Saturday, 21 January 2012

video game comparison

Game Comparison Retro Vs New


Retro




Released in 1998 by Westwood studios for MS-DOS , Windows and sony playstation Red alert is a realtime strategy game
allowing players to pick from two factions in there own story-driven campaigns which puts players in ever increasingly difficult scenarios and forcing players to think about there actions and utilise the advantages of both factions,for its time the gameplay and Ai balance were on the cutting edge there weren't many other games which could generate
the same amount of controllable and enemy units at the same time as well as the games well thought out balance , construction and economics system its fair to say that red alert set the standard for future strategy games


the games graphics consist of a fairly detailed birds-eye isometric view however for its time the graphics where excellent for this style of game, it has also been praised for its user interface and simplicity to use as well as the depth of
story and enjoyability of the single player campaign allowing the player to defeat the opponent in more than one way
in a number of different scenarios collaborating with the story.


the game also contains and number of CGI movies and live action cut scenes which help further the games plot
but i believe this fairly unique concept works very well to further the tension and drama and makes the situations a little more believable although at times they can be a little macabre seeing real people with real expressions and actions makes the experience more immersive and its
an effect which computer graphics has only just begun to touch on in the past few years.

red alert and most of the c&c seris introduced a norm into the strategy seris and a large number of features still used in todays games,

#a bulding unit proggression system  based in a tec tree.
#skirmish mode where the player fights AI(s) in custom scenorios.
#resource and econamy system.
#factions contaning diffrent units and uniqe weapons.


New









shogun total war 2 published by the creative assembly in 2011 is a mixture of turnbased strategy and realtime strategy
where the player takes the role of the general of one of the nine japanese clans in an effort to control 15th centry feudal japan.

gameplay consists of two major elements the first a full 3d campaign map where the player manages settlments and diplomacy as well as create armies or diplomatic agents, this part of the game is turn based as each faction inclduing the players takes turns to manage there clan.


the second is the realtime element when two armys meet on the campaign map a  a battle map is loaded, the player and AI deploy there armies on ether side of the field and the player then proccseds to control the units deployed against the AIs until ethier side  has been defeated or retreat.



the games graphics is a fully 3D battle field with  detailed and realistic looking  unit models and enviroments coupled with the atmosphere and soundtrack the game becomes immersive and very enjoyable, although at first espically for someone who has not played a previous title in the total war seris the controls and interface can be a little confusing however after a moderate learning curv the interface and controls can be easy to use.






                              
Comparison 


gameplay: in these terms shogun 2 is supirior  as its has a mutch larger scale of gameplay as well as more variables
and options making gameplay very enjoyable  as well as giving it a high replay abilaty value  however red alert is much more simple and easier to just pickup and play.


sound and atmosphere:  both games have there  there good points in this catigory red alert has a great spundtrack as one of the major factors of its great atmosphere , the sound effects and vocie overs were a good quality fors it time however they are  of small number and the pre-mentioned cgi cutscenses and live action scenses give it real depth and emotion.

shogun 2's is a little better with sound effects and ambient sounds each unit having its own individual sounds and vocie
clips , its sound track is fairly decent also suting the setting and style but in my opinion note very accselarating
, the cgi cutscenses as well as the very well done japanese painting style clips really help draw you into the storry
and help set the time in which the game portrays.

however red alert's atmosphere is by far supirior thanks to its live action cut scenses,bringing not just emotion and drama but humor and tension meaning the atmosphere becomes more envolveing  and creates a intresting and enjoyable setting making the game's experiance all the more fantastic.

Graphics:both have very good graphics for there genere and period of time both enviromental , display and unit detal are very good in both,  obveiously shougun 2's graphical specs are better each unit very detailed allmost showing realistic facial expresions or high detailed textures on a building or terrian all of this in a full 3d enviroment.
however as i mentioned red alerts graphical properties were great for its time and genere manilpulating its isometric view very well.




Thursday, 3 November 2011

Game concept

Unit 68 Game Design 

 
paragraph game summary







Eons is a sandbox multiplayer 3rd person shooter in which players can create there own charecters to be used in a wave by wave of enemies with varieying details.





















                                                             Game Concept objectives


Objectives: the games main objectives are to survive continius  waves of oppenents scoring  as high as possible and using points to stablish defenses and replenish the players utilitys
the player can also explore and interact the enviroment both to benifit there current situations
as well as find clues and further the players backstory.

Waves: each wave consists of a number of enemys who must be defeated in order to proigress to the next as the player proggresses the number of oppenents increases as does there difficulty,
there are numerious types of waves each providing a diffrent challange ethier by generating more of one specific type of oppenent more frequintly or a new typewith uniqe capabilaties.

rewards: for completion of waves and matches the players is rewarded experiance points dependantr on the difficulty and length will effect the amount rewarded  this contributes  to the leveling system and later rewarding them more conent to be used in the game.

the main objectives do not really change over the course of the design.















Game Concept Main Mechanics

experiance system and abilaties 

the experiance system has changed slightly sinced its first conception however its foundation remains the same proggresive actions like killing oppenents or reviving friendly players
earns points and exp points are accumulated and spent in game on aids like health and ammo but
exp accumalates over time contributing to the level system once a player has proggressed in a level(s) they shall unlock weapons , armours ,abilaties and even new parts of the enviroments, in the later stages of  concept  a leveling system for the enemys was concived so that as the player proggrsed so the enemys gained new abilaties too aswell as hightining individual statistics making them more of a challange..


the abilaty system remians virtually the same threw out the stages of design four can be selected do be used by each class and what ones can be used vary on what classes the player chosses as well as what abilaties them selfs they pick before the game, ingame they are selected  via a radical menue and when used have a small recharge after a period of time dependant on there potenentcey.










Game Mechanics Main Game Mechanics

                                                                placeable defensives mechanics

the defensive mechanics under goes a few changes as the concept proggresses , these began as an abilaty that the engineer class could only place however this was changed so that all could place them but only in between waves, the defensives would also contain some small vehicals for use by all players however these were erased from the games concept completlty.

by the later stages of the concept points can be spent by any player on construction or repair odf defenses at specific points  , four diffrent types all placed to aid the players in one way or another
but becoming a burdon becuase of the costs to upkeep these defenses .














Game Concept Classes

this is an earlier draft of the classes mechanics for my game concept , there are 4 classes each with there own uniqe atributes and abilaties each suited for both combat and non combat roles in there own way.

                                                              classes

top left : Runner class, the fastest and lightest class which can place various traps and distract enemies however at this stage the runner would only be allowed to use light weapons this would be changed in the later design

top right: Engineer class, midwieght class capable of placing and maintaning defenses and interact with the enviroment (the defense placment would be later changed so that all classes can place them however the engineer would be able to repair them during waves cost free)


bottom left:Mentat class, mid wieght class able to use various combat and non combat abilaties to effect the course of battle , the design for this class dosent change threw out the concept.