Friday, April 5, 2019

Game Mechanics In Racing Games

adventure Mechanics In Racing naughtysThe very number one speed risque built by KONAMI was Road Fighter (Konami, 1984). The goal of the halt was to reach the finish absorb without running out of fuel. The interesting part was each clipping the player extends close to finish bend without wee-weeting frighten awayed a social disease flies by and the player sounds extra 1000 points. If you havent noticed before, the superman has K marked on his dress, which probably stands for Konami. But, if you gather from a developers point of view, the superman bonus is the way out of reward and feedback feisty mechanism. This point bonus encourages players to play bring out. It makes the plucky much than interesting and players concentr have more in hostel to get the bonus Superman points. mettle whatever chemical mechanism is a enormous subject. It has been use in many an separate(prenominal) palm today, other than video supports. wager mechanism have been used for developing the players interest and involvement in adventureplay, scarcely as the atomic number 18a of endorse chemical mechanism became largely successful, it dejected be used in other fields for other purposes.With the research on feeble mechanics, I find out to study and understand the vast game mechanics subject and its application in various fields. I have also tried to form up a definition and apply it to study gameplay in various games. At last, a thorough study of game mechanics in rush along games is attempted, and I introduce a impertinently mechanics for bucket along games.Research ContextThe example above explains the game mechanics at quite brief extent. Here, I present many definitions by various researchers as well as own thoughts, experience and some examples.Game Mechanics commentarysDifferent researchers provide divers(prenominal) game mechanics definitions, most likely related to their research. Here are some of the definitions minded(p) by some authors.Miguel Sicart defines game mechanics as Methods invoked by agents for interacting with the game world. (Sicart, 2008) Here, Sicart offered a formal definition for game mechanics as he exercises this definition with a comparative analysis of Shadow of Colossus (Team Ico, 2005), Rez (United Game Artist, 2002) and Every Extend Extra (Q Entertainment, 2006) to research game context and user experience.One of the game mechanics definitions that Sicart has menti unrivalledd in his research is by Lundgren and Bjrk (2003) as any part of the rule system of a game that covers one, and save one, possible kind of interaction that takes place during the game, be it general or specific. The definition given by Lundgren and Bjrk covers traditional board games and puzzle games, rather than video games. However, they mention that most of the mechanics set in their research base easily be brewed into video games played on PCs and consoles. It would have been unaccented to describe these g ame mechanics without starting from traditional games, hardly, starting from traditional games also move overs up a way that allows easy comparison between computer- ground games and non-computerized games.Mike stout (2010) explains how to come up with a better game mechanics when the gameplay is repetitive and boring. Stout describes game mechanics as A major compile of gameplay. He gives an example of The Legend of Zelda A Link to the Past (Nintendo, 1991) and the game mechanics used in the game like sword battle, block pushing, boomerang thro evolveg, swimming, button found puzzles, Hazard-avoidance, etc. (Stout, 2010)Amy Jo Kim explains game mechanics applied in variationctional softwares and social media as The system and features that makes games fun, compelling and addictive. Kim also explains how game mechanics is brewed into social media like eBay, Facebook, YouTube etc, (Kim, 2009).Game mechanics is a subject that is used in many fields other than video games like, s ocial media, social games and entertainment, consumer products and services etc.Game Mechanics in amicable MediaSocial media sites like facebook.com, eBay.com, youtube.com etc. Implements game mechanics at a very large scale. Amy Jo Kim (2009) explains how collection, points, exchange, feedback and customization mechanics is employ in social media. For example, ebay.com gives rating and feedback score to the sellers based on the feedback received from customers or buyers. The feedback is kindly through sellers profile page w here(predicate) any user give notice check the ratings and score. This mechanics improves the seller services.Tesco PLC has implemented point mechanics to attract more customers. The customer gets certain points for purchases made at Tesco shops through Tesco Clubcard. Later, they hobo redeem points for other offers of items. Tesco makes various offers available through Clubcard points which drive customers to purchase more products. (Tesco, 2010)Jesse Sc hell (2010) presented multiple examples of game mechanics used in non-game media in his presentation Design outside the Box at cube Summit 2010. Schell mentions new Ford Fusion hybrid car that comes with an EcoGuide facility, which is basically an implementation of feedback mechanics. Its a realistic plant in techno meter the plant sprouts more leaves as your miles-per gallon go up, indicating how green your drive is. (Goodwin, 2009) Here, feedback mechanics is used in such a way that might affect the way quite a little drive their car and possibly encourage them to drive in an eco-friendly way.MouseHunt (HitGrab, 2008) and other facebook games are mainly based on points, feedback, collection, and customization mechanics and MouseHunt can be the opera hat example of it. The player is required to build a mouse trap to catch mice and when a mouse is caught, the player is awarded with points and luxurious. The game keeps a track of points and gold on leaderboard. The mice caught b y the player are added in his collection.Game Mechanics in Mainstream GamesQuake (id Software, 1996) popularized garden swayet jumping mechanics. Rocket jumping is the technique of firing a rocket launcher or kindred explosive pointing at the ground or at wall and jumping at the same time. The effusion propels and accelerates the players jump to large distance. Rocket jumping mechanics was introduced in Marathon (Bungie, 1994) and Rise of the Triad (Apogee, 1994), satisfactory in Team Fortress 2 (Valve, 2007) Unreal Tournament (Epic Games, 1999) and others. (Wikipedia, 2010)Another popular game mechanics is slow motion. The gameplay of Max Payne (Rockstar, 2001) involves bullet time-based action sequences. Bullet time slows the passage of time round to a certain level and enables the player to perform special moves. Time based mechanics is also one of the main features in later transformations of Prince of Persia series (Ubisoft, 2003). This mechanics makes the prince able to slow down or rewind the time and perform special combat moves.Portal (Valve, 2007) is a single player Puzzle-Platformer game that consists primarily of a series of puzzles that must be solved by teleporting the players character and simple objects using the portal gun, a unit that can create inter-spatial portal between flat planes. The game received praise for its preposterous gameplay and darkly humorous story. Portal seems a perfect combination of Challenge and Skills, though its gameplay consist teleportation based puzzles only. The gameplay contains no combat sequence or rocket jumping or slow motion.Kill.switch (Namco, 2003) introduced cover and swarm mechanics which was adapted into Gears of War (Epic Games, 2006). As described by Miguel Sicart (2008) Gears of War introduced an effective combat tactical manoeuvre where the player takes cover behind a block or a pillar and patiently shoots enemies. This third-person combat design also influenced Grand thieving Auto IV (Ro ckStar North, 2008) and became bluely popular.But Grand Theft Auto series is more popular for its variety of gameplay which consist of action, adventure, driving, racing, and stealth elements. The GTA series is also a good example of open world pillow slip of video game level design pattern where a player can roam the virtual world at any point in the game. It also contains sandbox style nonlinear gameplay where the player can complete take exceptions in any sequence. The Game sold 2.5 million units in the America on the first day. (Mazel, 2008)The roots of open-world game supposition go back to space simulator Elite (Acornsoft, 1984). However, we get to see open-world gameplay implementations in Midtown Madness (Microsoft, 1999), fate for Speed secret 2 (EA Games, 2005) and Burnout Paradise (EA, 2008) as well.Game Mechanics in Racing GamesThe main gameplay in racing game is driving the car. However, many racing games offer various gameplay that are unique to the game itself. Need for speed resistance (EA Games, 2003) has a unique win condition. The player has to finish the race at first place only in order to win the race, even if there are more than both players playing. This finish-first only mechanics deliberately increased the challenge level in the game. Underground emphasis intemperately on import racing scene and featured vehicles associated with it. Cars can be customized to increase surgery and visuals. Underground also featured EA Trax (EA Games) which is a collection of soundtracks. Overall, Need for Speed Underground contains multiple game mechanics that appealed many racing game lovers. According to VGChartz.com, the game sold 6.49 million units of PS2 version of the game bank date. (VGChartz, 2010)Trials HD (RedLynx, 2009) is a combination of puzzle and stunt bike driving. It doesnt have any competitive race, as in the player has to get through a number of obstacles with as few crashes as possible. The challenge in the game is to balanc e and control the speed so that the player can pass through obstacles successfully. The game uses 3D graphics but the player can only more forward and backwards. However, the player can lean front or back to perform special moves or stunts. With such limited movement, the controls are also made simple. Trials HD also has a leaderboard feature, and when connected to Xbox Live, the player can compare his progress with his friends. break-dance Second (Disney, 2010) introduced destructive environment, which, when triggered by player it creates obstacles for other players. As a player performs stunts like drafting, undirected or precision driving, the powerplay meter builds up which allows the player to trigger special events like creating obstacles, enabling shortcuts or altering the race track entirely.High speed racing, imported cars, customization, stunts, crashes and motion blur can be noted as features of a racing game required to make it best selling. Burnout (Acclaim Entertainm ent, 2002) is noted as the initial in a series of high-speed racing games which also embroils high risk gameplay mechanics. Burnout paradise (EA, 2008), the recent release in burnout series, features an open world environment called Paradise City, with day-night cycle. Game Mechanics include stunts, car crashes, and motorcycles. A very player favourite and famous gameplay is Crash Mode in which players can cause car crashes. However, in burnout paradise, the Crash Mode is called Showtime and records are kept for players biggest crash. The game contains best time for every street in the game which encourages the player to keep on driving to get the best time.Recently released blur (Activision, 2010) incorporates real world cars with arcade style handling and vehicular combat. It introduces a completely new type of gameplay to the current racing genre. However, it is brewed with the power ups mechanics that has been used in many games. It also uses the ranking and perk system. The r ace starts without a count-down timer which is currently popular we can see such game mechanics in Split second and need for speed series.Results and ContributionThe DefinitionI would like to give a brief explanation rather than a definition. It is possible that this has been mentioned some or other way in many articles.Game mechanics is a set of rules that builds a specific gameplay which makes the game more challenging, interesting and player-involving.Game mechanics can also introduce new ideas or variety within a game, which ultimately makes a game fun.Game mechanics can be used to build up such a gameplay that motivates or manipulates human behaviour.The definition explained here has been used to study and understand the game mechanics and gameplay in a variety of games mentioned in the research.Game Mechanics In Racing GenreWhen it comes to racing games, speed is everything. The faster the gameplay is, the more the excitement, interest and challenge give be. In a racing game, the player is not given a high performance car at the beginning of the game, but as he levels up in the game, faster cars or performance upgrades that can boost up the speed are unlocked. This mechanism creates a need of high performance car, and as the player progresses further, the game feels more rewarding.Free roam mode or open world environment plays a crucial part in racing games. Player gets a get hold to explore the environment and start the race whenever he wants to, which gives a realistic feeling to the game.Players usually get attracted towards imported cars. Car customization has become an in-chief(postnominal) feature of racing games. Models of original cars are highly praised by players and. They have a tendency to customize their cars and show off as well. Leaderboards allow players to compare their best times, high score and achievements, which also keeps a player engaged in game.Challenge is not the only element a player is looking for in racing games. A number of games provides stunts and car crash based gameplay. Trials HD (RedLynx, 2009) and Burnout series (Criterion Games) are good examples of it. Player can drive through a augury or perform a stunt in burnout paradise to gain extra boost, where Trials HD is all close to passing through obstacles by performing stunt moves. Such game mechanics inserts the element of fun in games.A few arcade style racing games have been avoiding the use of start up countdown. The round starts with ongoing race and the player gains control of the car after a cut scene. This type of mechanics is seen in triple-A titles like Blur and Split second. However, Simulation style racing games, where the realism is more persistent, follows the traditional countdown start-up of a race.Need for speed underground featured finish-first only mechanics. In order to win the round, the player has to finish at first place and first place only. This increases the challenge at a high degree, but it also seemed to be improvi ng the player skills.Other notable game mechanics or gameplay features includes motion blur, car pursuit, allowing player to create tracks etc. Music and soundtracks also play an in-chief(postnominal) part in making the game more interesting. Who wouldnt listen to hip hop or rock medicinal drug while driving ones favourite car at top speed? It is believed that EA Trax has played an important part in the success of Need for Speed series.Gameplay is designed by brewing multiple game mechanics together. There is no specific recipe to make a best-selling racing game, but a game with various gameplay is more likely get popular.Developing a new Game Mechanic for Racing GamesWhether a player is performing stunts, chasing a car, trying to make a huge crash score, or just playing a normal race, the core element is speed. Wouldnt it be not bad(p) if a car never lose speed unless it is commanded to? Here, I have attempted to come up with such a game mechanic. During a race, if a player hits an obstacle, the car forget lose health points but not the speed the car will continue running throughout the track without losing its speed. However, long loss in health points will ultimately result the player lose the round.The game presented here demonstrates the game mechanics with some other features as well. The demo consists of a single straight track. instead of solid obstacles, the player will face white ghosts on track. On colliding with a ghost, the car will go through it but will lose health points. The race does not start with a countdown instead it begins with the player car running at minimum speed which increases the challenge from the beginning. On the other hand, if the player runs out of health, or fails to finish the race at first place, he loses the round. But, if the player finishes at first place without losing any health points, he wins a perfect finish.The demo also features some power ups. If the player picks up a health pack, the car health is restor ed. Slow motion slows down the game, allowing player to easily move through ghosts. Once activated, the game runs in slow motion for 10 seconds. Another power up is a shield which protects player from getting hurt by ghosts or opponent cars. The shield, once activated, stays active for 5 seconds. Shield provides a great advantage. When activated, the car will run 2 points slower than the real speed. Opponents do not collide or influence the players game however, if collided with opponent cars, the player car will lose health.EvaluationGame MechanicsThe following racing mechanics have been implemented into the demo, speed mechanics, power ups, random obstacle mechanics, competition mechanics, countdown less start up and finish first only. The gameplay was changed regularly as the demo was forming up in order to get the optimum effect of the mechanics. Multiple values were changed to improve the difficulty and challenge. However, it was also ensured that the difficulty is not far-off above the ground. Besides game mechanics, the gameplay can be improved with better feedback, graphical and visual effects, music and sound, more rewards or other bells and whistles.The GameplayA game demo or a beta version of a game is made for testing purposes. The developers would test the graphics, frame rate or overall performance. Here, the game demo was made for an identical aim. The game demo was given to a group of game enthusiasts. after the reaction of the players towards the game mechanics was observed.The demo has a look and feel of classic road hero (Konami, 1984) and the players did miss the superman bonus point.Random obstacles increased the challenge it made the demo interesting as well.The demo has proved to be an ideal combination of challenge and skill. The players had to concentrate more in order to achieve the perfect finish several players attempted more tactical approach to win the race.When asked close to each feature of the game separately, the replies we re encouraging and prove the success of the demo.User CommentsHere are some comments given by players who tried the game demo.The game is quiet good the ghosts were terrible as they ate up all my health in the first round. I rate it 4 out of 5. Pratik SolankiThe concept was different from other games, though the difficulty level was maintained throughout the demo. It seemed easy to win the game, but it was tough to achieve the perfect finish. 3.5 out of 5 Kushal JoshiThe game gets addictive as soon as you start playing Dirk FortmeierThe ResearchGame development is not quite possible without understanding game mechanics. Gameplay is an important factor that attracts a player. The research on game mechanics helped to understand why a particular gameplay is more interesting and player involving.Conclusion

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