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Daniel's Prezi Scrapbook
Transcript of Daniel's Prezi Scrapbook
- Raph Koster Raph Koster – 2012 “Games are puzzles to solve, just like everything else we encounter in life [and] serve as very fundamental and powerful learning tools.”
- Raph Koster Koster, Raph (2005). A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press. Portal Valve Corporation (2007), Portal [Multiformat Videogame], Washington, DC: Valve Corporation. Narbacular Drop Capcom (1996), Mega man X [Multiformat Videogame], Chuo-ku: Capcom. Mario Nintendo Creative Department (1985), Super Mario Bros [Multiformat Videogame], Kyoto: Nintendo. The game starts you off with the basics which any human has, which are present in most modern games including human or human like protagonists, walking, jumping and crawling, then it adds its own great spin to solving basic puzzles of how to get to different areas of the play environment, after the player has the basic functions and controls down, they can add something which would be more suited to a simulation/fake life or game, for portal it would be the fact that the player can basically teleport, with the better tools it gives harder challenges and makes the whole gaming experience more enjoyable for the user and keeps them more emmersed in the game so they will be more likely to finish the game. Nuclear Monkey Software (2005), Narbacular Drop [PC Game], Washington, DC: DigiPen. Narbacular Drop influenced portal so much
that Valve even hired people who worked on the game, this game is about saving a princess, the intention of saving the princess is mainly shown as love for the princess and when shes saved you are rewarded with her love and having her back if the protagonist is written so they are in love or something along the lines of that, or it could be saving her because you have been tasked to, but the main goal is for a reward of some kind wether it be monetary or emotional, which relate back to Ralph's reference. Pokémon There are enemies in the grass all over, there are gym bosses and the elite four, and there are puzzles in getting and using the HM’s Left 4 Dead Left 4 dead has tons of normal infected nothing special, but the user has to navigate around them and occasionally run into bigger enemies and then the final rush to the finish with waves of the biggest enemies being flooded at you. Minecraft In Minecraft there are enemies always around when it is dark and for the PC there is getting to the Ender Dragon, making the tools to do everything in Minecraft is a little puzzle in itself. Mega Man X Mega Man starts you off as weak as you are normally and then straight away throws tasks at you which can be easily figured out e.g. jump over bad guys, shoot enemies to kill at range, then just progressing you learn new things by seeing others use them first, then with the harder enemies come the better rewards. Mario’s first level is designed so people will very easily do all the basics and it doesn’t give you a whole screen explaining how to play. Game Freak, Creatures Inc (1996-2012), Pokémon [Multiformat Videogame], Kyoto: Nintendo. Turtle Rock Studios / Valve South (2008), Left 4 Dead [Multiformat Videogame], Washington, DC: Valve Corporation. Persson, Markus "Notch" (2011), Minecraft [Multiformat Videogame], Stockholm, Mojang A B. Halo 4 343 Industries (2012), Halo 4 [Xbox 360], Kirkland, DC: Microsoft Studios. At the start of Halo 4 there isn't much ammunition around for one singular weapon, so it would be very likely that players would run out of ammunition and have to use different guns in the very first level and in different areas it has different obstacles and tasks to complete. In Anno 2070 you start with almost nothing and you have to colonize islands and get all the resources out of them to build better things, it has civilians that have needs in order to advance to better levels of industry. Anno 2070 Related Designs, Ubisoft Blue Byte (2011), Anno 2070 [PC Game], Germany: Ubisoft. Do I agree with Raph Koster's statements? Short answer, yes I agree with Raph because at some level I think some games are here to test us, if a zombie apocalypse happens we have to stick together and work as a team as shown by Left 4 Dead, most games are just putting us in an unfamiliar scenario to see if we survive, such as Minecraft. Raph Koster – 2011 "It's a SERVICE. Not a game. It's a WORLD. Not a game. It's a COMMUNITY. Not a game. Anyone who says it's just a game is missing the point" The Law of online world design, c, 1997 http://www.raphkoster.com/gaming/laws/shtml The Truth! Raph has spoken the truth there are too many people who think "it's just a game" it's not for people its the way they live life, make money even escape the real world to join a virtual one. for me it's all of them, I live for games, I plan to make money from making games when I'm older and I like to blow off steam by playing games, so I could be a spartan for a moment or even completely destroy a zombie horde. "Since different brains have different strengths and weaknesses, different people will have different ideal games". Koster, Raph (2005). A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.(p.105) Raph Koster – 2005 This is true to me, I have friends who like different games to me and I initially refused to play them, but eventually, in my own time I played the game they recommended to me and then I enjoyed it, it wasn't as bad as I thought, and they played the game I recommended, but they didn't like it. That's ok, because everyone is different. • Over time, your playerbase will come to be the group of people who most enjoy the style of play that your world offers. The others will eventually move to another game.
• It is very hard to attract players of different gaming styles after the playerbase has been established. Any changes to promote different styles of play almost always conflict with the established desires of the current playerbase.
• The ultimate goal of a virtual world is to create a place where people of all styles of play can contribute to the world in a manner that makes the game more satisfying for everyone. • The new players who enter the world for the first time are the best critics of it.
• The opinions of those who leave are the hardest to obtain, but give the best indication of what changes need to be made to reach that ultimate goal. Hanarra's Laws The Law of online world design, c, 1997
http://www.raphkoster.com/gaming/laws/shtml The Law of online world design, c, 1997
http://www.raphkoster.com/gaming/laws/shtml The Legend of Zelda The Zelda games have improved game on game by changing the way the gamer views around them within the screens, movement has improved along with the graphics Nintendo, Capcom (1986-2011), The Legend of Zelda [Multiformat Videogame], Kyoto: Nintendo. What have we learned? Games are more than just a silly past time.
its hard to change a players style.
Game are here to challenge us.
Push us to the limit. All of these statement are true, we use game to escape this world and to put us into a new one, they are here to teach use valuable lesson, they come apart of are society, they gives us something in common with everyone in the world, even if its a mobile game to a console game there both games and everyone has played one at least once in there life. By Daniel Mather Assassin's Creed is a historical action-adventure open world stealth video game. This is one of my favouite games of all time. Assassin's Creed What's in the series? their has been 13 games under the popular title assassin's creed, but im just going for the main 5.
Assassin's Creed, Assassin's Creed II, Assassin's Creed: Brotherhood, Assassins creed: Revelations and last but not least Assassin's Creed 3. What has changed? A lot has changed from 2007 with the release of Assassin's Creed to the recent release of Assassin's Creed 3, from the type of weapons to the style of free running the character did.
What has changed from Assassin's Creed - Assassin's Creed II well apart from the obvious thing which is the main character, the next difference is new time, the original assassin's creed was in the third crusade and Assassin's Creed II was in the late 15th Century,
then next difference was the ability you use a gun, and to use paracute/hang gliders ( Leonardo da Vinci's inventions), The next two games the next two Assassin's Creed games are the follow on to Ezio's story and they mainly just improve the weapons and the fighting style of ezio and other assassin's, the one BIG thing Brotherhood brought in was to make your own assassin's groups where you could train them and help you in a battle, another big thing brotherhood brought in was multiplayer mode, which was amazing.