gamemaster's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=450Tony Hawk's Pro Skater (N64) - Thu, 06 Mar 2008 02:33:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=3167Session #2 Gameplay: For my second round of game playing I decided to utilize the “Career Mode” on “Tony Hawk’s Pro Skater.” And after playing a little while I came to realize that finding the letters in the word “skate” is not the only way to obtain a tape (needed for level advancement). You can also earn tapes by reaching a specific point goal, which can arise from doing an array of tricks. When you do a trick (by pressing a combination of buttons on the control panel) you gain a specific amount of points depending on the difficulty of the trick, the amount of rotation involved and the rarity that the player performs the trick. When doing a trick the number of points earned and the name of the trick is displayed. Trick names include “360 Rocket Air,” “Switch Madonna” and “360 Finger Flip” and on the side of the screen tips and suggestions pop up such as “Finish tricks before landing” and “land straight to avoid bailing.” After “Career Mode” I tried the “Single Session Mode,” which I actually like better. “Single Session Mode” is the perfect combination of the difficulty and limited atmosphere that “Career Mode” provides and the free-roaming practice that “Free Skate” provides. While I felt I had to do well and improve, I also felt that I had room to make mistakes and try new tricks without a lot of consequences. It is in “Free Skate” that I noticed that after using the same trick multiple times its point value diminished. This is a very clever and effective way to make sure the players aren’t just racking up points with a single move and actually exploring the variety the game has to offer. Design: The first thing that I was drawn to about the design of “Tony Hawk’s Pro Skater” was the fact that I could choose the location that my skateboarder skated in. The location options included familiar places such as my home of San Francisco and many other skateboarding havens. The fact that they provide these realistic locations makes the game not only appear more life-like but it also appeals to a person’s human side. It makes me think that, “maybe I recognize this area,” or “I have been there before.” The three-dimensional look of the game, in addition to the effective camera angles, only add to the fun experience of wielding around obstacles and doing innovative tricks. Another aspect of the game that caught my attention was the real-life skaters that where the characters involved. At the beginning of the game you are able to choose which character you want to perform as and all of the names are those of actual professional skaters. From Tony Hawk himself to lesser-known professionals, the game is filled with talent. You can look at their statistics and make a personal choice as to whom you want to play as. While I am not an expert with skateboarding and those involved I can tell that this aspect of the game could greatly appeal to actual skateboarding aficionados.Thu, 06 Mar 2008 02:33:16 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3167&iddiary=5929Tony Hawk's Pro Skater (N64) - Thu, 06 Mar 2008 02:07:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=3167Session #1 Summary: “Tony Hawk’s Pro Skater” is a game in which the player can pick a character and location and skate around. The player earns points by doing tricks and completing levels within a specific time limit. Gameplay: For the initial forty-five minutes of playing “Tony Hawk’s Pro Skater” I attempted to merely get comfortable skating in the direction I intended to go, jumping and maneuvering around obstacles. Because I knew that I simply wanted to get used to the feel of the game I chose the mode “Free Skate,” which allows you to try tricks, skate around and practice in an environment without a time limit. This mode made it far less stressful than it would have been otherwise for a person who is playing the game – or a game like it for the first time. If had not chosen “Free Skate” for my first forty-five minute session I had the two other options of “Career Mode” and “Single Session.” In career mode, instead of just skating around a skate park, there is a goal and a way to achieve this goal. The player must obtain five tapes (reflecting professional skateboarders who have to create video footage of their skating in order to make money) by locating and taking the five letters S-K-A-T-E in the chosen skating environment. When the player finds the letters and gains the prize tapes he/she is able to move ahead in the levels. The “Single Session Mode” is a mode in which the player has two minutes to do as many of the best tricks he/she can in attempt to gain as many points as possible. While I only briefly explored these to other options within my first forty-five minutes of playing I looked forward to delving more into them within the next session.Thu, 06 Mar 2008 02:07:51 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3167&iddiary=5878Grand Theft Auto: Vice City (PS2) - Wed, 20 Feb 2008 18:13:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=2725Entry #2 Game play: My second session of for-five minutes of playing “Grand Theft Auto: Vice City” I attempted to focus more on accomplishing tasks. I tried to find ways to complete missions because I knew from talking to other “Vice City” gamers that the only way to unlock additional areas of the city was to improve and complete tasks. However the missions were confusing and far more difficult than I had anticipated. This not only made me resort back to just cruising around the 1980s version of Miami, it also made me respect the abilities of those who play this game more avidly because it is not that simple. Another thing that I noticed during my second round of “Grand Theft Auto” is that the more havoc I create (from stealing a motorcycle to killing a gangster) the more attention I attract. So depending on whether I want to spend my time running from police men and gang members out to get me or I want to peacefully mosey around the city I can easily make the choice for myself. And while I think that it is possible to get positive reactions from gang members, I was not able to create this relationship and found that the behavior of other criminals were equally destructive as my own. I found that my actions helped dictate the outcome of the game (whether or not police chased me and whether or not other criminals attacked me). Design: The first thing that came to mind when I was simply tooling around the dated city of Miami, Florida was how much it reminded me of Google Earth. I have always enjoyed scoping out my house, my friends’ houses, our schools and favorite landmarks in our individual cities on the amazing system of Google Earth. And playing “Vice City” (with its realistic-looking streets, houses, beaches and parks) I felt like I was cruising through satellite images of Miami. The colors and images of the game are key to bringing us back to the 1980s (when the game is supposed to take place). By using bright colors, sunglasses, shirts, and cars reminiscent of the time period the game takes the players in and really completes the package. The game takes images and ideas from the hit television “Miami Vice” which could possibly broaden the target demographic by including older generations who were not only around for the television show, but also possibly were big fans. Another aspect of the game that attracts me is how different it is from any other game that I had previously played. In most games that I have played there is a specific task or goal involved. In this game it almost seemed like the goal of the game was just to check out the city and take on the role of someone far different than you. It was only after the second session that I realized that it is possible that that is the exact reason so many people are so interested in the “Grand Theft Auto” games. It gives you the unique opportunity to step outside of your own life and act as a person that lives in a world with no consequences for your actions.Wed, 20 Feb 2008 18:13:30 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2725&iddiary=5123Grand Theft Auto: Vice City (PS2) - Wed, 20 Feb 2008 18:12:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=2724Entry #1 Summary: “Grand Theft Auto: Vice City” is an action filled game in which the main character kills and steals in order to win back what he feels has been taken from him. Just getting out of jail the main character, Tommy Vercetti, is running from cops, murdering bystanders and stealing vehicles throughout the city of Miami, Florida. Game play: When I began playing “Grand Theft Auto: Vice City” it was difficult and confusing to say the least. Getting used to using the different buttons to create distinct actions was hard to master, so I focused my first forty-five minute session on just doing simple actions such as stealing a car or motorcycle or hitting and beating up strangers. While it is fun and interesting to cruise around the city of Miami (seeing sites and beaches that actually reside in Miami) I have never played a game in which the goals are so violent and mean-spirited. Although I thought that watching myself (through the character of Tommy) beating up prostitutes would depress me and bring me no joy, I found myself getting excited and enthusiastic every time I found a new weapon or stole a new car. With a group of people surrounding me I was able to work through the game and not feel sad or guilty about the images I was seeing. It made me reconsider my critical outlook on games like “Vice City.” I used to think that violent games were unnecessary and even harmful for children (also teenagers and adults). However after playing my first round I came to realize that the killing and stealing do not really affect me and that it is not far different than any other game that has activities and a goal. Instead of dwelling on the negative aspects of the violent “Grand Theft Auto” I got interested and became excited when to find more victims or vehicles – whether or not that is a positive thing is beyond me.Wed, 20 Feb 2008 18:12:19 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2724&iddiary=5121Guitar Hero (PS2) - Fri, 08 Feb 2008 16:14:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=2417Gameplay: After playing Guitar Hero for a second round of forty-five minutes I came to realize that it is a far different game than I have ever played before. It does not involve violence or athletics, which are two extremely common themes throughout the videogame industry. The game really reaches out to those of us who perhaps are looking for something a little different, and it is effective in that. And while I feel slightly ridiculous simulating playing an instrument (not well) instead of actually learning how to play the real thing, it is evident that the game is not really about playing the guitar. It is about playing a game, and if you let go of the idea that you are trying to play an instrument it becomes a lot more fun. I have to admit that although I am not the most talented gamer, Guitar Hero was especially difficult for me. In my opinion it requires a much different set of skills than most other games. Doing well at this game depends greatly on hand-eye coordination and simply the ability to remain calm and complete a task without being overwhelmed. This is not something I am great at and I easily become frazzled before I even complete a song. I cannot see any strategy that would help me improve accept for simply practicing. While I understand the appeal of successfully finishing a song (the excitement and accomplishment) I do not see myself practicing enough to be able to do this. Design: Guitar Hero is a game about challenging yourself. Unlike a Mario game or a racing game, you do not complete levels in order to get to a final stage; you get to choose the difficulty of the song and the specific song you want to hear as well. This is a really good aspect of the game because enables a lot f different people to play together. I can easily play an easy song, right after a friend of mine plays an expert-level song and it does not in any way disrupt their personal progress. The aesthetics of Guitar Hero are very special and important to the enjoyment of the game. While you play the game you see the image of moving guitar strings with colored buttons that move towards you. Behind the guitar is the player that your chose to be standing on a stage as if he/she were playing for a crowd at a venue. This may have to be my favorite part of the game. Watching the character rocking out looks almost alien-like and can be quite entertaining. However, watching this unique show can often distract me from my own guitar playing, and staying focused is key to succeeding in Guitar Hero. One thing lacking in Guitar Hero is a goal or reward. While it is true that the goal of the game is to play a son to the best of your ability and thus get a high score, because you play one son at a time it never feels as though you are reaching any sort of objective.Fri, 08 Feb 2008 16:14:16 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2417&iddiary=4582Guitar Hero (PS2) - Fri, 08 Feb 2008 16:13:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=2416Summary: Guitar Hero is a game in which the players either play alone or as a team (of two people) and attempt to complete a song while making as few errors as possible. The players are able to choose the level of difficulty of the game as well as which song they want to play to. The game is very similar to “Dance Dance Revolution” in that the players follow a moving track and try to keep up. Gameplay: Playing guitar hero is a much different experience than playing any other game. From the graphic design to the social interaction it is a new experience. The first aspect that I noticed was the choosing of the characters at the beginning of the game. While it is nothing new to be able to choose which character to play as in videogames, these specific characters caught my intention. The game presents the most stereotypical looking rockers from hard-core looking chicks with leather pants, heels and pink hair to intimidating giants with Mohawks and studded jackets. It was not an option to be a simple looking musician that looks like one of your friends. While this certainly adds an aspect of excitement, after playing a couple of rounds it would be nice to have a more varying selection of characters; people who could possibly appeal to a broader demographic. The other most interesting and exciting part about playing Guitar Hero is the social interaction. Whether you are playing solo with a group of friends cheering behind you or you are playing as a team with another player, people are no less than enthusiastic. Perhaps because the songs are all familiar tunes that everybody can relate to or because the players appear as if they are actually jamming along with the music, Guitar Hero is not a game to be played in the background, it is the main event.Fri, 08 Feb 2008 16:13:25 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2416&iddiary=4580Super Mario World (SNES) - Fri, 25 Jan 2008 16:04:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=2111Super Mario World – Part Two After playing “Super Mario World” for a second forty-five minutes I came to notice all of the little things that made it so enjoyable to play. Not only is the actual character of Mario sweet and endearing as a mustached hero with an Italian accent but also I remembered all of the “secrets” about the game. The pipes that you can slide down into alternative universes filled with uncountable gold coins and the invisible question mark boxes that you can only find with luck or experience are only two of the game’s many subtleties. The greatest part of this aspect of the game is that you never know everything; each time you play you discover new secrets. Another awesome aspect of “Super Mario World” is the social interaction that comes along with it. After playing for two rounds of forty-five minutes I came to see that whether I am playing on the single-player mode or the two-player mode there is a lot of social interaction. With the two-player mode you do not compete with your friend, you work together to save Princess Toadstool. And even if you play in the single-player mode with a room filled with people there is a tremendous amount of yelling, jumping around and general helping out. Other people predict the next obstacle or level and you definitely do not feel like you are playing a solitaire game. The design of “Super Mario World” is simple but affective. The bright green grass, white clouds and perfectly red Mario bring you back to your childhood. Without the modern graphics and details I am not distracted from the goal of the game. Playing “Super Mario World” is all about the task at hand, and perhaps at one point the graphics were cutting edge, however now it is simply about getting from one level to the next. In addition to being aesthetically pleasing the game has a very straightforward and predictable design in that each level is relatively similar with a few additional challenges or dimensions. Each level has you jump over obstacles, jump on “bad guys” and face a harder “boss” at the end. Whether you are underwater, in a dungeon or in the sky it follows a predictable scheme pretty well. With its increasing difficulty, this design is fairly effective and allows the player to improve their skills by easily getting through the already mastered levels and working through the more challenging ones. And with the extra feature of the world map that shows you all of the levels from a glance it is reasonably easy to keep up with what is occurring in the game, which is not so easy for non-gamer with more current games.Fri, 25 Jan 2008 16:04:59 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2111&iddiary=4058Super Mario World (SNES) - Fri, 25 Jan 2008 16:01:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=2110Super Mario World This week I played “Super Mario World,” in which you play as Mario or Luigi and work through a number of levels. The goal is to save Princess Toadstool and in order to do so you traverse through levels grabbing gold coins, fireball abilities and jumping on mushrooms, flying turtles and dinosaurs. Playing “Super Mario World” on the Super Nintendo tends to bring positive nostalgic feelings to the player. At age eighteen, playing video games such as Mario, Duck Hunt and Sonic the Hedgehog is a common past time for many. Simply setting up the system, blowing on the oversized, plastic game (for reasons I still cannot grasp) and listening to the elementary background tunes brings back memories for everyone. I tend to think back to annual Thanksgivings in Washington D.C. where I would spend hours playing this game with my brothers as a fundamental family escape tool. “Super Mario World” is a straightforward game that lacks the uber-violence and intense graphics that are so common today, making it all the more enjoyable (especially for the female demographic). The storyline of Super Mario is that our Italian hero Mario is attempting to save his Princess Toadstool and has to overcome many obstacles in order to do so. But the game is much less about the princess and more about Mario and his adventure. Each level has something different and special about it, increasing the difficulty each time. The first level is quite basic with coins and mushrooms, while the following levels have more dimensions such as flying turtles, a Yoshi to ride, underwater, etc.Fri, 25 Jan 2008 16:01:12 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2110&iddiary=4057SSX Tricky (PS2) - Tue, 15 Jan 2008 00:22:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1890Gamelog #1 The game that I played in order to create a gamelog was Play station’s SSX. This is a snowboarding game that allows the players to either race to a finish line or gain the maximum amount of points by doing multiple different tricks. You are able to choose which mode you wish to compete in. When you determine a specific preference it becomes easier to determine which snowboarding character you want to utilize. There are an array of characters that have different specialties, styles and even personalities. As you get better at the game and complete more and more difficulty levels more characters and courses become available to you. The choosing of a snowboarder is the most interesting aspect of the game because, as a girl, I cannot only dissect the character’s strengths and weaknesses as a boarder but I can also pick an outfit that I think fits the character and artwork to display on the bottom of the board. Along with choosing the course that I want to board down this process could possibly be more fun than the actual race. The racecourses all have special characteristics and shortcuts that make them unique and entertaining. Some have paths of ice that the boarders have to successfully slide through to get to the finish line while others have grinding poles and jumps to assist the snowboarders with tricks. By playing with the many buttons on the controllers the players can experiment with different tricks and speed tactics, which continually brings new elements to the game. After playing the game a single time I feel as though I have developed technique and personal style by exploring the abilities of several different characters and racecourses. Gamelog #2 After the second round of gameplay I have come to the conclusion at the point that I prefer the speed-racing mode to the tricks mode. Whether I am playing as a single player against the play station or against a friend, I become more involved and interactive when racing. With the vibrating of the controllers every time my snowboarder crashes into a wall, pole or other player, I feel myself moving my body at the same angles as the boarder and getting both physically and mentally more involved. After deciding that I did indeed prefer to play with the racing mode, I noticed a very specific trend. After talking to my two brothers and several of my videogame-loving guy friends I noticed that most of them prefer the tricks mode. I do not have a conclusion as to the reason why, but it seems to be a theme that boys are drawn towards creating tricks by using uncountable combinations of the controller buttons while girls tend to like the simplicity of just going. While there is a complexity to wielding around hairpin turns and dodging hard-to-see obstacles, it is clear to me that creating tricks is takes far more concentration and practice. However I could be drawn to the racing mode simply because I have less practice and experience under my belt compare to the boys I surround myself with. The game design of SSX seems quite elaborate and detailed to me. However, I am aware that I do not play a lot of video games and this particular one is quite dated compared to game like Halo and Grand Theft Auto. Before each competition begins the system gives you a distanced tour of the course. Starting at the bottom of the racecourse it glides through each turn and jump to both show you what you are up against and show off the wonderful detail and intricacies that the creators have put into the game. I almost look forward to this display because of its aesthetic beauty and sense of wonderment it brings. Another great aspect of the design of SSX is the vast variety of obstacles and challenged that it presents. From the simple hills where we only have to board around obtuse turns and wide jumps to the more complicated levels that include narrow moving jumps, windy paths and hard to find shortcuts. Sometimes I will come upon a half pipe that I have to go up and down on in order to avoid crashing through glass plate windows and other times I have to have perfect timing to make it through a closing circular doorway. Out of all of these well-thought-out obstacles my favorite has to be at the end of one of the more advanced levels where you have to gain enough speed to make it past an icy, spirally full pipe. Not only is the maneuver not sure fire (there are often times when I do not make it over at all) but also you have to expect it to even understand how to approach it. Out of all of these game design aspects one of my favorites has to be the design tactic that when some players finish the race (when in racing mode) the race isn’t simply over; the other players have a chance to finish as well. Too often I see games that, when there is a winner the game is over. However, as a non-competitive person, I like the idea that I can still work on my personal time while my friends or brothers kill me.Tue, 15 Jan 2008 00:22:54 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1890&iddiary=3668