deepen the aspects
I linked the lenses of Schell's book to the all the aspects in my list. (You can download the deck for free on apple or android app store.)
Meaning?
The score of every aspect is determent by looking at the lenses that question these aspects. An example:
Meaning?
The score of every aspect is determent by looking at the lenses that question these aspects. An example:
Story:
lens 77: the lens of the weirdest thing
lens 78: the lens of the story
lens 69: the lens of the interest curve (tension curve in stories)
lens 73: the lens of the story machine
lens 80: the lens of help
lens 82: the lens of collusion
lens 85: the lens of the avatar
lens 86: the lens of the character function
lens 87: the lens of the character traits
lens 88: the lens of the interpersonal circumplex
lens 89: the lens of the character web
lens 90: the lens of status
lens 91: the lens of character transformation
lens 84: the lens of the world
lens 75: the lens of simplicity and transcendence
lens 92: the lens of inner contradiction
lens 93: the lens of the nameless quality
I rearranged some aspects of the list. Modes belong in the aesthetics part now. The theme, the general interest curve, marketing and monetization are still elements that are not yet implemented into the list.
story: storyline, characters, the world
technologie: fundamental, decorational
aesthetics: general feedback, UI en HUD, detail, style, 2D, 3D, audio, modes
mechanics: time, levels, objects and attributes, actions, rules, phisical skills, mental skills, social skills, luck and chance, surprices, rewards, punishment, choices, complexity, puzzles, goals, multiplayer
- storyline
lens 77: the lens of the weirdest thing
lens 78: the lens of the story
lens 69: the lens of the interest curve (tension curve in stories)
lens 73: the lens of the story machine
- characters
lens 80: the lens of help
lens 82: the lens of collusion
lens 85: the lens of the avatar
lens 86: the lens of the character function
lens 87: the lens of the character traits
lens 88: the lens of the interpersonal circumplex
lens 89: the lens of the character web
lens 90: the lens of status
lens 91: the lens of character transformation
- the world
lens 84: the lens of the world
lens 75: the lens of simplicity and transcendence
lens 92: the lens of inner contradiction
lens 93: the lens of the nameless quality
I rearranged some aspects of the list. Modes belong in the aesthetics part now. The theme, the general interest curve, marketing and monetization are still elements that are not yet implemented into the list.
story: storyline, characters, the world
technologie: fundamental, decorational
aesthetics: general feedback, UI en HUD, detail, style, 2D, 3D, audio, modes
mechanics: time, levels, objects and attributes, actions, rules, phisical skills, mental skills, social skills, luck and chance, surprices, rewards, punishment, choices, complexity, puzzles, goals, multiplayer
match 3 curves
I analysed 4 match 3 games. These are 4 games that are doing well at the moment.
Story:
I don't see any story, character or world in bejeweld.
Candy crush soda was the best in all aspects. The game has a simple story, that is (mostly) beautifully explained with images and a few texts. But it's a very linear storyline without much interactions. Their are a lot of characters and the world they live in really looks like a wonderful place to be.
The story of the book of life makes no sense at all. I know that the story is that from the film but I really can't see the connection with the game. It looks like the makers just want to make a game of the franchise.
Witch wars doesn't seem to have as much story as candy crush soda and the book of life. Only the number of characters is indicating that there is a story somewhere.
Overall I think this is as much story as you can get in puzzle games. RPG's, FPS's, MMO's, adventure games, they all have a lot more story.
I don't see any story, character or world in bejeweld.
Candy crush soda was the best in all aspects. The game has a simple story, that is (mostly) beautifully explained with images and a few texts. But it's a very linear storyline without much interactions. Their are a lot of characters and the world they live in really looks like a wonderful place to be.
The story of the book of life makes no sense at all. I know that the story is that from the film but I really can't see the connection with the game. It looks like the makers just want to make a game of the franchise.
Witch wars doesn't seem to have as much story as candy crush soda and the book of life. Only the number of characters is indicating that there is a story somewhere.
Overall I think this is as much story as you can get in puzzle games. RPG's, FPS's, MMO's, adventure games, they all have a lot more story.
Technology:
Foundational technology is technology that makes a new kind of experience possible. Decorational technologies just make existing experience better.
Most casual games are created with decorational technologie. There are 2 reasons why i gave candy crush soda and witch wars a better score.
PvP isn't new but a PvP system like in witch wars requires a lot of technical knowledge.
Candy crush soda is 2,5D. The level select mode is 3D with 2D pictures, making the game very elegant. 3D graphics in a browser game is hard to do.
Foundational technology is technology that makes a new kind of experience possible. Decorational technologies just make existing experience better.
Most casual games are created with decorational technologie. There are 2 reasons why i gave candy crush soda and witch wars a better score.
PvP isn't new but a PvP system like in witch wars requires a lot of technical knowledge.
Candy crush soda is 2,5D. The level select mode is 3D with 2D pictures, making the game very elegant. 3D graphics in a browser game is hard to do.
Aesthetics:
The overall aesthetics are good. Players get a lot of feedback (soundFX when you make a combination etc.), UI and HUD are simple and clear, soundFX and music is ok all the graphics are looking crisp.
3 Aspects are noticeable: style, 3D and modes.
3D is easy to explain. A fully 3D game would be to much to download. Zynga tryed to do that with farmville 2. The 3D assets are taking to long to load and they don't add any value in the end. King found the right balance in the level select mode in candy crush soda.
An interface mode is a change in one of the mapping arrows in the interface diagram.
The overall aesthetics are good. Players get a lot of feedback (soundFX when you make a combination etc.), UI and HUD are simple and clear, soundFX and music is ok all the graphics are looking crisp.
3 Aspects are noticeable: style, 3D and modes.
3D is easy to explain. A fully 3D game would be to much to download. Zynga tryed to do that with farmville 2. The 3D assets are taking to long to load and they don't add any value in the end. King found the right balance in the level select mode in candy crush soda.
An interface mode is a change in one of the mapping arrows in the interface diagram.
I not just gave scores on the basis of the two lenses (66 channels of dimension and 67 modes) but also on the impact they have on the gameplay. King's candy crush soda came out the best because the variation of the game modes.
Mechanics:
Last but not least, the mechanics.
I think most the aspects explain themselves. Although you might wonder why a puzzle genre has such a low score in the puzzle aspect.
Last but not least, the mechanics.
I think most the aspects explain themselves. Although you might wonder why a puzzle genre has such a low score in the puzzle aspect.
The low puzzle score can best be explained by comparing the average match 3 curve with the average physics puzzle curve.
I analysed where's my water, world of goo and cut the rope to make an average curve.
I analysed where's my water, world of goo and cut the rope to make an average curve.
Physics puzzle games are much like puzzle games where you guide, draw or place something in the field.
There is no luck or surprises involved. Meaning that you have to rely on your problem solving skills to reach a goal. That's why i gave the physic games a higher puzzle score.
There are less rules and modes in the physic games, making the games less complex.
Story and aesthetics of both types of games are more or less the same.
There is no luck or surprises involved. Meaning that you have to rely on your problem solving skills to reach a goal. That's why i gave the physic games a higher puzzle score.
There are less rules and modes in the physic games, making the games less complex.
Story and aesthetics of both types of games are more or less the same.