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    Allison's Gradius (NES)

    [February 11, 2008 01:22:58 PM]
    Gamelog #4
    Entry #2
    Gameplay:
    My second time around with Gradius was slightly better than the first. Instead of trying to advance through the playing field, I set up my own goals. I selected a two player game (even though I was the only one playing) and compared my score results through several rounds with player one only able to shoot and player two able to shoot and maneuver. To my surprise, and probably no one else’s, maneuvering does help. However, when I play it does not help that much. On average, my scores were so close that the difference is most likely negligible. On multiple occasions, I actually did better when I did not try to maneuver. I cannot even imagine the volume that speaks about how poor my skill level is.
    I lost interest in comparing my own scores fairly quickly since they were relatively consistent. After that, I was able to convince my roommate to play with me. She and I are at very similar skill levels; she only has a little more experience with video games than I do. Although neither of us did very well (with very little improvement), it was nice playing with someone just as bad as I was. There is no way I would have been able to stand playing with our other housemate. She is just too good; it would have been a futile effort on my part.
    For the most part, Gradius was much better the second time around. Unfortunately for the creators, this is not a game I would ever by for myself.

    Design:
    My score comparisons reinforce my previous point of needing different levels of difficulty. I know other games have this feature, but I think all games need it. Games may have plenty of the first seduction, the design of desire, but if they do not have enough of the second seduction, the design of pleasure, then the players are never going to continue to play. If a player dies three times within the first five minutes of playing a game, there is not enough design of pleasure. Players will become discouraged and will not be willing to reenter the magic circle. I believe that with difficulty levels, players will not be discouraged when they start out, and when they progress to a higher level of difficulty the pleasure of being successful will be all the greater.
    A downside of using an old system like this is that when I finally did want to play with my roommate we were actually just comparing scores after we had each taken our turns. Two players do not actually get to play at the same time in a team (like in the class demo for the PS2) or against each other. This greatly limits the kinds of interactions players can have with the system, which I assume is why later systems changed this. In the few games I have played, I always enjoyed them more when my friends and I could team up against the game. I much preferred fighting a common enemy than fighting each other. This version of Gradius does not allow that type of play, a very disappointing feature.
    read comments (1) read comments - add a comment Add comment
    [February 10, 2008 02:18:23 PM]
    Gamelog #4
    Entry #1
    Summary:
    Gradius is a classic horizontally scrolling “shoot ‘em up” game where the player controls the spaceship Vic Viper and must battle waves of enemies. Throughout the game, collection of power-ups enables Vic Viper to better engage enemy ships in combat. Once through the multitude of waves, the player faces off with a boss, a giant craft, which takes more effort and time to defeat.

    Gameplay:
    I was able to notice a link between my gameplay and the section of the book that talks about flow. The book discusses a balance between the player’s skill level and the challenges presented by the game. If the skill is high and the challenge low, the player experiences boredom. If the challenge is high and the skill low, the player experiences anxiety. Only when both are high or both low does the player experience flow. I would have to say that I fall into the Anxiety category. I felt as though I had no control over the game. Whether I tried very hard, weaving around, or simply sat and fired, I consistently got the same distance before I die. It felt as though the attacks were never ending and I was unable to get my bearings straight before the next attack (and usually death) occurred. The power-ups also did not feel effective enough to actually increase my fighting ability.
    I really think this game would benefit from letting the player choose a difficulty level. As a novice to this type of game (and in general all video games), it started out excessively strong. More than half of my deaths can be attributed to concentrating on the enemy ships so much that by the time I saw missiles from the ground bases it was too late to evade. The game was a complete sensory overload. I was so frustrated with it that I could not wait for my 45 minutes to end. I have to find some way to make the next session flow better or it will drive me nuts. This is also a perfect example of what not to put into my own game. My game is being aimed at young and inexperienced players, so it will need to begin slower and gradually increase the difficulty, not start out so demanding that the player dies within the first minute.
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    Status

    Allison's Gradius (NES)

    Current Status: Playing

    GameLog started on: Friday 8 February, 2008

    Opinion
    Allison's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

    Related Links

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    See info on Gradius

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