(Heads up: This post may not be as put-together as usual due to the holiday weekend and because I’ve been doing research for my thesis proposal >.<)
What Makes a Game???
In class this week, we continued our discussions from last week about 1) games, specifically online/electronic games, and 2) audio and using it as a medium for storytelling. Both lines of inquiry still new to me and a little daunting tbh~
Anyway, to begin with, we watched a video that talked about the different ways you can classify games. Check it:
More specifically, this video talked about classifying game-play via what of 3 aspects–Planning, Practice, or Improvisation–a creator wants to emphasize. As I had never heard of doing this before, I found it to be interesting. I tend to classify what few games I’ve come into contact with along much simpler lines–is it a fighting game? (like Smash Brothers or Mortal Kombat), a strategy game? (like Minecraft or chess), is it a “story” game? (like Assassin’s Creed or The Game of Life), or is it a “silly” game? (like Super Mario Cart or Cards Against Humanity).
Kind of similar but still different. Of course, my simpler classifications don’t necessarily address “combination games” or ones that utilize multiple aspects of game-play which is becoming increasing popular to do (which is a good way to appeal to a larger audience–so long as each aspect is appropriately juggled–but also a super easy way to please no one by trying to please everyone~).
After talking about the ins-and-outs of game-play as a whole, we moved on to discussing what we personally value in a game. In order to do this, we actually wrote out our thoughts on the classroom’s whiteboard. This way, we could see everyone’s thoughts and the overlap. Here are my thoughts:
And here are everyone’s thoughts:
— hailey (@stryii) March 27, 2018
Even though I don’t play many fighting games, I do find those to be interesting–because of the inherent conflict, probably–and so most of my thoughts about what makes for good game-play revolve around them. I want the ability to level-up or to activate certain “powers” or special abilities and of course I want worthwhile match-ups and an interesting overall conflict. That quality could be broadened to be an interesting story-line period. Most of us seemed to value a compelling story-line–we want to relate to not only the characters but the story they are acting out. (In hindsight, it’s interesting that we all seemed to answer this question through the lens of us playing as characters in a story scenario~)
Other traits that we all seemed to agree were valuable in a game were there being a tutorial mode or else clearly explained directions, being able to auto-save our place in game, and there being an expansive “world” to the game.
Blast from the Past
After discussing game-play, we were introduced to the Internet Archive’s Software Library of MS-DOS Games. Basically, it’s a collection of old online/digital games. We got to peruse the library and experience what is was like to play some older games. Once we got a bit of a feel for them, then we each chose one game we were interested in learning more about. The game that caught my fancy was Alley Cat.
According to the info provided in the archive, Alley Cat was a video game released by the Synapse Software Corporation (1981-1984) in 1984. There was an Atari 8-bit version of the game as well (released in 1983). Alley Cat was designed to be an action game “consisting of several mini-games tied together”. According to the Wikipedia article for this game, the several mini-games are:
- “In one room there’s a table with a birdcage on it in the middle of the room. Here the objective is to push the birdcage off the table and then catch the bird which escapes from the broken cage.
- In another room, there’s a fishbowl which the cat can enter and must eat all the fish while dodging electric eels and repeatedly coming up for air to avoid drowning.
- Yet another room contains a huge chunk of cheese with a number of holes. In each hole mice appear randomly, which the cat must catch.
- The cat may also find itself in a room with a number of sleeping dogs, some of which have feeding dishes in front of them. The cat must empty each dish without waking up any of the dogs.
- In another challenge, the cat must collect three ferns from the top of a bookshelf while avoiding a disproportionately large spider that may lower itself upon the cat from above.”
Now, I feel I should backtrack and provide more info about the actual concept of the game in order for this above list to make sense. Basically, in Alley Cat, you’re playing as a *you guessed it* little black, alley cat–named Freddie–who is trying to reach the pretty white cat–Felicia–who lives in one of the apartments on the other side of the fence from his alley. In the process of trying to find the correct apartment Felicia is in–by jumping from garbage cans to fences to clothing lines to open apartment windows all while dodging the boots and garbage being thrown at you–you’ll end up in many different apartments that all have their own challenges to complete (as you can see from the above list).
According to Wikipedia, Alley Cat has 30 levels of increasing difficulty. Upon reaching level 30, though, game-play can continue indefinitely.
Now, full disclosure, I didn’t get very far trying to complete level-
fucking-one. I could barely get Freddie to jump on the garbage cans lets alone get him to jump from clothing lines to open windows.
(Actual visual of me trying to play this game >.<)
So, I would decided not call this an easy game to play. At least, not for someone’s only prior experience in playing online games is Neopets >.>
Don’t let my poor performance deter you though! Have a go at it and let me know how you do?? How would you classify this game??? Personally, I think it’s primarily a practice-focused game (the object to complete a task over and over until it is mastered) though it does have some aspect of planning to it (you’ve got to have a strategy for picking out those windows, you know??? Gotta find Felicia!).
So….What’s the Story??
So, I definitely didn’t have time this week to come up with a full backstory for this game but I did imagine that Freddie and Felicia were both feral cats who lived happily in the alley behind this apartment complex until Felicia was “rescued” by one of the tenants and adopted. That’s why she keeps peeking out the windows–trying both to escape and to tell Freddie where she is so he can come and be with her again. It’s kind of a combination “damsel-in-distress”/”forbidden romance”–’cause male feral cats typically have a bad rep and are less desired for it–story.
*So, I added my questions to the Padlet and I see that Ayah and Manar have uploaded their answers to my questions (plus another draft of their game that I really need to check out!) but I’m still working on editing the audio. Tbh, it really helps me out that we have 2 weeks to work on this project. Because so many of us are unfamiliar with working with audio, I think it’s helpful to provide us with more time to work on audio projects. The end results of our work, too, I think will benefit from that extra time to spend with them.
*Have you check out the NetNarr Alchemy Lab??? If not, why not??? It’s so cool and it came out beautiful. It’s a great example of how all the different things we’re learning about in class–digital art, Elit, gaming, audio, etc.–cane come together to create a really compelling work of art. More, it’s a great example of how collaboration can facilitate creativity in new and fun and exciting ways ^.^ I’m so happy I to be a part of this project.
*My bone-chilling, spooky, cannibally part of the NetNarr Alchemy Lab for anyone who didn’t already check it out XD~
~Till Next Time~