Beruflich Dokumente
Kultur Dokumente
Ascension
The Awakening
Process of Design
Document Authors
Louie Mitchell and Christopher Begley
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).
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.
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
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
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
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.
See page 53 for getting on and off a floating island research or click here
2.10 Weapons
What weapons are the players going to have access to?
See page 76 for real time item usage research or click here
See page 103 for camera systems / aiming 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 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?
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.
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.
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.
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.
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.
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.
Platform: PC
Developer: LucasArts
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.
Platform: PC / Playstation
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.
3.1.5.3 Shenmue
Title: Shenmue
Genres: Adventure
Platform: Dreamcast
Developer: AM2
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.
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.
Platform: Nintendo DS
Developer: Level 5
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.
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.
Platform: Wii
Developer: Capcom
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
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
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.
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.
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 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.
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.
Source: http://videogames.lovetoknow.com/wiki/Puzzle_Video_Games
Title: Tetris
Genres: Puzzle
Publisher: Nintendo
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.
Genres: Puzzle
Platform:Nintendo DS
Developer:Intelligent Systems
Publisher: Nintendo
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.
Genres: Puzzle
Platform: Wii
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.
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
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.
Platform: Playstation 2
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.
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.
3.3.2.1 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.
Figure 23 - Tomb Raider Legend asks players to think vertically rather than simply
viewing each level from a horizontal perspective.
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.
3.3.3.1 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.
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
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.
Figure 25 - Players in Fallout 3 can customise their weapon load out to cater for a
variety of combat encounters.
See page 118 for action / adventure game synthesis or click here
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
Platform: Nintendo 64
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.
Genre(s): Platformer
Platform: Nintendo 64
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.
Genres: Platformer
Platform: Nintendo 64
Developer: Rare
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.
Genres: Racing
Platform: Playstation
Genres: Racing
Platform: Nintendo64
Developer: Rare
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.
Figure 29 - Far Cry 2’s illusion of an open world is convincing at first glance.
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.
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
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
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.
Source: http://en.wikipedia.org/wiki/BASE_jumping
Genres:Sandbox / ActionAdventure
Developer:Avalanche Studios
Year Released:2010
Source: http://en.wikipedia.org/wiki/Zip-line
Figure 35 -Zip Lines are common as part of a recreational activity trips worldwide.
Platform:Wii
Developer:Retro Studios
Original Publisher:Nintendo
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.
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.
Developer:Epic Games
See page 119 for getting on and off a floating island synthesis or click here
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.
Platform: Gamecube
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
3.7.3.2 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
Figure 40 - Having the inventory actually stored on the player breaks the trend of
characters carrying 100’s of items hidden from view.
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.
Genres:Survival Horror
Developer: Capcom
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.
Developer: Bioware
Figure 43 –Menu interaction in mass effect though detailed tend to feel clunky
and dated.
Figure 44 – The ability select window use the same intuitive interface as weapons.
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.
Platform: Nintendo 64
Developer: Rare
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.
3.10.1.1 Halo 3
Title: Halo 3
Developer: Bungie
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.
Developer:Infinity Ward
Original Publisher:Activision
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
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.
Platform: Playstation 2
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.
Platform: Playstation 3
3.10.1.7 Borderlands
Title: Borderlands
Genres:Action Adventure
Platform:Wii / Gamecube
Developer:Nintendo EAD
Original Publisher:Nintendo
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.
http://en.wikipedia.org/wiki/Semi-automatic_pistol
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
http://en.wikipedia.org/wiki/L85
http://en.wikipedia.org/wiki/Sniper_rifle
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
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.
3.10.3.8 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
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.
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.
Platform: Playstation 2
Developer: Square-Enix
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.
Platform: Nintendo64
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
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.
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.
Platform: Playstation 3
Figure 57- An additional layer to the already complex stealth gameplay Metal
Gear Solid is famous for is added via the Mark 2.
3.12.5.1 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.
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.
3.12.7.1 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
Genres:Platformer
Developer:Core Design
Year Released:1996
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.
Developer: Capcom
See page 125 for dehydration / energy meter synthesis or click here
Genres: Platformer
Platform: Wii
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.
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.
Developer: Valve
Figure 64 – The Gravity Gun forces players to get creative with Half Life 2’s
playground of physics.
Figure 65 – Zero Gravity adds a twist to the gameplay in Dead Space removing
players from a comfortable experience into something wholly different.
Title: Prey
Developer: Bungie
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.
Title: Bioshock
Developer: 2K Boston
Figure 67 –Vending machines are commonplace in Bioshock. They can even be hacked,
reducing the cost of health packs significantly.
3.16.1 Portal
Title: Portal
Developer: Valve
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.
Genres: Puzzle
Platform: Playstation 3
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
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
3.17.1 Fallout 3
Source: http://fallout.wikia.com/wiki/Tenpenny_Tower_(quest)
Chief Gustavo, the security chief at Tenpenny Tower & Roy Phillips, the leader of
the ghouls.
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.
Source: http://masseffect.wikia.com/wiki/Citadel:_Presidium_Prophet
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).
Both the Hanar and officer reward the player with experience points and points
towards their renegade and paragon alignment status.
Genres: MMORPG
Platform: PC
Source: http://www.wowwiki.com/Quest:The_Killing_Fields
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.
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.
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.
Source: http://www.wildwoodsurvival.com/survival/traps/figure4/figure4.html)
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
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.
Figure 77
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.
See page 127 for real world traps synthesis or click here
Developer: Capcom
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
Developer:Bethesda Softworks
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.
Platform: Playstation 3
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.
See page 128 for camera systems / aiming synthesis of click here
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.
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
3.20.3 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.
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.
3.21.3 Bioshock
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.
“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.
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.
Developer: DICE
3.23.3 Warhawk
Title: Warhawk
rd
Genres: 3 Person Multiplayer Shooter
Platform: PS3
3.24.1 Fallout 3
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.
3.24.3.1 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.
Platform: PS3
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.
3.25.2.1 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.
See page 132 for whole island jumping refinement or click here
See page 132 for fake open world refinement or click here
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.
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.
See page 134 for pop-up weapon select refinement or click here
See page 134 for in-game weapon selection refinement or click here
Knife – Used for close quarters combat and cutting food off plants
Throwing knives – Mid range combat weapon, deals medium damage
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
See page 134 for pop-up inventory selection refinement or click here
See page 135 for real-time scrolling item selection refinement or click here
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.
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.
See page 136 for over the shoulder camera refinement of click here
See page 136 for 3rd to 1st person aiming refinement or click here
See page 137 for classic ammunition counter refinement or click here
See page 137 for ammunition counter overlay refinement or click here
See page 115 for additional enemy types research or click here
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 120 for synthesis 3, compass / map hybrid or click here
See page 120 for synthesis 2, classic in-game inventory or click here
See page 120 for synthesis 4, auto combing inventory or click here
See page 121 for synthesis 2, d-pad weapon select or click here
See page 121 for synthesis 3, in-game weapon selection or click here
See page 121 for synthesis 4, mouse wheel selection or click here
See page 125 for synthesis 2, real time scrolling item selection or click here
See page 125 for synthesis 3, context dependant items or click here
See page 128 for synthesis 2, traps in the Ruins of Nyzal or click here
See page 128 for synthesis 2, 3rd to 1st person aiming or click here
See page 128 for synthesis 3, tight third person camera or click here
See page 129 for synthesis 2, multiple choice conversations or click here
See page 130 for synthesis 2, ammunition counter overlay or click here
See page 131 for synthesis 2, tech detection binoculars or click here
See page 131 for synthesis 2, 4 enemy types + 1 boss or click here
6.2 Mindmaps