Game reviews synopsis:
Payday 2:
In this document I will be going through the three games that I've reviewed currently on my blog and summarizing their good points and bad points and also part of their game that I wish to include within my game.
In my review of payday to a looked into both its triumphs and its failures when it comes to its mechanics and overall game play feel for the player. The part of payday I think triumphed was the progression that players could engage in within the game this was shown through players able to customize their playable characters, being able to level their characters and also customize what weaponry they would take in to heists and I think overall this gave players a connection to their player which I think is where payday gains most of its popularity.
where I think payday too has its faults is within its in balanced league game contents where players were doomed to repeat the same missions and were encouraged to go to all the missions as there was no point to them because the risk did not outweigh the reward.
where I think payday too has its faults is within its in balanced league game contents where players were doomed to repeat the same missions and were encouraged to go to all the missions as there was no point to them because the risk did not outweigh the reward.
Good points:
Part of this game which I would like to extract and use within my own game would be the customizing and improving characters for the player as I think this is a sure way of keeping players interested and invested within their character.
Bad points:
A lesson I think can be learned from payday is that do not put too much repetitive game play in for the player always give them a wide variety of choices to avoid trapping them in to repeat the same things over and over again.
Counter strike: global offensive:
With my reviews of counter strike global offensive I followed as similar formula tonight over reviews looking first at good aspects of the game. The first area of counter strike which I think is where it is most successful visits tactical gun play. With game mechanics trying to simulate accuracy on weapons and team-based cooperation I think this pushed camp strayed into the limelight as a competitive tactical first person shooter.
Though counter strike features fantastic game play and great tactical possibilities I mentioned the downsides consisted of a high learning curve for new players as all organised players who did not fully understand how to play could be ripped apart by an organised team with little effort leading to new players deciding not even to start playing the game.
Good points:
Counter strike's tactical gun play I think is definitely a mechanic that needs to be implemented within my game having different accuracy and recoil the same weapons meaning that players will have to learn how to use weapons rather than just picking them up and firing.
Bad points:
The learning curve I think is the biggest problem players face when playing this game. I think a way to I can keep both the tactical element and avoid this problem is by introducing easy weapons for new players then over time let players of all is to hire weapons which require more skill as this will let the skilled players advanced to the top tier games while learning new players stick to e-zine more simple weapons pleasing both sides.
Dota 2:
When I came to look at the game Dota 2 I did a long review talking about the game and its different mechanics. The first good aspect of the game I noted was the balance side to the game as both teams would start off equal as they get to choose from the same list of heroes meaning that its totally equal for both teams. I then looked into the progression and item systems as these are both interlocked with each other as the more you progress the more items a player could buy from the item shop and how this gave players a sense of progression. then finally combining all these points together I talked about the limitless possibilities that players can have and limitless outcomes that can't be produced because of the amount of heroes and abilities and items that can be purchased meaning that no game is ever the same and is always different. Then I want to talk about the games faults and feelings. I talked about the progression and how if your team was behind the enemy team by a great amount it almost made the game is not worth playing. that I talked about team members even and how some will be completely uncooperative towards the team effort though this is not the game developers fault it is still an aspect that affects the game.
Good points:
I think Dota 2 good points are all intern connected with each other. With the balancing being one of the best aspects as it means players are on equal footing and is their own decisions that will affect the outcome this is then reinforced with the progression and item system as players have access to all the same items and progression but it enforces that skill is the only thing that will win the game for a player and the team. and I think that all these aspects rely on each other to make the game at fun and playable experience.
Bad points:
Though one of the major problems being placed with inexperienced team members may be one of Dota 2 flawless this is mainly a problem with the community and cannot really be solved by the game developers. As to make the game easier for new players this may create a domino effect affecting all of the good aspects revolving around the game. with the old problem not being able to come back from games where your team is losing too badly I think this is another part of the game that cannot really be fixed as this is the punishment for your team not working together and not be an experience which may seem harsh for new players but it is what keeps the experience of data together.
How these reviews will affect my game:
After looking at my reviews and their good points and bad points I've come to the conclusion on aspects that I'm going to include within my game idea and its design.
Points I'm going to use:
progression: the progression system that aim to place my game will be a item-based progression system where players will only be able to buy items to improve their characters. I hope this will give the same feeling as paydays progression system while having a mix with Dota2 progression system. the progression will only affect the players characters within that game and will not span the overall account of players I think this'll be the best way to give players limitless possibilities and allow them to explore new routes very easily through game play
tactical gun play: I hope to include within my game tactical gold plate similar to counter strikes gun play system while having this affected by the item progression system allowing players to May be increased their accuracy through item purchases.
item system: within my game I do wish to have a complex and robust item system that will allow players to progress their player through the match with the use of items that could affect multiple stats about their characters and with players being skillful and off allow them to have dominance over the opposing team.
Possible bad outcomes:
learning curve: Similar to counters trike's problem of a learning curve I think this may also affect my game because of its tactical gun play system. I do also think that this will be a problem that will persist with the game by trying to fix it may damage the overall concept of what the game is.
late game progression: With this problem it is mainly a product of if the players are not skilled enough to compete with others and is yet again a byproduct of what the game is. Though it may be harsh to polish all players for some players mistakes this will be the nature of the game arena.
GG bro
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