Sunday, December 12, 2010

Star-Wars Game Builder

A) What options are available to you as a 'game designer'?


Level of difficulty, mood, pace of game, and end conditions

B) How are these options provided?


A list of pre-made options is presented at the time of level creation. A time limit can be set to create a sense of urgency. Enemies and power-ups can be added without perceivable limit to adjust the difficulty to the designer's preference. Settings can be chosen to create the mood of the level.

C) What types of elements are provided for you to use to 'build' the game?


Different objectives, characters, special powers, vehicles, enemies, obstacles, power-ups, terrain and settings.

D) What limits are set on the level of the game play able to be customized


The end condition must be chosen before beginning design. The size of the level is restricted, with few environments to choose from. Four main characters are available, and only one can be chosen by the designer. Each has its own special power, which must be taken into consideration when creating the level.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.


What is easy for some may be impossible for others. Traditional gamers get their enjoyment out of overcoming the challenges presented by the game. The greater the challenge, the greater the enjoyment. Today's casual gamers enjoy the journey. The harder the challenge, the more it gets in the way of playing the game.


I thought I had created a well-made pyramid of challenges. The beginning of the stage was easy, and increased in difficulty as the player went along. However, power-ups were strategically placed for the player to pick up immediately before and after the most intense battles if the player had the patience to time their progress forward. The final stage of the level was incredibly difficult, but possible to complete. Upon switching with my neighbor, I was placed in a world of power-ups -- more than I could ever use -- with the objective clearly in sight. I felt as if I were playing a bonus level, but have now come to realize that the level I played was more of a chapter in a linear story than a mountain of challenges to be scaled.

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When you are done, trade places with another student and have them answer the following questions.

1) Is the game level fun to play? (be honest!)

The game level is fun at first, but I lost interest after a few tries; the game level was too challenging.

2) If so, why? If not, why not?

The reason why I lose interest with every time I die is because my character is bombarded by so many enemies and I die often, and and navigation is difficult. My player got stuck trying to go through a little corridor and that is where I died the most.

3) What could be done to improve the level?

Since my character is on foot and I am battling machines, I suggest adding health orbs (incentives) so the player can progress to accomplish the level. The fact that power-ups and a vehicle are barely at my reach is a tease to the player and is a good incentive, but when will the player obtain these power-ups?

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