{"id":872,"date":"2025-09-21T16:25:01","date_gmt":"2025-09-21T06:25:01","guid":{"rendered":"https:\/\/nonlinearexperience.com\/?page_id=872"},"modified":"2025-10-31T12:43:39","modified_gmt":"2025-10-31T02:43:39","slug":"game-analysis","status":"publish","type":"page","link":"https:\/\/nonlinearexperience.com\/index.php\/projects\/subliminor\/game-analysis\/","title":{"rendered":"Game analysis"},"content":{"rendered":"<h1 class=\"wp-block-post-title\">Game analysis<\/h1>\n\n\n<h2 class=\"wp-block-heading\">What to analyse?<\/h2>\n\n\n\n<p>Some to chose from:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/profanboy.com\/best-snes-action-adventure-games\/\">https:\/\/profanboy.com\/best-snes-action-adventure-games\/<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/www.fatsogamer.com.au\/blogs\/news\/10-best-adventure-games-on-snes\">https:\/\/www.fatsogamer.com.au\/blogs\/news\/10-best-adventure-games-on-snes<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/en.wikipedia.org\/wiki\/Super_Metroid\">https:\/\/en.wikipedia.org\/wiki\/Super_Metroid<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/shrines.rpgclassics.com\/snes\/terranigma\/facts.shtml\">https:\/\/shrines.rpgclassics.com\/snes\/terranigma\/facts.shtml<\/a><\/li>\n\n\n\n<li><a href=\"https:\/\/shrines.rpgclassics.com\/snes\/bszelda\/\">https:\/\/shrines.rpgclassics.com\/snes\/bszelda\/<\/a><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Rationale<\/h2>\n\n\n\n<p>As a player, what do I enjoy? Whats fun? What would I change or wish was different? What can be learned from the game?<\/p>\n\n\n\n<p>Without thinking at all about an analysis framework or what ever, just a few play throughs\u2026<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Production info<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>System<\/strong>:<\/li>\n\n\n\n<li><strong>Year<\/strong>:<\/li>\n\n\n\n<li><strong>Designer<\/strong>: <\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Initial play through<\/h2>\n\n\n\n<p>Without thinking at all about an analysis framework or what ever, just a few play throughs\u2026<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Game progression, narrative, goals.<\/p>\n\n\n\n<p>puzzle dependency chart\/graph<\/p>\n\n\n\n<p>levels, scenes etc.<\/p>\n\n\n\n<p>flags, variables, conditions, states, triggers, dialogue gates, Choices and Consequences,<\/p>\n\n\n\n<p>flow\/dependency chart with script bits hanging off it<\/p>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">UI and Menu System<\/h2>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Music\/sound<\/h2>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Graphics<\/h2>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Settings<\/h3>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Character movement<\/h3>\n\n\n\n<p><\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Puppeting<\/h4>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Animation<\/h3>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Gameplay<\/h2>\n\n\n\n<p>Item collection<\/p>\n\n\n\n<p>Doors and building entry<\/p>\n\n\n\n<p>The party follow you in<\/p>\n\n\n\n<p>Fights<\/p>\n\n\n\n<p>Battle sequences<\/p>\n\n\n\n<p>&#8216;enemies&#8217; are &#8216;tamed&#8217; rather than killed&#8230; &#8211; wel, except for &#8216;starman jr&#8217; who is &#8216;defeated&#8217;<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>stats<\/p>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Story\/progression<\/h2>\n\n\n\n<p>Even through its a  there is still the concept of levels\/stages &#8211; the organisation of the walk throughs should make that very plain:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Level\/stage title: Swimming with sharks<\/li>\n\n\n\n<li>Walk through<\/li>\n\n\n\n<li>Items\n<ul class=\"wp-block-list\">\n<li>item: Town map &#8211; location: librarian<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>ENEMIES\n<ul class=\"wp-block-list\">\n<li>name: pogo punk &#8211; notes: strongest of teh Sharks<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>BOSSES\n<ul class=\"wp-block-list\">\n<li>name: Frank &#8211; notes: can be beaten with PSI Rockin<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n\n\n\n<p>Once opened, the various map areas can are then accessible for the duration (except in certain cases?)<\/p>\n\n\n\n<p>Layers of data in the data model &#8211; broken down into levels\/stages &#8211; 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..<\/p>\n\n\n\n<p>This depends on if there is a SINGLE start and end point of each &#8216;level&#8217;<\/p>\n\n\n\n<p>Story points &#8211; free to move around (with plenty of nagging from the others when they are with you) &#8211; until you trigger next plot point&#8230;<\/p>\n\n\n\n<p>Once you return to the house &#8211; the story opens right up &#8211; e.g. the whole being bound to earth thing and going to 8 sanctuaries etc.<\/p>\n\n\n\n<p>Events <\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>mission 1 &#8211; build party &#8211; then dissolve party after bringing the dude back<\/p>\n\n\n\n<p>buzz buzz gives you the sound stone<\/p>\n\n\n\n<p>mission 2 &#8211; no party &#8211; go to &#8216;Giant Step&#8217; &#8211; &#8216;north west&#8217; of onett&#8230;<\/p>\n\n\n\n<p>what&#8217;s with the photographer who drops out of space and takes your pic, then leaves?<\/p>\n\n\n\n<p>NPC text &#8211; <\/p>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Locations<\/h2>\n\n\n\n<p>Home eventually changes so you can always return and have a steak and a sleep <\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Items<\/p>\n\n\n\n<p>non-posessable<\/p>\n\n\n\n<p>green payphone costs $1 &#8211; black payphones are free&#8230;<\/p>\n\n\n\n<p>possessable<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Well, it&#8217;s hard, because I have played it so many times&#8230;<\/p>\n\n\n\n<p>Key reasons I like it are:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>the aesthetic<\/li>\n\n\n\n<li>sound design<\/li>\n\n\n\n<li>musi<\/li>\n<\/ul>\n\n\n\n<p>As soon as you open it up into that opening scene &#8211; 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&#8217;s just right. It is a well balanced secondary palette&#8230; a 16 bit palette.<\/p>\n\n\n\n<p>The impressive part is how they get so much out of the limitations &#8211; that I think is very inspiring<\/p>\n\n\n\n<p>There is a level of symbolism which works on my brain to fill in the detail and engage with it I think<\/p>\n\n\n\n<p>I think it is a very cinematic opening<\/p>\n\n\n\n<p>I think a good way to describe it is with an &#8216;enhanced&#8217; <\/p>\n\n\n\n<p><strong>Game storyboard<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Game states<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Level design<\/h3>\n\n\n\n<p>character<\/p>\n\n\n\n<p>levels<\/p>\n\n\n\n<p>tutorial level<\/p>\n\n\n\n<p>difficulty<\/p>\n\n\n\n<p>sound<\/p>\n\n\n\n<p>juice<\/p>\n\n\n\n<p>story\/setting etc.<\/p>\n\n\n\n<p>what it is and how it is conveyed<\/p>\n\n\n\n<p>structure of game<\/p>\n\n\n\n<p>opening state<\/p>\n\n\n\n<p>game state<\/p>\n\n\n\n<p>end state<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Mechanics<\/h3>\n\n\n\n<p>ADSR<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Dynamics<\/h3>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Aesthetics<\/h3>\n\n\n\n<p>&nbsp;1. Sensation<\/p>\n\n\n\n<p>Game as sense-pleasure<\/p>\n\n\n\n<p>2. Fantasy<\/p>\n\n\n\n<p>Game as make-believe<\/p>\n\n\n\n<p>3. Narrative<\/p>\n\n\n\n<p>Game as drama<\/p>\n\n\n\n<p><strong>4. Challenge<\/strong><\/p>\n\n\n\n<p>Game as obstacle course<\/p>\n\n\n\n<p>5. Fellowship<\/p>\n\n\n\n<p>Game as social framework<\/p>\n\n\n\n<p>6. Discovery<\/p>\n\n\n\n<p>Game as uncharted territory<\/p>\n\n\n\n<p>7. Expression<\/p>\n\n\n\n<p>Game as self-discovery<\/p>\n\n\n\n<p>8. Submission<\/p>\n\n\n\n<p>Game as pastime<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><\/h3>\n\n\n\n<h3 class=\"wp-block-heading\">Game feel<\/h3>\n\n\n\n<p>Input\u2014The physical construction of the device through which player intent is expressed to the system and how this changes game feel.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td>Button<\/td><td>States<\/td><td>Signals<\/td><td>Combination<\/td><td><\/td><\/tr><tr><td>X<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>Z<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>Up<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>Down<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>Left<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>Right<\/td><td>2<\/td><td><\/td><td><\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Response\u2014How the system processes, modulates and responds to player input in real time.<\/p>\n\n\n\n<p>Context\u2014The effect of simulated space on game feel. How collision code and level design give meaning to real-time control.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>High-level context\u2014The impression of space, speed and motion inherent in the overall conception of the game world<\/li>\n\n\n\n<li>Medium-level context\u2014The immediate space around a character and how the character interacts with objects moving through that space, for example, object avoidance<\/li>\n\n\n\n<li>Low-level context\u2014The intimate, tactile, personal interaction between objects<\/li>\n<\/ul>\n\n\n\n<p>Polish\u2014Effects that artificially enhance impression of a unique physical reality in the game.<\/p>\n\n\n\n<p>Animation<\/p>\n\n\n\n<p>Visual effects<\/p>\n\n\n\n<p>Sound effects<\/p>\n\n\n\n<p>Cinematic effects<\/p>\n\n\n\n<p>Tactile effects<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td>Animations<\/td><td>Visual Effects<\/td><td>Sound Effects<\/td><td>Cinematic Effects<\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><\/td><td>Visual Effects<\/td><\/tr><tr><td>Masses<\/td><td><\/td><\/tr><tr><td>Velocity<\/td><td><\/td><\/tr><tr><td>Momentum<\/td><td><\/td><\/tr><tr><td>Materials<\/td><td><\/td><\/tr><tr><td>Friction<\/td><td><\/td><\/tr><tr><td>Gravity<\/td><td><\/td><\/tr><tr><td>Shape<\/td><td><\/td><\/tr><tr><td>Elasticity<\/td><td><\/td><\/tr><tr><td>Plasticity<\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Metaphor\u2014How the game\u2019s representation and treatment change player expectations about the behavior, movement and interactions of game objects.<\/p>\n\n\n\n<p>Iconic representation<\/p>\n\n\n\n<p>Rules\u2014How arbitrary relationships between abstracted variables in the game change player perception of game objects, define challenges and modify sensations of control.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>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.<\/li>\n\n\n\n<li>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.<\/li>\n\n\n\n<li>Low-level rules further define the physical properties of individual objects, such as how much damage it takes an avatar to destroy an enemy.<\/li>\n<\/ul>\n\n\n\n<p>Collision<\/p>\n\n\n\n<p>Camera<\/p>\n\n\n\n<p><strong>Context<\/strong><\/p>\n\n\n\n<p>Polish<\/p>\n\n\n\n<p>Metaphor<\/p>\n\n\n\n<p>Rules<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>RESOURCES<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><br><\/p>\n","protected":false},"excerpt":{"rendered":"<p>What to analyse? Some to chose from: 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\u2026 Production info Initial play through Without thinking [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":632,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"nlx-pages","meta":{"footnotes":""},"class_list":["post-872","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/872","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/comments?post=872"}],"version-history":[{"count":16,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/872\/revisions"}],"predecessor-version":[{"id":997,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/872\/revisions\/997"}],"up":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/632"}],"wp:attachment":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/media?parent=872"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}