Thursday 6 March, 2008
Entry #2
GAMEPLAY:
My second hour of game play was pretty intense and made it more fun that i knew what i was doing and i was able to do all of the tricks to somewhat on command and it made it a lot easier on me to do the challenges required for the game. I felt as if i was in the game and i knew what i was doing, but it made it a lot easier to do what i needed to do. I felt i knew my way around the city a lot easier and i was able to do my tasks.
The only thing that really got to me was when i got online to play other players was when i really got the real challenge. Just because the A.I. on the game can only do so much for you and can only provide such a challenge, but while online against all of the other skaters who has had this game longer than i have play more than me and are better than me boosted up my morale to keep on playing because i felt the need to learn the tricks more and do them on command like a lot of the other players were doing.
DESIGN:
The design of the game was pretty much extrodinary. In means to the whole game world being wide open because it created that feel that this is a skaters paradise. That element alone makes this game great. Also the design to make all of the tricks off of the analog stick is brialliant. This creates challenge and conflict because it covers everything a skater needs to do.
The game creates conflicts in many ways, virtual and real life. Meaning in the game itself some of the challenges are to skate in NO-SKATE Zones and in these no skate zones are security officers and if you get caught by these officers than they end your challenge or mission that you are doing and jack 50$ from you. In real life it can create verbal, and physical conflict because the people playing the game can get mad and irratated espically if they have not played the game before.
Some things that I would change about the game is the ableness of not being able to run. I would really like EA to make that mechanism in the second SKATE if they make one, i think being able to get off of your board and running would be a lot more helpful to the user on getting around more quickly.
The games reward structure was cool because i strived to hurry up and complete the challenges so i could unlock new characters and so i could get my sponsers for my clothes, deck, etc. and so i could get the cover of a magazine. I think by havig that magazine could emplify the eagerness for the user to keep on completing missions. A lot of kids want to be on covers so they complete the missions and try to get the cover and make it their own.
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