Monday, May 10, 2010

RE: Are you a 'Hardcore' or a 'Casual' gamer?

I want to discuss a little bit about 'hardcore' versus 'casual' games where last week, we were asked what type of gamer we thought we all were. I agree with several others who thought it was silly to classify yourself one either 'hardcore' or 'casual'; there are so many reasons why people play games, what one person is looking for in a game may be completely different to what someone else is looking for, you just cannot simply class as being one or the other, there is so much more to it than that.

Some people play competitively, others play just to have fun, others play for the social aspect, games are now so diverse and cater for such a range of audiences that there is much more to it than simply saying 'oh, you like to play competitively, therefore you are a hardcore gamer' when that same person may also play games for simple fun; are they suddenly a 'hardcore' and a 'casual' gamer? No, they are just someone who enjoys playing different types of games.

Jayden G.

Monday, April 26, 2010

Re: 'dimension elements in games' lecture

I found that the practical, real world examples of games that used the dimensions really helped me understand what each dimension meant and how these can be used as a general guide to determine what the target audience or market is for our own games.

When designing a game, I believe you cannot make a game that is going to suit every person therefore it is important to have an idea as to who is more likely to play your game. The dimensions therefore are not strict rules and there is no 'right' or 'wrong' but were given more to understand how games focus on different elements.

Floyd used Guitar Hero as an example for the Intensity Interpretation dimension and this was very effective in helping me understand what the card actually meant.

Floyd explained that in Guitar Hero, the intensity & physical effort used by the player whilst playing the guitar, gives people watching you play the guitar a different experience, even though the computer console does not interprete or measure intensity or how hard you play.

This was an excellent example, it helped me gain a better understanding of how each dimension related to designing our own games, and focus on making our own games better or, as Floyd says, more 'awesome'.

Wednesday, March 24, 2010

RE: 'Wii's Revolution is in the past' class

The two groups that presented last both provided an interesting and fascinating insight into the nintendo wii console, as well as new competition from microsoft's project natal and sony in regards to different takes and advancements on the wii remote.

I agree in the comment that focusing on physical exertion alone is not what makes a good game, a good story, characters and concept are all things I look for most when playing a game.

Whilst the wii's focus is on movement and pysical activity and xbox 360/PS3 is on graphics and realism, I believe that the fundamental elements that make a game are sometimes forgotten.

Look at zelda: ocarina of time for instance. The game came out in 1998 and still is one of the most highly acclaimed games of all time, not because of fancy realistic graphics or physical exertion, but because of its story and the fact that it was genuinely fun and enjoyable to play.

Jayden.G
TEAM M

Monday, March 8, 2010

Physical 'exertion' games - an introduction

Hello and welcome to my blog on all things physical. For games, that is.

A comment about the topic of the first class: Physical or 'Exertion' Games:

Until recently, a game was viewed by society to be something that could only be played in front of a television or computer screen involving little to no physical player interaction besides hand movement on a controller.

Today, we see games being made and targeted for a much broader range of age and gender demographics.

No longer is the target audience for a particular game limited to children or teenage males.

Now, there are dance games, pet games, brain training games, a list of all the types of games that are being made are almost endless.

This is where I believe the physical or 'exertion' game has a place in today's society.
People are working longer hours then ever before and often don't have time available to go out and play a sport or work out at the gym.

Obesity is constantly talked about in the media, and physical games give people the opportunity to be fit and healthy with the added convenience of not having to leave the home.

In addition to the health benefits, physical games aim to mix fun and interactivity with convenience. Because of this, working out and exercising will no longer feel like a chore.

At least, these are the aims or goals that many physical games set out to achieve.

I do believe there is a fair way to go before these games take the place of playing the real thing, however there is little doubt that is the direction we are heading towards with the continual rapid development and improvements in motion sensing technology.

Thankyou very much Floyd for the first class last week and much looking forward to this week's class.