Shelly's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=708Mario Kart (Wii) - Thu, 06 Mar 2008 03:05:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=3179ENTRY TWO Gameplay: There is no storyline to the game, so the narrative progression is obviously absent. The point of the game is merely to race the other characters and attain first place and the highest score possible. The lack of storyline gives the play no reason to have any emotional attachment to the characters. The only reason a player would have to pick one character to play over the other is because some characters are faster than others (because they are smaller and weigh less). The game does help foster social interaction among the players (there can be up to four). The game has a separate "battle mode" where the main objective is to successfully attack your opponent three times in order to win the match. I believe this is a more personal level of gameplay that will be more interesting ESPECIALLY for a multi-player game. Design: The innovative aspects that set Mario Kart apart from other racing games are the level designs and battle-like interaction during gameplay. As you progress from the Mushroom Cup to the Star Cup, etc, etc...the tracks become increasingly more complex and interesting. More obstacles are present, and even lack of obstacles (edges of the track going off into space) leaving you stuck on the track, or flung far off the edge of it. The game stays interesting mostly because of the progressive design of the levels. Other than that, the gameplay stays pretty much the same throughout. There are no power-ups that can be permanently acquired, only the occasional mushrooms that are available in the multicolored cubes on each track that will boost your speed, but only temporarily. The tone of the gameworld is very fast paced and chaotic. The tone is created mostly by the quick tempo of the upbeat soundtrack. Although the weapons that are put on each track are fun and add more fun to the gameplay, they get incredibly redundant after a while. It would have been nice to have specific weapons available to specific tracks, and even specific characters in the game. And maybe even weapons that you may acquire through completing the game successfully and keep them permanently to use in future races.Thu, 06 Mar 2008 03:05:15 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3179&iddiary=5966Mario Kart (Wii) - Thu, 06 Mar 2008 02:56:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=3179ENTRY ONE Summary: In Mario Kart 64, the player chooses one of eight Mario game characters to race around various shaped racetracks that have obstacles, hazards, shortcuts, and items you can pick up that are of benefit to you. Gameplay: While playing Mario Kart 64, there is a varying level of excitement to the game. It is always ascending and descending depending how well your standing is in the race. Excitement can quickly turn into panic if you suddenly lose the lead by getting bonked by a red turtle shell (an item that was picked up by another player to use as a tool to slow you down for their benefit). Although this can be frustrating, the game would be boring without being able to take out your opponents with a banana peel or turtle shell. The gameplay experience was for the most part, all relative to which character I was using. I seemed to have much higher levels of frustration and panic while playing with Donkey Kong because he is so slow and worthless. While playing with Peach and Toad, however, gameplay was much more enjoyable. These two characters have better acceleration and are therefore much speedier.Thu, 06 Mar 2008 02:56:11 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3179&iddiary=5962Goldeneye 007 (N64) - Thu, 21 Feb 2008 02:57:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2823Gameplay: I became increasingly more frustrated with the controls as I continued the gameplay. I feel like the character is very slow to respond to actions you give it. I asked my roommates if they wanted to play with me so I could see what the multiplayer mode was like, but everyone refused to, so I was stuck in single player mode the whole time. All of the new first person shooter games make Goldeneye 007 look like an antique. I think the only reason that people would want to play this game is for the nostalgia rather than the wow factor that the newer games have with their amazing graphics and easier avatar control. Design: I felt that it was very difficult to navigate through the levels because the graphics seemed very chopping when moving around the landscape. I found myself having to go back and forth on the joystick multiple times before I was finally facing the direction I was intending to look towards. This also made it difficult for me to shoot accurately. The landscape was very undetailed. The structures were more like massive angular shapes with patterns pasted onto them. Nothing had a very dynamic feel to it. The characters were also very angularly shapen. They do not have detailed features and move kind of awkwardly. An innovative aspect of this game is that you can move your head to look left and right, up and down with the yellow buttons. This enables you to move in a direction that your head is not facing. That is one of the best design aspects about the game is the freedom of movement the player has: being able to duck down, jump, running, and walking sideways. If only the movements were more fluid, the game would be much easier to play. I realize that critiquing this game by comparing it to the newer shooter games is unfair because obviously the technology has enormously improved since the time of Nintendo 64. However, I do feel that even in the Nintendo 64 era, the graphics could have been made much better.Thu, 21 Feb 2008 02:57:02 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2823&iddiary=5452Goldeneye 007 (N64) - Thu, 21 Feb 2008 02:26:34https://www.gamelog.cl/logs/LogPage.php?Log_Id=2823Summary: Goldeneye 007 is a first person shooter game in which the player takes the role of James Bond and must complete twenty missions using a variety of firearms. There are different difficulty levels and multiplayer modes. Gameplay: Honestly, I've never been a fan of shooter games because I find them to be uninteresting. I much prefer puzzle, sports, or simulation games. This game was no exception; it did not succeed in converting me into a fan of them. The reason that I chose to play this game for this gamelog assignment is because it was one of the few games I had available to me that is on the classics games list. I began the game trying to think optimistically about finding this game more fun to me than other shooter games I have played. I was given the mission to infiltrate a facility in Arkhangelsk, USSR by bungee jumping from the dam. Basically, the level consisted of shooting at many different boxy-looking silent enemies and picking up their ammo. Another reason that I do not particularly enjoy playing shooter games is because they just make me nervous. The newer first person shooter games that I have briefly played such as Gears of War really make me uneasy not knowing who is around the corner and worrying about not being able to react quickly enough. I feel like I am in a haunted house and the zombie is going to pop out any minute. Obviously, Goldeneye 007 did not affect me to this extent mostly because the graphics were so unrealistic. Also, the musical score was not as dramatic as it is in some of the modern shooter games. The storyline did not interest me particularly. It was very similar to what happened in the movie Goldeneye. There was nothing incredibly innovative about the story.Thu, 21 Feb 2008 02:26:34 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2823&iddiary=5406Legend Of Zelda: Ocarina of Time (N64) - Sat, 09 Feb 2008 02:26:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=2538Gamelog entry #2 Gameplay: During my second session of gameplaying, I spent the entire time inside of the Deku Tree. So I did not learn anymore about the storyline during this time. Instead, there were lots of puzzles: figuring out to opening doors (by lighting torches, by stepping on buttons on the ground). Also there are characters that you have to defeat by using your shield to deflect the Deku nuts that they spit at you. Some of the puzzles took me many times to complete. There was on in particular where you have to jump from the very top of the tree with a burning torch in order to fall through a web leading you to a lower level inside of the tree. This was the task which frustrated me the most because after failing so many times, the task became redundant. Design: As I mentioned before, this is a 3D game, which is played from a third person perspective. The movement of the main character is pretty straight-forward: You use the joystick in the center of the controller to move Link in that direction and A is used as the main select button and B as the weapon button. You can choose the Select button to go to several screens that enable you to either: switch your weapons, look at your map, look at your quest status (keeps record of everything you collect), and look at other items you've collected. Also, there is a Z-button trigger that enables you to focus on a specific object or person in order to attack it or talk to it. After doing a little online research, I found out that this control scheme was revolutionary at the time of the game's release. The reward structure of the game is: when you defeat enemies you can get more ammunition or rupees. Also you can be awarded rupees for smashing wooden chests or cutting down shrubbery. When you have to defeat multiple guards, there is often a specific sequence that you must defeat them in in order for him to give you a clue about how to defeat the next boss.Sat, 09 Feb 2008 02:26:39 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2538&iddiary=4845Legend Of Zelda: Ocarina of Time (N64) - Sat, 09 Feb 2008 01:29:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=2538Gamelog entry #1 Summary: Legend of Zelda: Ocarina of Time is a 3D action-adventure game in which you play as the character Link who is given the task of saving the mythical land of Hyrule. The Deku Tree summons Link and tells him that he is the kingdom's only hope. Link has a sword and shield but also picks up other weapons along the way, as well as magic spells to use against any antagonists. Gameplay: The game opens with a lot of dialogue. It tells you that the Deku Tree is sending the fairy Navi to wake up Link (the only boy in the village without a fairy) and become his fairy and help navigate him through the journey in saving the Hyrule Kingdom. You feel an immediate sympathy for the character Link when you learn that he is the only boy in Kokiri without a fairy guide. This makes you automatically feel a caring emotional connection towards him. Also, the anticipation of knowing you must somehow save the kingdom without really knowing how or why the kingdom needs saving in the first place keeps you intrigued. The Deku Tree does not specifically tell you everything you must collect and defeat; the player has to figure that out on their own as they go along. This creates an element of surprise as the story slowly unfolds. This is a one player game so I did not have any social interactions with other players, but I did announce my occasional frustration with other people that were in the room not playing. The game has a very specific flow. You have the freedom to go almost wherever you would like in certain areas of the land, but in order to move on and progress to the next land, there are certain tasks you must complete. For example, in order to be allowed to leave the village of Kokiri, Link must first find his sword and buy his shield. Then he was allowed to pass the guard to visit the Deku Tree. Also in the village, signs help you to learn how to use your weapons, like using your sword to cut down shrubbery which gives you rupees (the local currency). Each task you must complete allows you to learn the skills that you will later need to use in the game.Sat, 09 Feb 2008 01:29:32 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2538&iddiary=4796Super Mario World (SNES) - Sat, 26 Jan 2008 01:56:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=2256ENTRY ONE: Summary: I played Super Mario World on Super Nintendo Entertainment System. In this game, Mario (and Luigi in the two player version of the game) must travel through various worlds (which are divided into even more levels) to rescue Princess Toadstool from her kidnapper, Bowser. Gameplay: I had not played this game for at least ten years and I had hardly any memory of how any of the levels were set up, so I was starting to play as a true beginner. I had good memories of playing it with my aunt when I was young, so I felt reminiscent as I began. The easiness of the first few levels and the happy music made me feel relaxed. It wasn't until the second level that I began having more difficulty in avoiding losing lives. The story is very generic: you are required to save a kidnapped victim from the main ' boss'/enemy, so it is not so much the storyline that makes the game engrossing, but rather the intense gameplay that requires you to be constantly avoiding an enemy in addition to collecting rewards. The fast paced nature of the game makes it fun and keeps your interest. Another part of what makes the game interesting is the variety of characters. The gameplayer encounters new characters in almost every level (although there are still many recurring characters throughout). ENTRY TWO: Gameplay: For the first gameplay session, I played a two-player game with someone who was not very experienced in the game. Being on the same skill level made the game more exciting because we were taking about the same amount of time to complete the levels. However, for my second gameplay session, I played with another friend who had a much high skill level than I, and therefore the game was less fun for me because he was completing all the levels before I could so I was not able to win any of the points. Both players often vocally expressed either happiness because of successful completion of a level or frustration. The competition and dialogue with another human player made the game more fun than if I were to play by myself or against the computer. I enjoyed the social aspect of the two-player game mode. Design: It is a 2-D side scrolling game. Even with the simple background animation, it is still clear what terrain the game creators are trying to convey. The characters are very obviously not supposed to represent realism. The animation is simple and undetailed; usually consisting of fairly simple shapes with faces on them. The reward system is straight-forward: -Coins give you points. -Mushrooms give you lives (or make you larger) -Stars give you invincibility -Flowers give you the power to throw fireballs -Feathers give you a cape to help you stay in the air longer when jumping -Yoshi lets the player ride him and he also eats and spits our fire at enemies The music during the regular levels is cheerful and comforting. However, in the haunted houses and castles, the music gets much more intense: it is similar to the regular soundtrack but played in a minor key. Also, when you are running short of time, the music speed increases causing you to feel more anxious about completing the level. Each level gets progressively harder and is designed to gradually increase your skill in the game.Sat, 26 Jan 2008 01:56:10 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2256&iddiary=4286Donkey Kong Country 2: Diddy's Kong Quest (Arcade) - Tue, 15 Jan 2008 02:42:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=1923Summary: In Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong is captured by Captain K. Rool, and Diddy Kong and Dixie Kong must play through the levels to try and save Donkey Kong. You can choose which character to play and switch at any time. If you lose one character (either Diddy or Dixie) to an enemy, the other one picks back up and continues alone until they find the other character in a barrel along the way. The first few levels take place on a pirate ship, and the obstacles are K. Rool's crew on the ship. You must try to collect as many bananas as possible through each level because you earn an extra life for every 100 you collect. Personal Gameplay Experience: My emotional state changed a few times while playing the game. I started out feeling excited about playing the game because I had not played in so long. After playing for a few minutes, I already started to get sucked into the game, almost in a catatonic state. That went on for about the first four levels or so. Then once the levels started to become increasingly difficult, more focus was required. After getting stuck at a certain part in one of the levels, I started to get a little frustrated. It took me quite a few tries to get through that particular level, but once I finally got past that part, I felt like I had accomplished something, and the frustration transformed back into excitement. Both of the characters Diddy Kong and Dixie Kong are likable in their own way; they specialize in different areas: Dixie can be in the air a lot longer when jumping because she uses her hair as a propeller, but Diddy moves quicker and is just easier to control in general, especially while airborne. The story line is nothing special. It is one that has been done a million times. Someone gets captured, and it is your mission to go save them. However, the game itself is an incredibly well crafted platform game and really fun to play. Game Design Commentary: The levels of the game very in respect to the setting, but the objectives are always the same. The game creates conflict by the use of the enemies that act as obstacles in each level. As the levels progress, the enemy's become increasingly more difficult to get past. Some of the enemies even throw objects such as cannonballs and hooks at you. Also, at the end of each area (4-5 levels), there is a "boss" that you need to defeat. The game keeps the player interested by creating a fun environment and having fast-paced gameplay that keeps you wanting to continue. The tone of the game world is fast paced, and almost panicked at times, but the bonus levels are a little bit different. In those, the music changes to more upbeat, happy songs. In the normal levels, the music creates that atmosphere of quicker and more focused gameplay.Tue, 15 Jan 2008 02:42:25 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1923&iddiary=3771