Friday 25 January, 2008
"Gameplay"
- After Playing Super Mario World for another couple of hours I really liked that the game carries its entertainment from beginning to end. The factor of the game design that enjoyed the most is the fact that it is the most random game I've ever played. By random I am referring to the fact that you play a plumber fighting his way through levels, confronting turtles and mushrooms, in order to rescue a princess from an evil turtle. The levels and the gameplay are random as well, like the fact that you can swim without running out of air and you die if a fish touches you.
The game creates conflict and difficulty by combining enemies and level obstacles. The way that these two are combined to create difficulty is very unique, and allows the levels to get harder as the game progresses. The obstacles of the game, such as jumping gaps and timing a jump to avoid getting burnt by a fireball, get harder and combined with different enemies allow the player to develop a certain skill. This skill includes timing and deducing the best way to beat a certain level.
I really liked that the game allows the player to beat the level with both rewards. The rewards of the game are great. They include power ups to make the game easier and more interesting, coins which become extra-lives when accumulated, and the fact that you get to rescue a princess is a pretty big incentive. Each level has a time limit which can be classified both as an obstacle but it also gives you extra points which are considered rewards and stimulation to beat the game.
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[Nicolas Kent - grader]
Well done, though we are looking for a separate design section. You did have some design information in your gameplay, but next time please label and supply a separate 2-5 paragraph design section.
Wednesday 30 January, 2008 by Jade
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