Terrain:
Terrain in a video game is the outer shell of the project,
it is one of the first steps when considering the setting or the environment of
the game. When a person mentions the terrain of a game they have to think about
lay of the land and this overall aspect. An example of a terrain would be within
the first mission of black ops, the environment is set in Cuba and so the
terrain of the mission looks quite like a jungle that has been chopped down in
certain areas to make room for different types of man-made architecture.
A different type of terrain can be seen in the evil within
when looking at chapter 5, the chapters terrain could be seen as the hospital
building itself instead of an exterior terrain like the Black ops one. The
terrain of this is quite closed quartered and looks has a man-made layout
compared to the natural layout of the black ops Cuban mission.
Architecture:
Architecture in a video game is the next step after terrain,
it is the inner filling with the terrain being the outer shell. Depending on
the original terrain can alter the outcome of what the architecture will look
like. Anything that cannot be manipulated by the player and is within a room
would be considered architecture to a gamers view. If we look back at the black
ops mission the architecture featured in that level would be the buildings that
are placed for exploration. The houses look quite cheap and run down due to
their setting except for the mansion which looks quite wealthy due to Fidel
Castro living there.
Comparing that to the evil within, we can’t call the
architecture the hospital as that is the main setting for the chapter 5
mission. Instead the architecture featured in this game would be the different
room that the player can walk through. This is a huge contrast to the black ops
architecture as these bigger areas of architecture have been shrunken down to
be closed quartered areas. Items included in architecture that wouldn’t usually
seem like it are beds, hospital chairs, sinks etc. With this knowledge we could
also say that there are sub architectures featured in the black ops 1 mission
as there are multiple room for the player to walk through, the difference
between this will be the attention to detail though as the evil within will
attempt to place more details on a smaller scaled piece of architecture to compensate
for not having a huge architecture whereas black ops will concentrate on how
the exterior and interior look for their architecture making for a bigger
scaled object to be worked on.
Objects:
Objects are items in a game that can be manipulated by the
player, this means that anything that can be interacted with by the player is
an object. This can range from items that are able to be held by the player to
items in a room that can be changed by the player. In Black ops the objects
used would be the arsenal at hand able to be used such as the guns, grenades,
flash bangs, knife etc. Other objects that are intractable are items such as
fruit, paper, plant pots, cars etc. but these objects have to be shot to be
interacted with and changed. The video posted at the top of the blog will show you objects being interacted with as the player fights through the mission.
As for the Evil Within there are both similar and different
intractable objects, the similar objects would be the arsenal the player has,
as guns work the same in both games. As for objects not held by the player, the
evil within has a more intricate design than black ops as the player can walk
into objects to interact with them instead of having to shoot them for a change
to happen. This can involve IV’s and wooden chairs. Objects can also be moved
using the gun to interact with it such as TV’s and Crates. The difference
between these two games are that The Evil Within has more intractable objects
with a better mechanic of interaction allowing not just objects to interact
with one another but for the player to interact with moveable objects too. To see objects being interacted with check the video above.
Characters:
Characters in a game are people who make an impact in a
story and add emphasis to it. The protagonist will be the character(s) the
player will control. As for other characters there is a fine line between
calling them characters and NPC as the player may not be able to play as them
which, by definition, would place them in that threshold. However, the way to
determine whether a character should be categorised within the characters or NPC sections should depend on their impact to the story and how they add to it. These
characters would include people like friends, the antagonist(s), family/loved
ones etc. Looking at Call of duty Black ops the characters implemented into that would be Mason (the protagonist) and people such as Resnov, Woods, Castro, Dr Steiner or maybe the characters from the zombies game mode which are hugely recognised.
As for the Evil Within it takes a similar approach except without having the player through the eyes of the protagonist and instead looking over a detective known as Sebastian who is teamed up with Juli Kidman and Joeseph Oda. It also doesn't feature any extra game modes with a branching story arc meaning there are a lot fewer characters involved with this game than Black Ops.
NPC:
NPC stands for Non-playable character, in video games it is basically a character the player cannot control. NPC usually refers to the common folk within in a game such as merchants, towns folk, minions etc. There is a fine line between this category and the previous one as stated because sometimes characters in a game who are a main essential will not playable but they will not be categorised as a NPC but instead just as a character of the game. An example of a game with a huge amount of NPCs would be the Witcher 3, this game is an open world game and so thrives off of using NPCs for a lot of its content, these NPCs will usually give the player quests, trading options or be used as a background prop to bring an area to life and make it feel more realistic instead of a barren and deserted land.
Feedback:
Feedback is used in video games to tell people how well they are doing at the game they are playing, they are usually presented in a numerical fashion and appear on things such as leaderboards or another scoring system. The call of duty multiplayer has a great feedback system which tells you numerous amounts of information such as kills, deaths, assists etc. Another game with a feedback system is fifa as above the screen it shows the total goals for both sides and when they score a goal that total will increase. It will also display stats when the game is paused or the match has finished, this gives the player information which can help out to win future games.
Interface:
A HUD (heads up display) is an example of one method used in video games to relay a visual pieces of information to the player through the use of it's users interface. The interface has to be one of the major parts of a video game as it includes a lot of important information for the player to see. Taking Call Of Duty as an example, the interface for that game shows the amount of ammo the player has in total and in the gun, a mini map, any score/kill streaks they have, the score of the team for the objective they are playing to show if they are winning or losing and so on. The interface will change for each game though as not all of them will be portrayed in the style of a Call Of Duty game an example of this would be a fighting game as their is a health bar shown at the top of the screen for the player and their opponent.
Perspective:
The perspective of games will change from one game to the next, depending on the experience the developer will want the player to have will depend on the perspective they are presented it. Sometimes it will also depend on the genre and can differ into different perspectives as the years go by, an example of this evolving perspective can be found in the horror genre. A great franchise to analyse which shows of this transition is the resident evil series, originally a 3D perspective that had a sub perspective of fixed camera angles, it has morphed into having a behind the shoulder camera angle to a first person camera perspective for its upcoming resident evil 7 game.
There are many unique perspectives found in all types of games and developers are looking for ways to create even more so the player can have a different and more varied experience instead of having to play within the same perspective that is always done. Some examples of different perspectives are shown below.
FMV (full motion video):
FMV is a technique that video games use to show the player its narration, FMV relies upon pre-recorded footage rather than using things such as 3D models or sprites. FMV originated in arcade games in 1983 as laserdiscs had been invented and were becoming the new format to store video game data on. FMV can be used in two ways, the developers record the footage they need using real life actors and display the game so it has this balance of video game and real life, or use the actors movements and actions and then later render them as 3D models. A lot of games combined the gameplay element and use of real life to make use of the FMV technology however, this died down during the late 90's as new and massively improved technology was released making FMV cutscenes commonplace but ending FMV as a major gameplay component.
Sources:
https://www.youtube.com/watch?v=bjJg1NAfCRY
https://www.pinterest.com/pin/510877151450078312/
http://gameru.com/tip/The-Evil-Within-Arsenal-Overview
http://opshead.com/article/1612/5-things-you-didnt-know-about-call-of-duty-zombies---dempsey
https://www.youtube.com/watch?v=Z34RTO2BKM4
https://playthroughline.com/scripts/call-of-duty-black-ops
http://callofduty.wikia.com/wiki/Fidel_Castro/Black_Ops
http://althistory.wikia.com/wiki/Call_of_Duty:_Black_Ops_(Canadian_Independence)
https://minniemeorange.wordpress.com/2014/12/28/i-hope-jojo-is-okay-the-evil-within/
http://realgamernewz.com/46984/the-evil-within-the-consequence-to-release-next-month
http://evilwithin.net/forums/viewtopic.php?f=11&t=277
http://www.pcworld.com/article/2923496/the-witcher-3-wild-hunt-pc-review-impressions-smoothly-slaying-monsters.html
http://www.pushsquare.com/reviews/ps4/the_witcher_3_wild_hunt
http://www.videogamesblogger.com/2015/01/27/the-witcher-3-screenshots-gallery.htm/witcher-3-gameplay-screenshot-village-bulletin-board-pc-xbox-one-ps4
https://www.youtube.com/watch?v=3gXH8C7kJSQ
https://www.youtube.com/watch?v=0OU8QQkTRSA
http://taboojive.com/tag/heads-up-display/
http://monstervine.com/2011/04/captivate-11-street-fighter-x-tekken/
http://www.gamehackstudios.com/resident-evil-free-download-pc-torrent-full-version-crack/
https://www.youtube.com/watch?v=D254czP9kHE
http://central.tgn.tv/video/resident-evil-7-demo/
http://gamefabrique.com/games/super-mario-bros/
https://www.youtube.com/watch?v=w4JJvJFqTG0
http://gamecola.net/2010/11/versus-mode-the-next-gen-fmv-games-xbli-garbage-and-more/
NPC:
NPC stands for Non-playable character, in video games it is basically a character the player cannot control. NPC usually refers to the common folk within in a game such as merchants, towns folk, minions etc. There is a fine line between this category and the previous one as stated because sometimes characters in a game who are a main essential will not playable but they will not be categorised as a NPC but instead just as a character of the game. An example of a game with a huge amount of NPCs would be the Witcher 3, this game is an open world game and so thrives off of using NPCs for a lot of its content, these NPCs will usually give the player quests, trading options or be used as a background prop to bring an area to life and make it feel more realistic instead of a barren and deserted land.
Feedback:
Feedback is used in video games to tell people how well they are doing at the game they are playing, they are usually presented in a numerical fashion and appear on things such as leaderboards or another scoring system. The call of duty multiplayer has a great feedback system which tells you numerous amounts of information such as kills, deaths, assists etc. Another game with a feedback system is fifa as above the screen it shows the total goals for both sides and when they score a goal that total will increase. It will also display stats when the game is paused or the match has finished, this gives the player information which can help out to win future games.
Interface:
A HUD (heads up display) is an example of one method used in video games to relay a visual pieces of information to the player through the use of it's users interface. The interface has to be one of the major parts of a video game as it includes a lot of important information for the player to see. Taking Call Of Duty as an example, the interface for that game shows the amount of ammo the player has in total and in the gun, a mini map, any score/kill streaks they have, the score of the team for the objective they are playing to show if they are winning or losing and so on. The interface will change for each game though as not all of them will be portrayed in the style of a Call Of Duty game an example of this would be a fighting game as their is a health bar shown at the top of the screen for the player and their opponent.
Perspective:
The perspective of games will change from one game to the next, depending on the experience the developer will want the player to have will depend on the perspective they are presented it. Sometimes it will also depend on the genre and can differ into different perspectives as the years go by, an example of this evolving perspective can be found in the horror genre. A great franchise to analyse which shows of this transition is the resident evil series, originally a 3D perspective that had a sub perspective of fixed camera angles, it has morphed into having a behind the shoulder camera angle to a first person camera perspective for its upcoming resident evil 7 game.
There are many unique perspectives found in all types of games and developers are looking for ways to create even more so the player can have a different and more varied experience instead of having to play within the same perspective that is always done. Some examples of different perspectives are shown below.
FMV (full motion video):
FMV is a technique that video games use to show the player its narration, FMV relies upon pre-recorded footage rather than using things such as 3D models or sprites. FMV originated in arcade games in 1983 as laserdiscs had been invented and were becoming the new format to store video game data on. FMV can be used in two ways, the developers record the footage they need using real life actors and display the game so it has this balance of video game and real life, or use the actors movements and actions and then later render them as 3D models. A lot of games combined the gameplay element and use of real life to make use of the FMV technology however, this died down during the late 90's as new and massively improved technology was released making FMV cutscenes commonplace but ending FMV as a major gameplay component.
Sources:
https://www.youtube.com/watch?v=bjJg1NAfCRY
https://www.pinterest.com/pin/510877151450078312/
http://gameru.com/tip/The-Evil-Within-Arsenal-Overview
http://opshead.com/article/1612/5-things-you-didnt-know-about-call-of-duty-zombies---dempsey
https://www.youtube.com/watch?v=Z34RTO2BKM4
https://playthroughline.com/scripts/call-of-duty-black-ops
http://callofduty.wikia.com/wiki/Fidel_Castro/Black_Ops
http://althistory.wikia.com/wiki/Call_of_Duty:_Black_Ops_(Canadian_Independence)
https://minniemeorange.wordpress.com/2014/12/28/i-hope-jojo-is-okay-the-evil-within/
http://realgamernewz.com/46984/the-evil-within-the-consequence-to-release-next-month
http://evilwithin.net/forums/viewtopic.php?f=11&t=277
http://www.pcworld.com/article/2923496/the-witcher-3-wild-hunt-pc-review-impressions-smoothly-slaying-monsters.html
http://www.pushsquare.com/reviews/ps4/the_witcher_3_wild_hunt
http://www.videogamesblogger.com/2015/01/27/the-witcher-3-screenshots-gallery.htm/witcher-3-gameplay-screenshot-village-bulletin-board-pc-xbox-one-ps4
https://www.youtube.com/watch?v=3gXH8C7kJSQ
https://www.youtube.com/watch?v=0OU8QQkTRSA
http://taboojive.com/tag/heads-up-display/
http://monstervine.com/2011/04/captivate-11-street-fighter-x-tekken/
http://www.gamehackstudios.com/resident-evil-free-download-pc-torrent-full-version-crack/
https://www.youtube.com/watch?v=D254czP9kHE
http://central.tgn.tv/video/resident-evil-7-demo/
http://gamefabrique.com/games/super-mario-bros/
https://www.youtube.com/watch?v=w4JJvJFqTG0
http://gamecola.net/2010/11/versus-mode-the-next-gen-fmv-games-xbli-garbage-and-more/



































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