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Game Elements

This week's reading was a follow up to last week's reading, this one titled "What are the Qualities of game ?".

The reading focuses on how game designers can determine the qualities of a game, by critical analysis which is hugely important as it allows one to learn from others mistakes, as with the case with Telltales games going bankrupt, which left many wondering how and lend to a critical analysis of the now defunct company.

The questions that the reading offer are very agreeable and understandable. All of the questions are relate and connected to the player which is hugely important.

The reading states what is important to remember: said statement are completely agreeable however, a additional point that could be added is keeps a core idea of what players you wish to attract to the game as this is hugely important to the game.

One statement that was raised and is important, as it could effect a game performance. The reading refer states "Analysing a game requires looking at all of the game’s working parts, and figuring out how they fit together and how a play experience arises from them", A good example would be Bioshock 1 final boss, who to defeat the player must damage until a certain point, where the player can stick a needle into the boss and then must repeat said actions. Many player felt the boss felt out of place as previous boss were free reign and didn't fit with Bioshock's themes.

Final Boss of 'Bioshock 1' taken from Here

(Writer note: The additional links to the reading were not working correctly, so I unable to link or discuss them in the blog. I have email to inform Shaun.)


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