Mushroom Mandess 3 is an action game by Silen Games. The (usual) player objectives is to protect mushroom patches from various critters through a variety of traps and weaponry.
Summary of analysis
Good new player experience, abundant gameplay modes with mostly good gameplay experience, mouse or mouse and keyboard controls on a mildly-burdened interface, mixed bag graphics, very good music and sound.
Tutorial/New player experience
There's a tutorial section available in the main menu and elements of it appear in the objectives screens of the game's adventure mode. Aside from being a bit rushed to learn the basics in the action, the game has a well-accomplished new player experience.
Gameplay experience
The game features nine gameplay modes, allowing players to improve specific skillsets or indulge in their favorite style of play. Each of the levels also features optional objectives, offering replayability and challenging the player to improve in order to maximize rewards (used mostly to upgrade character skills).
Interface & Controls
Primarily mouse-controlled with keyboard hotkeys that may be opted for instead of clicking on interface buttons. The secondary weapons' interface buttons are helpful for someone that wants to focus on using only the mouse, though I found it to be cluttering the game's interface.
Graphics
Cartoon-style graphics are featured in the game. The choice of graphics creates both a semi-comical detachment at the same time as being potentially guilting having to beat up the cute critters.
Music & Sound
The game has a selection of relaxing background musics, an interesting choice given the fast-paced gameplay. There's also a good selection of sound effects.
Commentary
A definite continuation of improvement over the previous two titles. If anything, the game is getting complex enough that it could either go console/handheld or start splitting up into a number of offshot titles of itself due to the various gameplay modes being nearly enough to be a stand alone game each.
Infinitely Refractive Echo is a blog about Games, Game elements, and the Games industry as viewed through the lens of my experiences. Throughout the blog, I'll be researching and analyzing many games as well as companies, notable individuals, players/communities, the industry itself, and game theory.
Monday, November 21, 2011
Thursday, November 17, 2011
Game review: Enemy 585
Enemy 585 is a puzzle-platformer game by Nitrome.The player's role is as a movable platform, helping to guide the last remaining henchman safely through levels.
Summary of analysis
Interesting but somewhat ineffective new player experience, challenging gameplay experience with potential replayability for optional objectives, simple and effective interface and controls, appeasing graphics, satisfying background music and sounds.
Tutorial/New player experience
There are a number of tutorial elements that will help the player master new skills in order to progress, though they're easily missed given that they're pop-up dialogue boxes that occur during active gameplay. Thankfully, it's easy enough to figure out the basics of the game through trial and error.
Gameplay experience
Reflexes and spatial reasoning are the most important things in progressing within the game. The player's block character has various shapes that will need to be manipulated in order to pursue completion of levels as well as the optional objectives or coins or time scores.
Interface & Controls
Keyboard directional controls and space bar rotation control scheme. There are tracking interface elements in addition to the level completion summary window, but nothing particularly distracting during gameplay moments.
Graphics
The game features an interesting graphical style that's fun, even though it's a little difficult to empathize with Enemy 585 given a complete lack of emotive capaqcity, though the platform will show moments of it when bearing the weight of the henchman.
Music & Sound
There's background musics reminiscent of Nintendo Entertainment System era video games, both well done and nostalgic for those old enough to have played on the system. The sound effects are also quite effectively accomplished in aiding the player experience.
Commentary
It's interesting to see a less directly controlled game design. The player has to compete with the challenges present in the environment and the automated movement scheme of the important objective in order to progress and pursue objectives. I would be ecstatic to see more user reviews and be able to study the specific player demographic appeal of this manner of game in detail.
Summary of analysis
Interesting but somewhat ineffective new player experience, challenging gameplay experience with potential replayability for optional objectives, simple and effective interface and controls, appeasing graphics, satisfying background music and sounds.
Tutorial/New player experience
There are a number of tutorial elements that will help the player master new skills in order to progress, though they're easily missed given that they're pop-up dialogue boxes that occur during active gameplay. Thankfully, it's easy enough to figure out the basics of the game through trial and error.
Gameplay experience
Reflexes and spatial reasoning are the most important things in progressing within the game. The player's block character has various shapes that will need to be manipulated in order to pursue completion of levels as well as the optional objectives or coins or time scores.
Interface & Controls
Keyboard directional controls and space bar rotation control scheme. There are tracking interface elements in addition to the level completion summary window, but nothing particularly distracting during gameplay moments.
Graphics
The game features an interesting graphical style that's fun, even though it's a little difficult to empathize with Enemy 585 given a complete lack of emotive capaqcity, though the platform will show moments of it when bearing the weight of the henchman.
Music & Sound
There's background musics reminiscent of Nintendo Entertainment System era video games, both well done and nostalgic for those old enough to have played on the system. The sound effects are also quite effectively accomplished in aiding the player experience.
Commentary
It's interesting to see a less directly controlled game design. The player has to compete with the challenges present in the environment and the automated movement scheme of the important objective in order to progress and pursue objectives. I would be ecstatic to see more user reviews and be able to study the specific player demographic appeal of this manner of game in detail.
Tuesday, November 15, 2011
Game review: Monst
Monst is a point and click adventure game by BeGamer.com.The player's objective is to bring the people out into the open somehow and then scare them.
Summary of analysis
Two-words define the tutorial element: use mouse, simple and disappointing gameplay, mouse controls external links interface, graphics that seem to indicate the game's target audience, decent background music and sound effects.
Tutorial/New player experience
There's very little to learning how to play the game. Click on objects in the game's environment, every level's going to have its own mini-objectives and likely a few decoy objects that do nothing to aid progression.
Gameplay experience
There's very little challenge to this game, just clicking randomly a player is likely to eventually figure out how to accomplish every level's objectives. Personally, I felt it was lacking in entertainment value, but perhaps there is an audience more receptive to the game's themes and gameplay difficulty.
Interface & Controls
Completely mouse-driven control scheme, almost non-existent user-interface.
Graphics
Judging from the game's graphics, I'd say the game is most likely meant for a much younger audience. The characters are virtually caricatures and there is an overarching cartoon-style theme.
Music & Sound
The background music is okay and there are plenty of entertaining sound effects.
Commentary
It's always a little difficult to go about reviewing games which seem to be designed for a very different target audience than oneself. Possibly the best way to go about such a thing is to have access to someone that fits the game's demographic, watch them play it and ask them a few simple questions about their gameplay experience later. Trying to get into an alternate mind-set is another way to attempt to give an audience-fair review, but it is still likely to be merely an interpretation from one's point of view.
Had I to guess, I'd estimate the game's appeal would be best with an audience pre-grade school based on the complexity of the games that my nephews and nieces are playing at slightly older ages than my guess. But then again, perhaps there's also an appeal with a much different mindset than my own and one should never underestimate the value of a low difficulty game after stressful days.
Summary of analysis
Two-words define the tutorial element: use mouse, simple and disappointing gameplay, mouse controls external links interface, graphics that seem to indicate the game's target audience, decent background music and sound effects.
Tutorial/New player experience
There's very little to learning how to play the game. Click on objects in the game's environment, every level's going to have its own mini-objectives and likely a few decoy objects that do nothing to aid progression.
Gameplay experience
There's very little challenge to this game, just clicking randomly a player is likely to eventually figure out how to accomplish every level's objectives. Personally, I felt it was lacking in entertainment value, but perhaps there is an audience more receptive to the game's themes and gameplay difficulty.
Interface & Controls
Completely mouse-driven control scheme, almost non-existent user-interface.
Graphics
Judging from the game's graphics, I'd say the game is most likely meant for a much younger audience. The characters are virtually caricatures and there is an overarching cartoon-style theme.
Music & Sound
The background music is okay and there are plenty of entertaining sound effects.
Commentary
It's always a little difficult to go about reviewing games which seem to be designed for a very different target audience than oneself. Possibly the best way to go about such a thing is to have access to someone that fits the game's demographic, watch them play it and ask them a few simple questions about their gameplay experience later. Trying to get into an alternate mind-set is another way to attempt to give an audience-fair review, but it is still likely to be merely an interpretation from one's point of view.
Had I to guess, I'd estimate the game's appeal would be best with an audience pre-grade school based on the complexity of the games that my nephews and nieces are playing at slightly older ages than my guess. But then again, perhaps there's also an appeal with a much different mindset than my own and one should never underestimate the value of a low difficulty game after stressful days.
Friday, November 11, 2011
Gaming theory: Set interval reward mechanics
Set interval is a player reward mechanic that regularly rewards a player upon reaching a specified interval (such as completion of a task). The reward itself may be randomized but the player has the assurance that when the interval is reached during gameplay, they will be rewarded.
Cons
Set interval systems require significant planning and programming/implementation to balance gameplay and progression
As complexity of game increases, the amount of work going into planning said systems increases, sometimes exponentially (More below)
May be simpler to let players choose rewards rather than automating rewards
Pros
Often an ideal choice for progression systems (if progression systems are universally equal for all player options)
Consistency of rewards to efforts reinforces player expectations
Easier to plan escalating challenges with due to higher consistency of gameplay milestones
Commentary
Example of increase: game starts out with two player options - classes each with unique tools to aid their efforts; as a third option (class) is added a set interval reward system would ideally need to create a reward set specific to that option to adequately reward the player rather than giving them a chance at rewards useful to them which are tacked onto the rewards set of the other options.
Definitely less exciting than random interval reward systems, but set interval's strength is in long term planning and use. Set interval establishes reliable rates and is a staple of complex and/or lengthy duration games.
Cons
Set interval systems require significant planning and programming/implementation to balance gameplay and progression
As complexity of game increases, the amount of work going into planning said systems increases, sometimes exponentially (More below)
May be simpler to let players choose rewards rather than automating rewards
Pros
Often an ideal choice for progression systems (if progression systems are universally equal for all player options)
Consistency of rewards to efforts reinforces player expectations
Easier to plan escalating challenges with due to higher consistency of gameplay milestones
Commentary
Example of increase: game starts out with two player options - classes each with unique tools to aid their efforts; as a third option (class) is added a set interval reward system would ideally need to create a reward set specific to that option to adequately reward the player rather than giving them a chance at rewards useful to them which are tacked onto the rewards set of the other options.
Definitely less exciting than random interval reward systems, but set interval's strength is in long term planning and use. Set interval establishes reliable rates and is a staple of complex and/or lengthy duration games.
Thursday, November 10, 2011
Gaming theory: Random interval reward mechanics
Random interval (or often: Random drop) is a player reward mechanic commonly used in games. From board games utilizing shuffled cards or similar elements to the complex arrays of digital games, random interval is used to simulate spontaneous occurrences of rewards in order to add to the excitement of player efforts in the interim of gameplay.
Like many a term in gaming, it is difficult to cite an accurate source or precise definition across platforms, genres, or gaming sub-cultures for its "random drop" alternate name. I'd suggest the term came into being from the nature of the rewards and the most frequent appearance methods of these rewards; being occasional and often difficult to rationally tie to their sources with appeaing in the gaming world on the 'persons' of defeated foes or their immediate area as if 'dropped' from possession.
Cons
Can fail to be desirable by players with specific goals or those whose characters cannot effectively use the reward
Rarity of specific rewards becomes artificially greater as the list of alternate rewards increases
Often requires inventory management and liquidation efforts in order to make rewards useful
May trigger impulse control issues similar to gambling due to player market demands, wider range of reward values, and inconsistency of rewards to player efforts
Pros
Incredibly easy to design, program/implement, and expand upon
Can be a very effective means to promote player-ran/player-participant in-game markets
Excitement factor of more desirable rewards can aid in extending play duration
Commentary
Random interval rewards have a number of other instances aside of the more apparent; likely any time that there is a chance of variation in instance rewards for player efforts, they are interacting with a random interval mechanic. Some random interval systems also have a randomized chance of rewarding the player either due to sharing rewards with cooperative players or by adding a null reward option.
Random interval reward systems should very rarely (if ever) be used for progression systems as they will force players out of comparable or competitive capacity at no fault of their own efforts.
One way to think about random interval is that it's a simplified mechanic that tries to remove consideration of player specific goals and needs and offers a single system that rewards players approximately equal values of rewards for approximately equal efforts.
Like many a term in gaming, it is difficult to cite an accurate source or precise definition across platforms, genres, or gaming sub-cultures for its "random drop" alternate name. I'd suggest the term came into being from the nature of the rewards and the most frequent appearance methods of these rewards; being occasional and often difficult to rationally tie to their sources with appeaing in the gaming world on the 'persons' of defeated foes or their immediate area as if 'dropped' from possession.
Cons
Can fail to be desirable by players with specific goals or those whose characters cannot effectively use the reward
Rarity of specific rewards becomes artificially greater as the list of alternate rewards increases
Often requires inventory management and liquidation efforts in order to make rewards useful
May trigger impulse control issues similar to gambling due to player market demands, wider range of reward values, and inconsistency of rewards to player efforts
Pros
Incredibly easy to design, program/implement, and expand upon
Can be a very effective means to promote player-ran/player-participant in-game markets
Excitement factor of more desirable rewards can aid in extending play duration
Commentary
Random interval rewards have a number of other instances aside of the more apparent; likely any time that there is a chance of variation in instance rewards for player efforts, they are interacting with a random interval mechanic. Some random interval systems also have a randomized chance of rewarding the player either due to sharing rewards with cooperative players or by adding a null reward option.
Random interval reward systems should very rarely (if ever) be used for progression systems as they will force players out of comparable or competitive capacity at no fault of their own efforts.
One way to think about random interval is that it's a simplified mechanic that tries to remove consideration of player specific goals and needs and offers a single system that rewards players approximately equal values of rewards for approximately equal efforts.
Wednesday, November 9, 2011
Game review: Waterfalls 3
Waterfalls 3 is a physics-puzzle game primarily utilizing particle effects and made by MoonMana.To get through the levels, the player must use the available redirection nodes to fill the goals with the corresponding particles.
Summary of analysis
Quick new player experience, enjoyable gameplay experience, mouse-controlled game with bare minimum interface, highly visually appealing, risky choice in background music.
Tutorial/New player experience
The game has very little in tutorial elements, leaving a new player to figure out the puzzles through experimentation. Given the nature of Waterfalls 3 as a puzzle game in addition to the gameplay, it's likely this was a good idea as walking players through each level with hints may strip away too much.
Gameplay experience
In my experience with the game, there was a rather low amount of difficulty in progressing the levels at least until the higher ones, where I needed a lengthy amount of time to start reconditioning the skills I'd learned in the lower levels in order to have the particles redirected in less expected ways and combine the efforts of multiple nodes in less direct solutions, including one where I played hot potato with the nodes in order to get the solution.
I will definitely say that Waterfalls 3 was fun and worth the try, my one regret being the limited availability of levels to play.
Interface & Controls
Mouse-only control scheme with very minimal interface.
Graphics
Simple and reasonably descriptive nodes with vibrant particle effects. While easily described, it hardly does credit to the visual appeal of the game's graphics.
Music & Sound
Throughout gameplay there was a relaxing background music featuring a singer. This began to lose its appeal over time as music with words is extremely hard to effectively loop without starting to become a nuisance. As I happened to like the style, I was able to listen to it a lot longer than I expect those with differing tastes in music would.
Commentary
All three of the games in the series share most of the same mechanics, making them easy extensions of one another. I recommend starting with Waterfalls 3 as it's seems to have the lowest difficulty curve due to having had the most time for level design to be refined.
Summary of analysis
Quick new player experience, enjoyable gameplay experience, mouse-controlled game with bare minimum interface, highly visually appealing, risky choice in background music.
Tutorial/New player experience
The game has very little in tutorial elements, leaving a new player to figure out the puzzles through experimentation. Given the nature of Waterfalls 3 as a puzzle game in addition to the gameplay, it's likely this was a good idea as walking players through each level with hints may strip away too much.
Gameplay experience
In my experience with the game, there was a rather low amount of difficulty in progressing the levels at least until the higher ones, where I needed a lengthy amount of time to start reconditioning the skills I'd learned in the lower levels in order to have the particles redirected in less expected ways and combine the efforts of multiple nodes in less direct solutions, including one where I played hot potato with the nodes in order to get the solution.
I will definitely say that Waterfalls 3 was fun and worth the try, my one regret being the limited availability of levels to play.
Interface & Controls
Mouse-only control scheme with very minimal interface.
Graphics
Simple and reasonably descriptive nodes with vibrant particle effects. While easily described, it hardly does credit to the visual appeal of the game's graphics.
Music & Sound
Throughout gameplay there was a relaxing background music featuring a singer. This began to lose its appeal over time as music with words is extremely hard to effectively loop without starting to become a nuisance. As I happened to like the style, I was able to listen to it a lot longer than I expect those with differing tastes in music would.
Commentary
All three of the games in the series share most of the same mechanics, making them easy extensions of one another. I recommend starting with Waterfalls 3 as it's seems to have the lowest difficulty curve due to having had the most time for level design to be refined.
Tuesday, November 8, 2011
Game review: Realm of the Mad God
Realm of the Mad God is an fast-paced action game and self-described MMO (presumably Massively Multiplayer Online game). Realm of the Mad God is by Wild Shadow Studios. The player's objective is to slaughter the infinite hordes of Oryx in an attempt to 'call out' the game's end boss and then slay them.
Summary of analysis
Underdeveloped new player experience, gameplay experience lacking in depth and of debatable entertainment value, keyboard and mouse controls and bulky interface, basic and effective graphics, barely adequate music and sound.
Tutorial/New player experience
The game's tutorial elements are outlined with the writing on thewall floor of the tutorial level. While learning to play the game seems easy, cautiously remind yourself that it's intended to be an MMO and that the tutorial level is a pale representation of the rest of the game. After completing the basic lessons, a new player is dropped into an open game world with at least hundreds of players, pointed to a random 'quest creature' and forced to rush to meet objectives before someone else randomly gets it first. But refrain from worrying, there will always be another random objective to chase after should one fail to reach it in time.
Gameplay experience
If you've come to grind in an anarchic collective, kudos on your choice of game. If you've come for anything else... expect disappointment and confusion. Though there may appear to be an economic system in the game, the game currency is only there for non-essential items or account upgrades (in other words, don't bother picking something up unless your character can and will use it).
The game has a guest account system, meaning that a player doesn't need to go to the trouble of registering for an account if they just want to try the game out, the game also seems to randomly assign a character class to guest account players and the rest are unlockable through gameplay.
Interface & Controls
The game's interface takes up about a third of the screen but is probably going to be ignored more than half of the time playing the game. There's also a few menu screens but little reason to reference those outside of learning the hotkeys or changing controls or options. The game's control scheme utilizes both mouse and keyboard controls.
There's also a chat system, though I'd be hesitant to call that a good feature.
Graphics
The game utilizes sprite graphics which can become confusing in highly player-populated areas but will have a very low system demand.
Music & Sound
To the designer's credit, they skimped on background music making the game's file size manageable for flash, so bring your own unless you can stand a tedius grind on the ears to go with like gameplay. The sound effects are okay, much better than the music.
Commentary
Having played a lot of MMOs, Realm of the Mad God appears to be more an attempt at satirizing the genre rather than a legitimate attempt at good game design. While I'll give them points for the attempt of launching an MMO in flash, it's painful to watch the way the game 'works'. There's overabundant player clutter, an overly complicated inventory and class systems, I'd say it's easy to get lost, but the game lacks direction and appears to be ninety-seven percent grind. While there is a replay value, it's more grinding in a barely different character class trying to unlock yet more grind.
Summary of analysis
Underdeveloped new player experience, gameplay experience lacking in depth and of debatable entertainment value, keyboard and mouse controls and bulky interface, basic and effective graphics, barely adequate music and sound.
Tutorial/New player experience
The game's tutorial elements are outlined with the writing on the
Gameplay experience
If you've come to grind in an anarchic collective, kudos on your choice of game. If you've come for anything else... expect disappointment and confusion. Though there may appear to be an economic system in the game, the game currency is only there for non-essential items or account upgrades (in other words, don't bother picking something up unless your character can and will use it).
The game has a guest account system, meaning that a player doesn't need to go to the trouble of registering for an account if they just want to try the game out, the game also seems to randomly assign a character class to guest account players and the rest are unlockable through gameplay.
Interface & Controls
The game's interface takes up about a third of the screen but is probably going to be ignored more than half of the time playing the game. There's also a few menu screens but little reason to reference those outside of learning the hotkeys or changing controls or options. The game's control scheme utilizes both mouse and keyboard controls.
There's also a chat system, though I'd be hesitant to call that a good feature.
Graphics
The game utilizes sprite graphics which can become confusing in highly player-populated areas but will have a very low system demand.
Music & Sound
To the designer's credit, they skimped on background music making the game's file size manageable for flash, so bring your own unless you can stand a tedius grind on the ears to go with like gameplay. The sound effects are okay, much better than the music.
Commentary
Having played a lot of MMOs, Realm of the Mad God appears to be more an attempt at satirizing the genre rather than a legitimate attempt at good game design. While I'll give them points for the attempt of launching an MMO in flash, it's painful to watch the way the game 'works'. There's overabundant player clutter, an overly complicated inventory and class systems, I'd say it's easy to get lost, but the game lacks direction and appears to be ninety-seven percent grind. While there is a replay value, it's more grinding in a barely different character class trying to unlock yet more grind.
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