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Game Elements

For this blog post, I had to read some articles about different formal elements of games and the design tools


In this article here, after reading all 7 pages. I learned about how games build off existing ones and strive to improve upon past games. Design tasks determine pacing and player goals. The gaming industry makes a diverse selection of games, look for common elements and learn from mistakes. Games are built of what works already and trying to improve or one-up the previous one game in the same genre.

The article then talks about Mario 64, a classic game and revolutionised 3-D games. Its open-ended offers freedom but still has clear and concise paths and isn't messy or hard to navigate. And also talks about replayability in many of the same areas the player has already been to. The game's world is odd but concise and doesn't cheat a player and gives gratification in results and journey. The article also mentions random events and the choices that can be made and also talks about how their choices could feel wrong or have an effect. Mentioning heavily about the story in games especially narrative-driven games with choices like some entries into the Final Fantasy series.
Mass Effect, a 3rd person shooter with choices that affect the story. Link to source



Comments

  1. Hi Nate! First of all change the font of your blog, this is bloody hard to read. Second of all, I like that you understand this reading and that you've learned from it. It's worth looking at other open world games and seeing how and what thy evolved from Mario. Look at GTA, Elder Scrolls, The Witcher series etc. Anyways, a good blog.

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