Archive for the ‘Class Question 1’ Category

Rollings and Adams response

Monday, September 14th, 2009

In the reading, an argument is made that extrinsic knowledge helps game play, but can extrinsic knowledge hurt a game? If so, when and how did it effect the game?

Rollings and Adams Response

Monday, September 14th, 2009

With players who seem to focus in on playing certain a certain type of game genre, why do they expect the same types of challenges in different games and reject new ones? This seems as though it would make things more procedural, repetitive, and boring.

Game Design Question on Gameplay Chapter 7

Monday, September 14th, 2009

After reading this chapter on gameplay, the major question that comes to my mind is what kinds of gameplay do my peers find the most engaging, interesting, and fun?  There are many different kinds of gameplay and many different definitions about what is good gameplay, and I would like to know as many perspectives as possible so that I have more available to me when I design a game.

Ben Weisel Reading Question 1

Monday, September 14th, 2009

With how fast games have evolved, is it really possibly to classify most modern games into a specific genre, even the 2 broad genres listed by Zimmerman?  Is it important to try to classify the games, or just realize the important challenging aspects?

Monday, September 14th, 2009

We see in many platformers that pattern can be used to determine how to trek through a level or defeat an enemy.  In what ways have you experienced patterns used in gameplay to enhance the gaming experience?

‘This is a test.

Monday, September 14th, 2009

‘Why are you reading this?

9.14.2009 question

Monday, September 14th, 2009

What have you found in the games that we had to play for this week, previous weeks, the games introduced last class, or games you’ve previously played that break up the game play in a good way and in a bad way? What tends to pull your attention away from the game and why do you think that happens? Ex. If in a first person shooter you ran into a room full of computers and then you had to play with puzzle-piece computer chips until the computers turned on and you could open the next door.

Monday, September 14th, 2009

Why shouldn’t someone use storyboards when designing their game?  Is this comment by Zimmerman just outdated or does it still apply to games today (like the new Star Wars: The Old Republic game or Assassin’s Creed)?This question is both wondering what others think because I personally just thought it was outdated with games so heavily relying upon the story (like Metal Gear Solids and such).

Class question #1

Monday, September 14th, 2009

Of the many different types of challenges in gameplay, which one(s) tend to lead to more successful and interesting games?

9-14-2009 Question 1

Monday, September 14th, 2009

Crawford talks about the importance of users reading through a game manual.  What is wrong with allowing users to learn by doing?