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Feb 9th, 2008 at 05:04:23 - Super Smash Brothers (N64) |
GAMEPLAY
By now I should be used to how absorbing Super Smash Bros. is once you get wrapped up in it, but it still surprises me. It's simply addicting to get good at a certain character's skills (I still prefer Link). It can also be fun to explore a wide range of characters.
The game creates a highly competitive atmosphere. But despite the "battle arena" goal, the different levels can give the game different moods. For example, I find that it's almost hard to take the game seriously when played in the Kirby level. This isn't a bad ting--I just think that particular level gives the game a sillier, lighter mood. On the other hand, when we play the Starfox level, things can get intense outside the TV screen. Maybe it's because each level has it's own music, which really sets the tone of that particular round. The point is, the freedom that players are given to customize each game round (by their choices of characters and level) makes Super Smash Bros. super fun.
DESIGN
Super Smash Bros. employs emergent gameplay more than progressive, and consequently the level design is not the most important aspect of this game's design. In fact, the levels are all small, 2-D floating platforms. But they don't need to be large, because the fun emergent in this game comes from the actions that the players can take.
A key element in Super Smash Bros. is that, depending on which character each player picks, they will each have a different set of actions possible using the same controllers and the same possible buttons. Players build a repertoire of skills as they learn combo moves and unique button sequences for their character. Each player requires a slightly varied fighting style (Kirby may spend a lot of time in the air and pounding other players, while Link will probably stay more on the ground and fight with his sword or other weapons.)
Another key aspect in the design is the limited number of lives. With a small number of times that players can die, it keeps the games to a relatively short time-span (with the exception of the occasional seemingly endless battle between two or more really experienced players, which can actually be drawn out a long time). This, along with the fact that there is always action on some part of the screen, leads to a fast-paced gameplay. Although some may argue that it interrupts flow in the game, I like this fast-paced system. It means that, even if you are eliminated from a round quickly, it will not be long before you can play again with a clean slate in the next round. Nintendo was smart to design a game that caters so perfectly to audiences with short attention spans.
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Feb 9th, 2008 at 05:02:18 - Super Smash Brothers (N64) |
SUMMARY
Although Super Smash Bros. for the N64 can be played in single player story mode, I only played in multiplayer battle mode. The goal of this battle arena style fighting game is to outlive all other players. Each player picks a character to play as, and each character has its own qualities (attacks, defenses, and special powers) that may help the player to defeat the other players. Each player is given a set and equal number of lives, and once the player has died (by either falling off the edge of the platform or taking too much damage from other players) enough times, they are removed from the battle. The last remaining player wins the match.
GAMEPLAY
This game really keeps players engaged, and it does this mainly by the large repertoire of skills that the players can possibly build up. Once you've played as a certain character for a couple rounds, you can get proficient at that character's special moves, which boosts the fun of the gameplay experience to a higher level. I found I do well playing as Link, but it's also fun to try out all the different characters' moves.
The falling items also present lots of cool gameplay. Key to this is the variety of items that fall from the sky. Some are better to pick up than others, but a lot depends on player style--I like to pick up Pokeballs, because the monster that comes out is a surprise every time, but other players may not waste their time on them. If an unquestionably desirable object falls (like the hammer, for instance), many players will run for it. The game tends to get much more exciting than one may expect at these moments.
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Jan 26th, 2008 at 01:19:37 - Goldeneye 007 (N64) |
GAMEPLAY
During this gaming session, I tried playing single-player. The missions, although fun, can have vague instructions. I couldn't figure out what to do at the very end of the mission and, consequently, accidentally failed by walking out the wrong door. Too bad there is no save point within the level; it would have been easier to not have to go back to the beginning of the mission each time the character dies or fails the mission (or maybe I'm just bad?). Oh well, it was still pretty fun cruising through the levels fighting different people. I think that's where most of the fun in the mission levels resides--picking which weapons you want to use against which foes.
I find the multiplayer mode to be more rewarding. My friend and I eventually settled on playing ten minute rounds, each one with a different weapon selection and a different level. This way, no matter how badly one player may be losing, and no matter how much of a role the other player may be on, the tables may easily turn around at the end of ten minutes when a new round begins. For me, this is the most attractive feature of the game--being able to start a new game, play for a short while, and leave without having made any progress toward a larger game goal. It's a small commitment, as opposed to a long game of progression, like Link to the Past, and it makes Goldeneye a fun game to play when you don't want to get involved in a long story.
DESIGN
A key design aspect that makes this game fun is the amount of control players have over the game. Before each round, players choose the level, their character, and (more unique to Goldeneye) the game end definition. We experimented with different types of "round-ending" or "game-ending" scenarios, such as rounds defined by timers (round ends after 10 or 5 minutes), or rounds defined by lives (first to die 5 times loses, or first to kill 10 times wins, etc.) This level of control lets players customize their gaming experience.
Choosing the weapon selection for each round is another source of fun and contributes to the uniqueness of each game round. Maybe you've played all the levels, and maybe you've tried all the different weapon selections, but have you tried each weapon selection in each different level? There are a lot of possibilities, and some are better than others. Proximity mines are fun to use in the Complex (a level that has lots of similar rooms), and grenades are my favorite in the Caves. There are so many possible games to play within multiplayer opponent mode that you can easily spend hours experimenting within that mode.
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Jan 26th, 2008 at 01:19:08 - Goldeneye 007 (N64) |
SUMMARY
Although Goldeneye can be played in several different modes (single-player mission, multiplayer team, multiplayer battle), for this first session I only played in multiplayer battle mode. Each player controls a character whose goal is to outlive the other characters. This is done by eliminating the other players, facilitated by the use of weapons distributed throughout each level of the game.
GAMEPLAY
This game is one of the better games I've played when it comes to keeping the players' interest. It does this by putting players in a high-adrenaline state.
I think the level design has a lot to do with that. The size of the levels--the fact there there is a lot more level than people exploring it--gives the players a good amount of area to explore, meaning longer gameplay before the level gets too boring.
At the same time, however, a lot of the places in a level look similar to other places in that same level. Since you can always see the other player's view as well as your own (in your peripherals), this gives rise to a funny psychological occurrence. Sometimes it will look like your enemy is in the same room as you, or approaching the same destination from different parts of the same hallway, which can make a player more alert and excited. The classic 007 music also contributes to player anxiety, keeping the players engaged in the game.
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ericz has been with GameLog for 16 years, 10 months, and 11 days |
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