Posts Tagged ‘Player Types’

As I continue my journey through Rapture, I choose instead this time to focus on the rules of the game, and how I can interact with them as a player. The two types of rules that I found myself consistently dealing with are Constituative and Implicit rules. I find that Bioshock has a very straightforward play path, created largely by the constituative rules of the game. Another way in which the constituative rules have binded me is my desperate lack of Eve. In the beginning of the video, I am startled by a splicer as I make my way through of the scariest areas thus far. I quickly fire off 3 blasts of electricity, wasting quite a bit of eve. Without eve, I have no plasmids, and without plasmids I cannot progress through the game. As I continue through the medical ward, in an attempt to find the misguided Dr. Steinman, I find my pathway blocked by a large chunk of debris. Here, the rules put in place by the game designers have barred me from reaching Steinman and ultimately murdering him in cold blood. Damn. Since the game has decided that I cannot proceed further into the surgery ward, I attempt to find a way around, or find a way to move the debris. The first idea that pops into my head is the Telekinesis plasmid I have been hearing about. So with a quick blast of my newly acquired Incinerate, I clear a path that was previously blocked from me by the constituative rules by melting some ice. Bioshock’s constituative rules are, at this point, very clearly articulated. I takes me no time to figure out where the environment allows or does not allow me to go, and I am able to easily make the connection that once I have acquired the ability to shoot fire, I can melt the ice that was blocking my path. Anyhow, I continue through the medical pavilion, fighting hordes of deranged doctors and nurses turned splicers, until I am finally greeted by my objective, Telekinesis! Now to deal with Steinman… Back to the surgery ward I go, but my telekinesis does not seem to be working on the debris, might as well kill the splicer throwing grenades at me in the mean time. Splicer dead … debris lifted? I was a bit confused by this, but I suppose I just needed to HAVE the plasmid before I continue on. The programmers, in this instance, are FORCING me to choose my abilities by using the environment as a guiding rule. Interesting. Let’s fast forward, I find Steiman, kill him with a little help from my mechanical friend, and move forward in the game. As I traverse back towards the main medical pavilion, the environment changes. A tunnel collapse forces me to take a side route. The constituative rules have again foiled my plans! A dead big daddy, a splicer attacking a little girl, a woman standing on the balcony yelling at me, Atlas telling me what to do via intercom. I am bombarded by a slurry of new information. I back the small child into a corner, and am given a choice. Harvest the girl, killing her, or cure her of little sister status, saving her, but with no apparent reward for myself. For the first time, Bioshock has confronted me with a moral decision. I choose to save the girl. This decision reveals both an implicit rule, and a foreshadowing to the type of player I will be in Bioshock. In the real world, it is absolutely wrong to kill a little girl. Only the sickest of the sick would do such a thing. But in Bioshock, I can choose to kill a girl with no repercussions for myself. In fact, I am rewarded for doing such a dastardly deed. And if I do so choose to harm the little one, what kind of player am I? I would argue that any player who kills the little girls is considered a standard player, while those who save the girls are dedicated players. By saving the girl, I am guaranteed a reward at a later time. As I am choosing to dedicate myself to playing through all of Bioshock, I choose to save the little girls. This alone is my basis for my choice. Anyhow, onward through Rapture! As you can see at the end of my video (once vimeo finally processes it) I get completely destroyed by the Big Daddy. Ouch…

Rules and Player Types in Angry Birds

Posted: February 11, 2013 by rsoriano2013 in Uncategorized
Tags: , ,

When I first began to play Angry Birds, most of the rules seemed to be something that anyone can inertly figure out. The space that Angry Birds is constructed in has a sense of gravity and that is one of the more important aspects of the game. I learned very early on that it was useless to shoot birds without knowing how they traveled in the sky and how the gravity within the game affected their flight.

The rules in angry birds I found to be pretty self-explanatory and as simple as the premise of the game itself. What goes up must come down. But even so, the amount of flight time I found to affect the amount of impact the bird or birds hit the target. I noticed that the more arc or higher angle you shoot the birds, the less damage the bird could do once it landed on the desired target. This added element to launching birds made me think very carefully about the where I wanted to hit the targets. Some birds I would give less of an arc if I wanted to do some serious damage and get to the pigs. This would also depend on the kind of bird I was launching. When it came to using the yellow birds, I found that they were most effective when you launch them at a high arc and then use their capability which is accelerating its speed when you click on them mid-flight. The blue birds I liked to use whenever I wanted to knock a structure over and I gave very little arc when I launched those because I wanted to do damage to a wide area while still having the birds crash down with force. The large white birds I could arc as high as I wanted because they had the capability to drop an egg on command and still be very effective in the amount of damage it could do.   

There can be different kinds of players but I feel angry birds differ in that only one person can play at a time and so you are not directly competing with others. The one thing that made me a dedicated player was in trying to achieve all three stars for every level. I found that at first, I was simply trying to pass the levels so I could move on to the next one. I became a dedicated because I wanted to see each level be at the very have 2 stars, if not three stars. Not only gaining the stars was key, using as little birds as possible to get all the pigs was something that I found myself trying to achieve. In that sense, I was more of a dedicated gamer because I was trying to collect all of the individual goals. Having all three stars became sort of a way to show off my level of play in the game. This also resulted in my being a perfectionist and also a bit of a sore loser at the same time. If my first bird didn’t do the kind of damage I wanted it to do, I would simply restart the level so I could try and get the highest level and score.  Image