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    Feb 2nd, 2007 at 00:54:10     -    Super Mario 64 (N64)

    Super Mario 64 gets much harder as so most games the further in you get. The complexity of the levels is far higher later in the game. They really nailed the 3d platformer concept here.

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    Jan 30th, 2007 at 16:03:13     -    Super Mario 64 (N64)

    Play Super Mario 64 again was a very unique experience being as how this time when I was playing I was observing the game more than just playing it.

    Though you would consider Mario 64 to be a platformer, just one with a 3d cardinality of play, when I went back I was felt almost as if I was playing an Action/adventure game, something like Neverwinter Nights a game created much later than Super Mario 64. This game being one of the first truly 3D gameworlds has had a huge impact on any game designer who work in a 3D world. Super Mario's game world however it tuned much more towards a platformer than it is an action, this is visible in the standard platformer obstacles and terrain choices. However you can see things that the Designers of Super Mario 64 pioneered in their gameworld that still exist today. One classic example is the concept of immovable shrubs and plant life to create segmentation within each level. In real life these plants would of course be movable or you could just walk right through them, but in the gameworld players must simply accept them as a wall. You can still see such tools used by todays game designers. Super Mario 64 is probably one of the most influential games in the domain of 3D level design.

    As far as the gameplay and progression of Super Mario 64 the first thing that popped out to me was the difference in style of the beginning levels as opposed to the levels much deeper into the castle. The designers to much care in making the first levels of play wide open spaces where players can accimate themselves with both the game controls, but also the rules and physics of the Super Mario 64 game world. If the designers had chosen to make the first level include stepping stones over lava that rock with mario's mass and have waves of lava pouring onto them, I believe the overall experience would have gone down.

    Another thing that the Super Mario 64 team did, was to take the concept of a dungeon/instance that is within, yet separate from the overall game world, and finalize for future designers the method for differentiating the two. In my opinion the "paintings" on the walls of the castle is still the most unique and best way I have ever seen to "zone in" to a dungeon.

    The gameplay in Super Mario 64 is fun and full of all sorts of classic platformer obstacles, as well as some new ones, yet has this hint action/adveture. However, I don't think it is considered classic as much for it's gameplay, but moreso in the many ways in help to evolve and redefine many aspects of game design.

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    Jan 18th, 2007 at 15:29:04     -    Super Smash Brothers (N64)

    Soooooooooo Super Smash.

    There are lots of great things about smash bro's that I could say here. First, its one of the best "games for all ages" around. I can brutalize some folks older than me as they try to figure out the controls, have a foul mouthed all out brawl with some college friends, or even get asked to play by my little sister; regardless of the situation everyone has fun and enjoys the experience. Super Smash allows that fun kick your ass combat aspect of video games that so many of us are drawn to... in a happy, silly, fun arena. These aspects alone, at least in my opinion make the game great.

    As far as design, I will comment on the multiplayer aspec, because after unlocking the bonus characters and levels who really goes back to play the single player content? I guess its neat, but it not nearly as engaging as the multiplayer. Super Smash is just an awesomely crafted game in many ways. The levels are all fun to play, and more importantly are designed from intimate 2 player size to levels designed more for 4 players. Personally My favorite level Is peaches Castle. I think its a sweet place for two good players to duke it out. There are several design elements to the castle that make it functional and unique. First is the sliding platform at the bottom. That makes a predicable randomness that skilled players can watch and use to their advantage. It should also be noted that the moving platform is one of the only surfaces that your characters will not grab onto when falling back onto the play surface, which is neat. Peaches castle is also pretty small but allows enough room for skilled players to work their %'s up pretty high, ensuring that the rounds are not over to fast. The two floating triangular ramps on the sides of the play surface make will generally help to contain your character at low %'s.

    As far as the random spawning of items, the ability to change exactly what will spawn and its frequency. I personally have a set of items that I keep on, and a set that I turn off. Unless I am playing with some little kid that likes to have all the powerful items like the hammer and such on. I like to turn off items that I find to be an autokill if the players are skilled, for example Fox's gun. I also turn off the heart to keep things moving along and just because I didn't really like the concept of "healing" in Super Smash.

    The characters are also all pretty well matched. Sometimes I will call a certain character crappy, however If my friend Shyam is around, he will tear me apart with that character. My best character is Link, because... well I don't know. I suppose he is the one I started on and play the most. Link is a powerful ground and ranged character. His attacks make him very durable and Forward A is one of the stronger hits in the game. He also comes with two ranged attacks which is nice, being his boomerang which is awesome for crowd control, and the bomb attack which is a good, however low damage, way to interrupt your opponent, or attempt to prevent them from getting back onto the play surface. Links shortcoming is his arial combat. A skilled player can do just fine, especially since you an always pull out is Up B in the air to make an easy, low skill attack. However, if Im playing a good player using Captain falcon for example, a character who is awesome in arial combat, I will keep my feet on the ground.

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    Jan 11th, 2007 at 14:30:38     -    World of Warcraft (PC)

    Alright, well after more naxx raids and continued playtime perhaps it is best to address how World of Warcraft handles its economy. Generally I think this is one of the largest downfalls in MMO design. On a broad view WoW does a fairly good job of building and regulating an economy. However on a more from a more microeconomic view, there were some seriously stupid decisions made. Ill go into more detail on at least one of those decisions later. Another important aspect of any MMO economy is how the developer addresses the issue of third party companies attempting to turn an REAL LIFE profit via farming gold, items, and resources and selling them on the web for in-game delivery. WoW does a pretty poor job, as to most of the MMO's at this. However, the Bind on equip/ pickup system is one of Blizzards best decsions on helping to regulate the economy and the strongest tool against the third parties. This makes the third party unable to sell very many useful ITEMS, not to be confused with their ability to sell gold. The farmers / gold sellers occasionally find loops in the system and find a way to dominate the economy, but generally its pretty short lived due the fact that blizzard will close the loophole with the next patch. But enough about that.

    One of the huge flaws in game design can be found in profession known for being good at making money . . . Herbalism. Why is Herbalism good? because it can farm dreamfoil. Dreamfoil is a endgame herb that is pretty much used in every single potion a caster in WoW will want to use, not to mention its used in all of the Greater "blank" Protection potions. So when I go out to pick my herbs, I don't ever go to a zone where I can't find dreamfoil. As a druid, the rate at which I will go through the stuff is crazy. Here is a list of some of the most popular consumables a healer would want to use on a hard raid.

    Major Mana Potions*
    Greater Dreamless sleep potions*
    Mageblood potions*
    Flask of Distilled Wisdom*
    Major Healing potion*
    Greater (fire,frost,poison) Protection potion*
    Dark rune
    Greater mana oil
    Some food that will give you a buff

    Alright, consumables marked with a * are made by alchemists, who are the people that use 95% of the herbs in the game. Of those marked, here is the ones that need dreamfoil to me made

    Major Mana pots
    Greater Dreamless Sleep
    Mageblood
    Flask of Distilled Wisdom

    So as you can see dreamfoil is nearly everything that I would make for personal use on a raid. That is unnecessary, and has lead to nothing more than an increase in the prince in G it takes to raid. I hope there is not an equivalent to dreamfoil or mistakes in other professions in the upcoming expansion. Fixing these issues would really help the overall economy of WoW.


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