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Dev.log Entry Magenta

  • Writer: Jamie LaRose
    Jamie LaRose
  • Sep 6, 2020
  • 2 min read

Updated: Sep 13, 2020

During the past week, I have been thinking about methods I will be using while moving forward into more detailed and usable game design. While reading selections on MDA (mechanics, dynamics, aesthetics), I have considered some approaches I should consider at the beginning of a design process. Focus should be on the player in order to create the proper iterative flow I would like to use in order to achieve a desired aesthetic. In more detail, I will challenge myself to create something with a focused aesthetic and attempt to achieve this through research on games that may be similar in mechanics to something I would like to create.

On that note, a second part of my entry will be the analysis of a game I haven't played in which I will describe and analyze the game’s mechanics, dynamics, & aesthetics.



For this week's game, I've decided to play Fall Guys: Ultimate Knockout developed by Mediatonic. The aesthetic of this game would be considered a challenge. There's an obstacle course played by a large amount of players online at the same time. This game also offers a rushed sensation for the player, and excitement due to the massive amounts of players who are in the level at the same time. The basic challenge aesthetic is based on a 3 round style obstacle course challenge on a floating platform.

The mechanics of this game involve running, pushing, jumping, ducking around various obstacle courses in order to reach the goal first. In this game, each player only gets one life in order to try to win. Falling off of the board or being crushed or dropped from the platform will cause the player to "die" yet they will still be able to watch players finish the race which is done over elimination rounds on multiple obstacle courses.

The dynamic is challenge and sensation. The challenge the player pursues is the changing obstacle course. There are some timing and memorization that can be used to increase each player's chances of finishing the course first. At the beginning of the level before starting, the player is given a view of the overall map before starting; memorizing this may be beneficial in winning. One of the other aspects of the challenge would be the very large amount of players in the round. I believe it starts off with 60 players who start very close to each other. This also adds to the thrilling or excitement portion of the sensation the player may feel while attempting to solve what could be somewhat easy obstacles, yet the sheer amount of additional players can cause this sensation of overwhelming excitement when being played.



 
 
 

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