P2
PRODUCTION PROCESS

a) narrative/storyline - The player controls an unnamed man fleeing from an unknown threat.
b) genre - Platformer Action-adventure Runner.
c) production process - Canabalt was released in 2009 by Adam Saltsman for the Experimental Gameplay Project.
d) characters - An unnamed man.
e) gameplay - Canabalt is a fast paced game with very simple controls which is jump.
f) target audience - Anyone can play this game, however I think that the game is quite hard and takes a lot of patients so I think that the target audience is people who are patient.
g) platforms -It has been released on iOS, Commodore 64, PlayStation Portable, Android, Ouya and various Flash based online gaming websites, such as Kongregate.


a) narrative/storyline -
Save the princess from Donkey Kong.
b) genre -
Platformer Action-adventure Puzzle.
c) production process -
Donkey Kong is an arcade game released by Nintendo in 1981.
d) characters -
Donkey kong, Mario and Peach.
e) gameplay -
Donkey Kong is a slow paced game with simple controls, jump,climb, run left and right.
f) target audience -
Anyone can play this game, however I think that the game is quite hard and takes a lot of patients so I think that the target audience is people who are patient.
g) platforms -
Donkey Kong originally came out as an arcade game, however now you can play it on almost all consoles and PCs.




a) narrative/storyline -
The game tells the story of a person suffering from depression and their attempts to deal with their affliction.
b) genre -
Interactive fiction.
c) production process -
Depression Quest is a 2013 interactive fiction game dealing with the subject of depression.
d) characters -
Unknown man, a significant other named Alex.
e) gameplay -
Depression Quest is an interactive fiction game, which presents descriptions of various situations and prompts the player to choose their response
f) target audience -
I think this game is targeted for adults/ young adults as it contains sensitive nature so anyone mature can play it.
g) platforms -
TowerFall is an archery combat arena game where players fight as different characters against each other until one of the players becomes victorious.
b) genre -
action indie.
c) production process -
TowerFall was released June 25, 2013 as an Ouya exclusive.The game sold well, minding the Ouya's newness, which allowed Thorson to develop the game into a fuller package.
d) characters -
TowerFall is an archery combat arena game where players kill each other with arrows and head-stomps until only one player remains.In single-player, the player must hit targets around the arena before a timer runs out.
f) target audience -
I think that this game is for a large audience including a lot of different ages. However, I think that young children shouldn't play this game as 1. the main part of the game is online against other real people and 2. The concept of the game is quite violent which young children shouldn't really be exposed to.
g) platforms -
Android, PlayStation 4, Windows, Linux, OS X, PlayStation Vita, Xbox One, Nintendo Switch, Ouya




a) Narrative / storyline -
allows the player to freely explore a procedurally-generated environment, without predetermined goals.
b) genre -
Exploration video game
c) production process -
Proteus is a 2013 exploration video game created and designed by Ed Key and David Kanaga.
d) characters -
Unknown person.
e) gameplay -
In Proteus, players explore an island from a first-person perspective. The island is drawn in a pixel art style and contains hills, trees, structures, and animals such as frogs and rabbits, though the layout is different each time the game is played
f) target audience -
This game is designed for everybody who wants to play due to the fact the player is given no instructions on how to proceed so everyone does what they want.
g) platforms -
Microsoft Windows, OS X, Linux, PlayStation 3, PlayStation Vita


Actions - The activities players carry out in pursuit of the gamers goal.
Rules - The instructions for how the game works.
Goals - The outcomes players try to achieve through their play, wether they are measurable or purely experiencial.
Objects - The things players use to achieve the game goals.
Play space - The space, as defined by the rules, on which the game is played.
Stuck in the mud:
Actions - Run away from the people who are trying to tag you.
Rules - Can't go outside the area and can't get tagged is your above the ground.
Goals - The goal of the game is not to get stuck in the mud until the game is over. The goal as the tagger is to get as many people stuck as you can.
Objects - We used benches to keep off the ground.
Play space - We couldn't run out of the concrete square.



Actions - The activities players carry out in pursuit of the gamers goal.
Rules - The instructions for how the game works.
Goals - The outcomes players try to achieve through their play, wether they are measurable or purely experiencial.
Objects - The things players use to achieve the game goals.
Play space - The space, as defined by the rules, on which the game is played.
Stuck in the mud:
Actions - Run away from the people who are trying to tag you.
Rules - Can't go outside the area and can't get tagged is your above the ground.
Goals - The goal of the game is not to get stuck in the mud until the game is over. The goal as the tagger is to get as many people stuck as you can.
Objects - We used benches to keep off the ground.
Play space - We couldn't run out of the concrete square.





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