. Focuses more on imagination and psychology. Makes you/leaves you to make up own thoughts and feelings.
. No solid game play or difficulty, but has more mental/psychological understanding. Through sounds/music and artistic styles. Using traditional based artwork concepts, such as historical paintings.
. Stimulates imagination and personal interpretations of games as there is no solid plot, player is left to create own gaming world.
. Interaction through simplistic sounds and movements. No dialogue or text. No need for extensive story, graphics etc.
. Plays on emotion, personal expression and encourages own thoughts to make a game on a personal basis. Make/believe/fictional/imagination/expressive/personality/individuality/unique.
Game Download Test: - The Endless Forest
(Understanding new game developers by testing game)
Produced by: Auria Harvey, Michael Samyn
Environments:
Endless terrain. Nature based scene such as use of woodland, rivers and small woodland creatures. Gentle and ambient atmosphere with use of nature sounds such as water, birds and wind. Weather effects such as sun, snow and rain which adds a sense of realism to the landscape. Cultural references such as shrines and religious alters which emit different coloured auras. Adds sense of spirituality and culture to the atmosphere, as they seem to be stations in where online players meet. The combination of endless terrain and true nature aspects, there is a strong sense of primitive freedom.
Character Design:
You play as a deer within the environment. You are subject to use no form of text or speech to interact within the game. You must rely on the characteristics of a deer, by using the body language and sounds realistically used by the creature in the wild. Deers however, have human faces which gives the game a peculiar appeal. However, with thought i can understand the relevance of using this feature. I think it is a way to keep us as humans related to the generic feel, using a human face makes the deer characters more relatable to us. There is also some bodily movements in which is not capable for a deer, such as nodding to responses. I think this was done to express certain emotions or control conversations that would be harder with the specific deer moves.
Plot:
No specific plot. Not informed of any missions or goals, it is simply a free based adventure game, where you can interact with other players and form relationships through communicating. No time limit, it seems to be an open world where exploration is endless and there is that freedom to express personalities and make your own interpretation of the game.
Activision:
. Triple A publisher, commercial, well known, lots of titles for all formats - more accessible
. Graphical, very CGI, computer generated art. Not a lot of traditional methods or influences.
. Multi focused genres such as FPS, 3rd person shooter, sport and music etc
All titles have goals, achievements and extensive/relevant plot depth. Nothing is very self explanatory with gaming tutorials and training etc included with the majority of Activision titles. Text and dialogue explain story alongside instructions as to how to play the game etc. This method is simpler than that of Tale of Tales as it is easier to understand the concept, and seems more accessible or easier to pick up and grasp the idea.
. Has games for all genres, audiences and ages. Games for new gamers or hardcore ones, all titles are aimed at a wide variety of players. Whereas, Tale of tales genre of games seem quite mature and don't require any particular skill, which could lose interest in certain gamers. Imagination is already produced here, no room for audience's personal inclusion like Tale of tales. More action and suspense for enhanced emotional play. However, Tale of Tales has more psychological depth with room for imagination and ideas. Make the game out of what you to imagine = more personal = appealing.
Activision has done all the imaginative process. However, there is evidence in some titles of giving players more control over what and how they want to play a game, like Tale of Tales game 'The Endless Forest'. For example, Guitar Hero sound mixer enables the player to create own realistic music with a variety of instruments. Within this, there is plenty of room for ideas and thoughts, experimentation and making own personal tastes come to life. Similar to 'The Endless Forest' with the endless possibilities concept of having no limits to creativity or personality. Other examples, Tony Hawks skate park creator. Enables you to use a vast amount of items to customize and create your own skate parks. Also has endless personality potential and makes you feel included within the games initial production.
I have learned from this comparison that giving players the freedom to be able to incorporate own ideas is key.
Freedom to express personality within the game's structure without harsh restraints, leaves the player feeling more connected with the game. There is freedom for all sorts of gaming possibilities catered to the player's personal interests or tastes: Leaving the player included within the game, which not only expands play time but it adds appeal. Keeping this close in mind would successfully capture a great deal of audience attention, as games using this form of play can grasp the interest of any potential player, and they can make a game how they want to with their own ideas. Making gamers motivated and ambitious leaves room for pleasure within the game play, which i believe is the most crucial part to understand in game design.
Bibliography:
. Google Images
. Activision.com
. Tale-of-tales.com









