.com/files.ryansgoblog.com/small/grimaanone.jpg
8 http://mazoo.net/quest/monfacon.jpg
9 http://www.hardcoregaming101.net/shenmue/shenmue-8.jpg
10 http://dsmedia.ign.com/ds/image/article/102/1027217/professor-layton-and-the-
diabolical-box-20090922101333395.jpg
11 http://news.filefront.com/wp-content/uploads/2007/12/zack-wiki-screen.jpg

Rocket Powered Hippo | Appendix 139


12 http://blog.pricegrabber.co.uk/buttonsmasher/files/2008/03/fahrenheit.jpg
13 http://static.gamesradar.com/images/mb/GamesRadar/us/Features/2009/05/Repeated%
20videogame%20legends/Finished/tetris_gameboy--article_image.jpg
14 http://www.pda4x.com/attachmentes/Day_081026/67_298809_364c3_pxdxa.lemmings.
png
15 http://www.nesretro.com/mariohistory/images/MariosPicross2.jpg
16 http://veffekt.files.wordpress.com/2009/09/506x363-minesweeper.jpg
17 http://files.xboxic.com/xbox-360/bomberman-live/bomberman-live-30.jpg
18 http://www.ntsc-uk.com/reviews/nds/PanelDePon/04.jpg
19 http://www.spaziocellulare.com/ispazio/en/wp-content/uploads/2009/03/myst-
library_and_ship.jpg
20 http://www.ohgizmo.com/wp-content/uploads/2009/04/tetris.jpg
21 http://www.dailygame.net/images/screens/mercury-meltdown-revolution/mercury-
meltdown-3.jpg
22 http://o.aolcdn.com/gd-media/games/god-of-war/playstation-2/5.jpg
23 http://z.about.com/d/compactiongames/1/0/s/O/tombraiderlegend060202cc.jpg
24 http://slashie.net/e107_images/newspost_images/super_metroid_inventory_screen.png
25 http://z.about.com/d/compactiongames/1/0/r/K/1/screen31B.jpg
26 http://media.photobucket.com/image/clock%20town%20zelda/uberpolychrome/cpclockt
own50001el7.png
27 http://farm3.static.flickr.com/2008/2150127583_b5e812feb2.jpg
28 http://upload.wikimedia.org/wikipedia/it/1/14/200px-GruntyLair.png
29 http://images.fragland.net/screenshots/2301/20.jpg
30 http://bulk.destructoid.com/ul/87897-ubidays-08-new-prince-of-persia-
details/PoP_S_015-noscale.jpg
31 http://gamingaddict.today.com/files/2009/03/red_faction_guerrilla_1.jpg
32 http://www.collider.com/uploads/imageGallery/Fable_2/fable_2_xbox_360_video_game
_image__2_.jpg
33 http://upload.wikimedia.org/wikipedia/commons/c/c1/04SHANG4963.jpg
34 http://www.elecplay.com/screenshots/j/justcause2-01.jpg
35 http://www.mindanao.com/blog/wp-content/uploads/2008/01/zip-line-of-mawapa.jpg
36 http://guidesmedia.ign.com/guides/748547/15/033.jpg
37 http://media-2.web.britannica.com/eb-media/77/79577-004-DB38842E.jpg
38 http://www.gamasutra.com/db_area/images/feature/4115/farcry_map.jpg
39 http://www.virginmedia.com/microsites/games/slideshow/game-art/img_9.jpg
40 http://sweetflag.files.wordpress.com/2008/05/905_0004.jpg
41 http://i44.tinypic.com/5p4cyd.jpg
42 Photograph taken by Louie Mitchell
43 http://www.pcgamereader.com/wp-content/uploads/2008/07/masseffectequipment.jpg
44 http://xbox360media.ign.com/xbox360/image/article/834/834262/mass-effect-
20071109041701588.jpg
45 http://www.gamerhelp.com/images/content_images/129360-3.jpg
46 http://www.gearsofwarrealm.com/w/images/0/0b/Lancer.png
47 http://www.imfdb.org/images/2/28/COD4M16A4.jpg
48 http://media.photobucket.com/image/shadow%20of%20the%20colossus%20weapons/fa
ctotum72/shadow_of_the_colossus.jpg
49 http://cache.kotaku.com/assets/resources/2007/07/penguins.jpg
50 http://www.nintendoworldreport.com/media/11449/1/11.jpg

Rocket Powered Hippo | Appendix 140


51 http://www.special-
warfare.net/data_base/202_pistols/pistol_002_03_swiss_01/sig_p226_r_01.jpg
52 http://www.post-gazette.com/images3/20051113wp_atlatl_2_450.jpg
53 http://uk.ps2.ign.com/dor/objects/16467/kingdom-hearts/images/hearts_0729_16.html
54 http://ptcgaming.files.wordpress.com/2009/04/ocarina-of-time.jpg
55 http://image.com.com/gamespot/images/2008/279/929198_20081006_screen001.jpg
56 http://images4.wikia.nocookie.net/fallout/images/1/12/Followers.jpg
57 http://media.giantbomb.com/uploads/0/6742/556802-
325324_mgs4_metal_gear_mk_ii2_super_super.jpg
58 http://www.wired.com/images_blogs/photos/uncategorized/2007/08/08/ratchetclank_ft
d_metropolis_closeup.jpg
59 http://www.videogamesblogger.com/wp-content/uploads/2008/10/link-with-navi-zelda-
ocarina-of-time-artwork.jpg
60 http://media.giantbomb.com/uploads/0/3009/912367-58_super.jpg
61 http://www.dignews.com/legacy/screenshots/lost_planet_05.jpg
62 http://uk.wii.ign.com/dor/objects/748588/mario-wii/images/super-mario-galaxy-
20071031104310344.html
63 http://ratchet.wikia.com/wiki/File:Gravity_Boots.png
64 http://www.visualwalkthroughs.com/halflife2/ravenholm1/4.jpg
65 http://machouse.mhvt.net/mac/mac_game/dead_space/dead_space_zero_g_gravity.jpg
66 http://www.mywii.com.au/img/game/large/Super-Mario-64-11.jpg
67 http://firsthour.net/screenshots/bioshock/bioshock-machine-gun-vending-machine-
clown.jpg
68 http://img248.imageshack.us/img248/3563/portal4dimensionsno3.jpg
69 http://www.juegos.es/blog/wp-content/uploads/2009/04/trash-panic.jpg
70 http://mimg.ugo.com/200906/9825/red-faction-guerilla-explosion.jpg
71 http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html
72 http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html
73 http://www.wildwoodsurvival.com/survival/traps/apachefoothold.html
74 http://www.wildwoodsurvival.com/survival/traps/paiute/PaiuteRob-1-0440.jpg
75 http://www.wildwoodsurvival.com/survival/traps/paiute/WalterPaiute0033.jpg
76 http://www.wildwoodsurvival.com/survival/traps/paiute/PeterLinkePaiute0004.jpg
77 http://www.wildwoodsurvival.com/survival/snares/bird/BirdSnareRob-2-0442.jpg
78 http://www.wildwoodsurvival.com/survival/snares/bird/BirdSnareRob-2-0444.jpg
79 http://upload.wikimedia.org/wikipedia/commons/thumb/4/4e/Wolfsgrube.JPG/800px-
Wolfsgrube.JPG
80 http://aletorro.files.wordpress.com/2009/02/screenshot_02pub.jpg
81 http://media.photobucket.com/image/oblivion/atomicmorgoth2/Oblivion-outdoors1.jpg
82 http://www.wired.com/images_blogs/photos/uncategorized/2008/01/03/natedrake.jpg
83 http://www.game-
boyz.com/content/files/Tomb%20Raider%20Underworld%20(Xbox%20360)%20pic%201.
80.JPG
84 http://gallery.techarena.in/data/500/Mass-Effect-Images.jpg
85 http://playingo.files.wordpress.com/2009/07/shenmue05.jpg
86 http://www.visualwalkthroughs.com/bioshock/frolic2/48.jpg
87 http://2.bp.blogspot.com/_bMnwx1R3Was/RzxLkqdBgRI/AAAAAAAAAKc/ZA868Upq3mM
/s320/diary.JPG
88 http://cdn1.gamepro.com/article_img/gamepro/184488-2-1.jpg

Rocket Powered Hippo | Appendix 141


89 http://www.platformnation.com/wp-content/uploads/2009/07/mirrors-edge-3.jpg
90 http://images2.wikia.nocookie.net/fallout/images//f/f5/When_Yao_Guais_Attack!.jpg
91 http://farm2.static.flickr.com/1226/1453701848_11f02c6c84.jpg?v=0
92 http://www.kombo.com/images/content/news/kim_1208Uncharted2screenleaksa.jpg
93 http://shrani.si/f/9/kT/2I1NZlov/fallout3-2008-12-02-11-0.jpg

6.2 Mindmaps

6.2.1 Implementation – Stage One

Rocket Powered Hippo | Appendix 142


6.2.2 Implementation – Stage 2

Rocket Powered Hippo | Appendix 143


6.2.3 Design – Stage One

6.2.4 Design- Stage Two

Rocket Powered Hippo | Appendix 144

Das könnte Ihnen auch gefallen