The writer will do everything

“The writer will do something” is a very intriguing experience. The game puts you in the position of a writer for a AAA game in the middle of a meeting that will make or break the game. The game depicts your job as the person who writes basically every piece of prose that will be in the final game, this includes dialogue, scripts, cutscene breakdowns, game manuals and in-game prose. However the game being created is the third in a successful series, and you haven’t played any of the previous games. The game puts forward the idea that writers must be able to take the story ideas given to them and be prepared to fit them to many different models and styles at a moment’s notice. They must then be ready to take all the blame for the ideas failure. I believe it’s an accurate representation of a poorly organised AAA game development situation. It creates believable characters and does a great job at creating stress for the player, with short sharp sentences and giving the player false senses of security at multiple points in the game. Even if this is not what a true game writer’s experience is, the game uses many methods to make the player believe  it is true. Even though it is unlikely that a game writer would have never played the previous games, it’s believable, and makes the story easy to accept.

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A whole lot of screenshake

Wasteland Kings is a game that I purchased when it was being developed for game jam, Mojam 2. I played and enjoyed it at the time, but after watching ‘The art of screenshake’, I had a whole new perspective on it.It uses almost every element spoken about in the video, wich makes the game incredibly satisfying to play. There is a load of screen shake, which makes every shot even more satisfying. Every weapon affects your player’s position when fired, giving a sense of weight to every weapon. Every corpse remains until you leave the level, giving a clear reminder of the power of your weapon and the skill you had to defeat them. Every bullet casing remains on the ground for a short amount of time to make the battle scenes feel more realistic and more chaotic. As every bullet collides with either an enemy or a wall, there is a small explosion animation. This creates a greater sense of impact, even when you miss. Massive, oversized bullets give a great sense of chaos to the combat, making it all the more satisfying.
The overall goal of wasteland kings was a simple and entertaining roguelike. So it’s obvious that the game portrays an aesthetic of submission. It does this by making every small part of the game stimulating and satisfying. The game does not take long to play, but every time you die, you feel the immediate urge to play again. This is because even death is a satisfying experience with the animations of Wasteland kings. Doing this creates a simple and easily repeated play, making an aesthetic of submission.

Art of Screenshake

In the video “The art of screen shake” by Jan Willem Nijman, Jan Nijman progresses through adding parts to a game to create ‘feeling’. He added things like Kickback, screenshake, explosions, big bullets, cartridges and permanence. These things  create feedback loops to reinforce the joy of shooting and moving. He added some things to encourage different types of play, such as the full body kickback to encourage player to let go of the fire button when walking forward, or the strafing ability to let the player fight more comfortably, rather than wrestling the controls. It’s features like this that give the player reasons to actually play the game. Give a sense of satisfaction to the player, causing them to want to continue playing. I would need to use techniques like these to create my game for my next assessment. Things like camera lerping and adding meaning will be especially important to making a game with the aesthetic of sensation.