Game Analysis: Call of Duty: Cold War (Campaign)

Summary

Call of Duty: Cold War has 3 different game ‘modes’, the Campaign, Black Ops Zombies, and Multiplayer, I’m going to be covering the Campaign, which the campaign is an action packed single player mode with many different pieces with a long not too complicated storyline.

Game Play Analysis

Formal Elements
The Basics
Name of the gameCall of Duty: Cold War
The platformPC, Xbox (1S 1X Series X Series S), Playstation (4 and 5)
Time played (should be at least 30 minutes)
If you could work on this game (change it), what would you change and why?I would change the part where you play as Belikov to be less Free Roam
PlayersNOTES
How many players are supported?For Campaign only 1 player is supported
Does it need to be an exact number?Yes
How does this affect play?If there is no player, then the Campaign is paused
Some types of player frameworks: Single Player – like Solitare. Head-to-head – 1 vs. 1, Chess. PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft. One against Many – Single-player vs. multiple (obvy). Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare. Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other. Team Competition – Multiple vs. multiple, i.e. sports. Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right. Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?In the start the Player is trying to find evidence to see what the Nova6 is, its different for each part of the campaign
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/MechanicsIf you shoot at a Friendly (Adler, Woods, etc) The whole section restarts
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?On an Xbox controller, the right trigger is to shoot, left trigger is to aim in, B is for silent kill/body shield, pressing down on the right thumb stick will put you into crouching, and holding down on right thumb stick will put you into prone, left thumb stick is t move, right thumb stick is to look around, A is to jump, X is to reload, Y is to reload, left bumper is to throw tactical grenade (flashbang, stim shot, etc)right bumper is to throw lethal grenade (grenade, tomahawk, semtex, c4) and the three lines is to pause
Was there a clear introductory tutorial?yes, but I knew the controls from playing other fps games
Were they easy to understand or did you find yourself spamming the controller?once it shows up it is very easy to understand
Resources & Resource ManagementNOTES
What kinds of resources do players control?usually 1-2 guns, a grenade, and a flashbang
How are they maintained during play?well if you run out of ammo then you reload the gun, simple enough
What is their role?the gun, and grenades are used to shoot down spetsnaz, you play as a person in the CIA
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?too much to note down
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?Real time, with some exceptions
How does play flow from one action to another?Smoothly
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?Yes
Is it based on a historical event (or similar)?100%
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?Partially (havent completed it yet)
Also, look for en media res (does it start in the middle of the game)?no
The Elements in MotionNOTES
How do the different elements interact?the different elements interact as if it was real life, if you shoot down one spetsnaz with many around then they’ll shoot back, if you’re spotted then they’ll shoot at you
What is the gameplay like?it depends on how you play, if you like being sneaky then you’ll like certain parts, if you like going i guns blazing then you’ll like most of it
Is it effective?yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?To make it look partially realistic
Why this set of resources?to make it thrilling, and make people want to play it again
What if they made different decisions?if they made different decisions then it wouldnt have had the same outcome
Does the design break down at any point?no
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?nope
What about sound?sound is realistic
Can you spot any technical shortcuts?no
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Don’t just point and shoot, you need to listen, if you hear multiple in one area, use a grenade, if you’re out of grenades then pick them off one by one
What challenges do you face, and how do you overcome them?you face many challenges, one of which is getting past spetsnaz forces, and you can overcome it by killing them all, or sneakily getting past them
Is the game fair?well, there are different difficulty, some are unfair in the players view, some unfair in the npc’s view.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?it is replayable, and there re different paths to victory, yes.
What is the intended audience?17+
What is the core, the one thing you do over and over, and is it fun?The core is to kill spetsnaz and dont die, it is very fun with different techniques needed.

Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

At the end of last week I finished the first half of conditionals and loops.

CLASSROOM (THEORY & ANALYSIS)

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that there is too much lore in five nights at freddy’s to keep in one small series, ass seen in Game Theory’s long series with 45 videos (more coming). This week I have not solved any problems.

Game Analysis: Five Nights At Freddy’s

Summary

The game I analyzed is Five Nights at Freddy’s, it is a indie horror game made in 2014, which was made popular by the youtuber Markiplier, which his first video has 87 million views, in the game there are 4 main animatronic animals, and one extra one which is rare to find named ‘Golden Freddy’ and you have to watch a monitor/tablet to find where the animatronics are, but there have been strategys where you minimize the usage.

Game Play Analysis

Formal Elements
The BasicsYou learn what you are supposed to do from the ‘phone guy’
Name of the gameFive Nights At Freddy’s
The platformpc (steam), mobile
Time played (should be at least 30 minutes)45 minutes, first 3 nights
If you could work on this game (change it), what would you change and why?I wouldn’t change a thing
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?yes
How does this affect play?Its a single player game, without a player there would be no game
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Single Player
Objectives/GoalsNOTES
What are the players trying to do?Stop the animatronics from getting into the office by closing doors
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Survival/Horror
Rules/Mechanicsdont run out of power, close the doors if needed, and check the cams
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?move the mouse to look left and right and click the white button to turn light on and click red button to close the door
Was there a clear introductory tutorial?yes, just listen to the phone guy
Were they easy to understand or did you find yourself spamming the controller?yes, and specific parts of the game you need to be spastic
Resources & Resource ManagementNOTES
What kinds of resources do players control?the lights, doors, and security cameras
How are they maintained during play?during game if you turn a light on and an animatronic is outside of the door then you close the door and you check the cams to see where they are
What is their role?the role for the resources is to stop the animatronics from getting in the office
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)1 hour game time is about 2-3 minutes real time
Game StateNOTES
How much information in the game state is visible to the player?most of the pizzeria
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.theres a bit hidden, like the kitchen, which is presumed to be where golden freddy stays
SequencingNOTES
In what order do players take their actions?look at cams, check lights, close door if an animatronic is there
How does play flow from one action to another?real time
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.its a real-time game
Player Interactionyou can open/close doors, turn the light on and off, and you can check the cameras as the player.
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.its partially direct contact and partial information sharing (phone guy)
Theme & NarrativeNOTES
Does it have an actual story structure?i does, all 6 games do
Is it based on a historical event (or similar)?yes, it is similar to a chuck e cheese murder that happened around the same time as the game takes place, in the 90’s
Does the theme or narrative help you know how to play?nope, you can play it without knowing the story
Does it have emotional impacts?jumpscares cause fear, right?
Also, look for en media res (does it start in the middle of the game)?it starts as the game starts, and it goes on after as well
The Elements in MotionNOTES
How do the different elements interact?if a animatronic is outside of the door and you close the door, the animatronic will go back to the main dining area
What is the gameplay like?fast paced, well, after the first night it is
Is it effective?yes, very
Are there any points where the design choices break down?nope
Design CritiqueNOTES
Why did the designer make these particular choices?to make it look ultra realistic
Why this set of resources?because if it isnt realistic then it wouldnt have been scary
What if they made different decisions?then it wouldnt be as popular as it is now
Does the design break down at any point?nope
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?none that werent intentional, if golden freddy shows up your game normally crashes
What about sound?the game is pro-listening
Can you spot any technical shortcuts?nope
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:always check the east hallway corner on night 4
What challenges do you face, and how do you overcome them?the animatronics will appear, and you close the door to make them leave, except for two, freddy and golden freddy
Is the game fair?first 3 nights are, the last 4 are what make it fun
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?in the 3rd 5th and 6th game there are multiple paths, good ending and bad ending, in the 1st, 2nd and 4th games there are not multiple endings
What is the intended audience?PG-13
What is the core, the one thing you do over and over, and is it fun?
the core is to try to get from 12am to 6am without having any animatronic animal (bonnie, freddy, chica, foxy, golden freddy) coming into your office.

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

at the end of last week i finished the basic concepts portion of javascript on sololearn.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Construct 3 – Javascript

I started the Conditionals and loops portion on sololearn

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
    • A mechanic is the basic part of the game that can let a player move, attack, jump, and any other action.
  • Dynamics
    • A dynamic is the amount of time it takes for one mechanic to “cooperate” with another mechanic
  • Aesthetics
    • literally just emotion

LAB (THEORY PRACTICED)

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
    • Good ray-tracing, and realistic audio effects
  2. Fantasy (Game as make-believe): Imaginary world.
    • New, original creatures, some sort of concept that wouldn’t fit on earth
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • New things to enjoy, not just the same idea re-used
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • A challenge to overcome like how you have to defeat Bowser many times in Mario
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • Have some sort of in game talking system, and don’t make it a bad one like Black Ops 1
  6. Discovery (Game as uncharted territory): Urge to explore game world.
    • Have an infinite world, like Minecraft and have many bosses like in Terraria
  7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
    • Have a wide character creation system, like Cyberpunk 2077
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

STUDIO (CREATIVITY)

Screenshot from Construct.net

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • I learned that people using Construct tend to want to be in a team and work together

WHAT I LEARNED and PROBLEMS I SOLVED

I learned that many concepts are needed to make so many games, but it usually starts with one type of concept

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

At the end of last week I completed the Overview on Sololearn.

PRACTICE ROOM (TUTORIALS)

Construct 3 / PlayCanvas – Javascript

I finished the Math Operators in the Basic Concepts section.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net

Construct 3 is a fast and easy way to get a game up and running, and it is easy to use with javascript, and it has made some good games that became popular, and it is able to be used offline.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com

Some people need to do something healthy like work out or go for a walk, for me it is usually packing parachutes, that gets my muscles working a bit, as some thats 200 square feet would weigh a lot.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide

I wasn’t able to make a project for friday because I had other homework I was catching up on, but I would’ve made a doom-ish game where you fought demons or aliens and you had a specific amount of health points

CONTROL ROOM (PRODUCTION)

WHAT I LEARNED and PROBLEMS I SOLVED

I learned that Construct3 is a fast and easy way to make a javascript game, and a problem that I partially solved was how behind I was.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

At the end of last week i finished the introduction of Javascript.

PRACTICE ROOM (TUTORIALS)

I worked on and almost completed 4 out of 6 of the overview on Javascript in sololearn

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

If you are a big procrastinator (like me), you can use such things as trello, the reminder app, the clock app, and many more reminder type thing.

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

Examine Two GTD Maps: Basic and Detailed

  1. Detailed map by guccio@文房具社 icensed under CC BY-NC 2.0
  2. Basic map from BiggerPlate.com embedded below

GTD-based Trusted System

Image from Trello.com

I use my phone as a GTD system, I use the timer and the reminder apps. It works decently.

OUTSIDE (PRODUCTIVITY & THE BRAIN)

STUDIO (CREATING MAPS)

what i need to work on is the amount of time i spend on other things, like playing video games.

WHAT I LEARNED and PROBLEMS I SOLVED

I learned that I needed to work on the amount of time I spend on other things like games and shows, and a problem that I solved was my sleep schedule \