Game analysis
What to analyse?
Some to chose from:
- https://profanboy.com/best-snes-action-adventure-games/
- https://www.fatsogamer.com.au/blogs/news/10-best-adventure-games-on-snes
- https://en.wikipedia.org/wiki/Super_Metroid
- https://shrines.rpgclassics.com/snes/terranigma/facts.shtml
- https://shrines.rpgclassics.com/snes/bszelda/
Rationale
As a player, what do I enjoy? Whats fun? What would I change or wish was different? What can be learned from the game?
Without thinking at all about an analysis framework or what ever, just a few play throughs…
Production info
- System:
- Year:
- Designer:
Initial play through
Without thinking at all about an analysis framework or what ever, just a few play throughs…
Game progression, narrative, goals.
puzzle dependency chart/graph
levels, scenes etc.
flags, variables, conditions, states, triggers, dialogue gates, Choices and Consequences,
flow/dependency chart with script bits hanging off it
UI and Menu System
Music/sound
Graphics
Settings
Character movement
Puppeting
Animation
Gameplay
Item collection
Doors and building entry
The party follow you in
Fights
Battle sequences
‘enemies’ are ‘tamed’ rather than killed… – wel, except for ‘starman jr’ who is ‘defeated’
stats
Story/progression
Even through its a there is still the concept of levels/stages – the organisation of the walk throughs should make that very plain:
- Level/stage title: Swimming with sharks
- Walk through
- Items
- item: Town map – location: librarian
- ENEMIES
- name: pogo punk – notes: strongest of teh Sharks
- BOSSES
- name: Frank – notes: can be beaten with PSI Rockin
Once opened, the various map areas can are then accessible for the duration (except in certain cases?)
Layers of data in the data model – broken down into levels/stages – with common maps etc. So therefore the LEVEL data is the most base of things. it loads the MAP data, which can be variations of the same thing..
This depends on if there is a SINGLE start and end point of each ‘level’
Story points – free to move around (with plenty of nagging from the others when they are with you) – until you trigger next plot point…
Once you return to the house – the story opens right up – e.g. the whole being bound to earth thing and going to 8 sanctuaries etc.
Events
mission 1 – build party – then dissolve party after bringing the dude back
buzz buzz gives you the sound stone
mission 2 – no party – go to ‘Giant Step’ – ‘north west’ of onett…
what’s with the photographer who drops out of space and takes your pic, then leaves?
NPC text –
Locations
Home eventually changes so you can always return and have a steak and a sleep
Items
non-posessable
green payphone costs $1 – black payphones are free…
possessable
Well, it’s hard, because I have played it so many times…
Key reasons I like it are:
- the aesthetic
- sound design
- musi
As soon as you open it up into that opening scene – the music, the sound effects, the narrative that dumps you in the middle of a question. For me, they are all elements that inspire and delight on multiple levels. The graphic palette is rich, but not kiddy, not too warm, not too cold, not too light and not too dark. I think it’s just right. It is a well balanced secondary palette… a 16 bit palette.
The impressive part is how they get so much out of the limitations – that I think is very inspiring
There is a level of symbolism which works on my brain to fill in the detail and engage with it I think
I think it is a very cinematic opening
I think a good way to describe it is with an ‘enhanced’
Game storyboard
Game states
Level design
character
levels
tutorial level
difficulty
sound
juice
story/setting etc.
what it is and how it is conveyed
structure of game
opening state
game state
end state
Mechanics
ADSR
Dynamics
Aesthetics
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
Game feel
Input—The physical construction of the device through which player intent is expressed to the system and how this changes game feel.
| Button | States | Signals | Combination | |
| X | 2 | |||
| Z | 2 | |||
| Up | 2 | |||
| Down | 2 | |||
| Left | 2 | |||
| Right | 2 |
Response—How the system processes, modulates and responds to player input in real time.
Context—The effect of simulated space on game feel. How collision code and level design give meaning to real-time control.
- High-level context—The impression of space, speed and motion inherent in the overall conception of the game world
- Medium-level context—The immediate space around a character and how the character interacts with objects moving through that space, for example, object avoidance
- Low-level context—The intimate, tactile, personal interaction between objects
Polish—Effects that artificially enhance impression of a unique physical reality in the game.
Animation
Visual effects
Sound effects
Cinematic effects
Tactile effects
| Animations | Visual Effects | Sound Effects | Cinematic Effects |
| Visual Effects | |
| Masses | |
| Velocity | |
| Momentum | |
| Materials | |
| Friction | |
| Gravity | |
| Shape | |
| Elasticity | |
| Plasticity |
Metaphor—How the game’s representation and treatment change player expectations about the behavior, movement and interactions of game objects.
Iconic representation
Rules—How arbitrary relationships between abstracted variables in the game change player perception of game objects, define challenges and modify sensations of control.
- High-level rules consist of broad sets of goals that focus the player on a particular subset of motions, such as collecting coins. High-level rules can also take the form of health and damage systems.
- Mid-level rules are rules for specific objects in the game world that give immediate meaning to an action, such as capturing the flag in a capture-the-flag multiplayer game.
- Low-level rules further define the physical properties of individual objects, such as how much damage it takes an avatar to destroy an enemy.
Collision
Camera
Context
Polish
Metaphor
Rules
RESOURCES