DigiPen Camp

Yesterday in DigiPen summer camp, I learned all about aesthics in a game and the difference between unfair games and difficult games.
First, the game that we tested was Solace. This game had great artwork and music. It was about the five stages of grief - denial, anger, bargaining, depression, and acceptance. There was a level for each stage, and the artwork, music, and your player represented the stage too. For example, in Anger, there was electric rock music, and it was really loud and fast. The artwork was red and the enemies were also red. You were superpowered because of the anger. In Depression, the background was black, and the music was slow, sad, and mourning. Meanwhile, your bullets flew off mark and dissolved.
The other game we tested was cat Mario, an example of an unfair game. It went against all the principles of Mario, making the user die time and time again. It also punishes the player by making him or her wait around 10 seconds for a revive. Also, there was no instructions or tutorial. This made it impossible to understand what in the world was going on. There was a low-lying cloud in the background once, but if you touched it, a troll face appeared and you would die. Also, the warppipes worked weirdly. One example was in Level 1. The warppipe blasted off and you would die.
In conclusion, I learned all about what makes a game good and bad yesterday at DigiPen!

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