Have you played Final Fantasy Tactics? If you have, you must
remember how tremendous the number of game element that the game has. Although
not every of them is important, but heck, in the end you will try to learn and
memorize most of them. Not only in Final Fantasy Tactics, all of the games must
have a set of information, whether it the rules or the strategy, that the
player must remember. Try to remember how much games that you have played. And
if each of them has the information at least a fifth of that Final Fantasy
Tactics, the total information that you have remembered must be a billion, or
more! And all of them is stored in our tiny greyish brain. Isn’t it awesome?
Well, actually, no. Remember again the first time you played Final Fantasy
Tactics. If you like me, who played for the first time in the PSP version, you
must remember how many section of tutorial that it got. And you can access all
of them even at the beginning of the game. At first, I tried to be patience
scrolling and watching all the tutorials. But after half an hour, my head start
to get hurt, and I went into the state “The hell with the tutorial let’s just
start the game!” It shows that even though our brain can store a lot of
information, but it cannot do it in one go. This is very important for every
game designer. Because by making your player cannot cope with the information that
the game provided, it only results with the ditching of the game, or worse, making
you as the player’s swore enemy. Before that happen, it would be best for us to
know more about our brain.
Showing posts with label Mutter Matter. Show all posts
Showing posts with label Mutter Matter. Show all posts
Friday, November 21, 2014
Tuesday, October 14, 2014
Post-Nihilism and Goals in Video Game
Saturday, June 28, 2014
Game, Kohlberg, and Kant
Lately, there are
many games which include moral choice as one of their features. Games such as
Fable, Fallout 3, Mass Effect, Skyrim will determine whether the action that
player did is good or bad, and give the consequence based on how well mannered the
player in the game. Personally, not only it makes game more interesting and
gives much agency to the player, but also I believe it could help the player to
measure the morality of every action that s/he did in their lives. Even though
currently there are no evidence showed that the player who plays a game with
moral choice feature increased in the number of his/her moral action (at least
from what I know), I think it’s a good idea to see how exactly some action are seen
as having positive or negative moral value. By doing so, maybe we can further
improve the moral choice in our game.
Through out my
research, there are two theories about moral value that captivated me. They are
Kohlberg’s stages of moral development and Kant’s moral philosophy.
Monday, June 23, 2014
Archetype in Video Game
Same as the other medias, such as movie and novel, archetype
usually used in video game as a guide to create an interesting character.
However, just like what I wrote in my recent post (http://questandquestion.blogspot.com/2014/06/only-story-really.html ), archetype does not only show a
different function of character in the story, but also a part of the audience mind. So, the question is, how we create a game that emphasize on these
different part of our mind, the archetype? Is by creating a character with a
certain archetype as his/her personality enough?
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