
Technical Skills
CPGD 1 - Know about the Core Principles of Game Design.
CPGD 2 - Understand the significance of games platforms and technologies on the development of Game Design.
CPGD 3 - Understand the significance of age, gender and culture on Game Design.
CPGD 4 - Be able to Critically evaluate a range of games from a game player perspective.
Project 1- The Evolution of Games Platforms & Technology
This project covers technical skill CPGD 2 - Understand the significance of games platforms and technologies on the development of Game Design.
First Generation Games Consoles
The Magnavox Odyssey was released in September 1972 by Ralph H. Baer who had previously revealed the concept of the brown box . It is the first commercial home video game console. It is capable of displaying three square dots on the screen in black and white with different behaviours depending on the game that was being played. A total of 28 games with 11 different game cards were released on this console. The game cards were used to fit onto the TV with the square dots shining through to give the game a background.
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The Atari Home Pong console is a table tennis themed video game released in 1975 by Atari. Pong was the first commercially successful video game which helped establish the video game industry along with the Magnavox Odyssey. Atari founder Nolan Bushnell created Pong, his version of this concept, as an arcade game. A small company at the time, Atari began manufacturing the games in an old roller skating rink, and by 1972 the company had sold more than 8,000 Pong arcade machines. In 1975 Atari turned Pong into a console system game.
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The Coleco Telstar was a Pong clone which was released in 1976. It had 3 intergrated games which were hockey handball and tennis. About one million units of the first model called Coleco Telstar were sold. There were 14 total consoles released in the Coleco Telstar series. The large product lineup and the impending fading out of the Pong machines led Coleco to near - bankruptcy in 1980.
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The Colour TV Game Series was created by Nintendo in 1977 and released in Japan only. There are five consoles in the series with first selling for a million units. The Color TV-Game series has the highest sales figures of all the first generation of videogame consoles. The systems can run on C batteries or an AC adaptor. It is also the first console to be released by Nintendo.
Second Generation

Second Generation Games Consoles
The Atari 2600 made by Atari in 1977 was the best selling console of the second generation, selling 30 million copies. It was also home to the best selling game of the Second Generation - Pacman, which sold 7 million copies. The console also included classics such as Space Invaders, Asteroids and Donkey Kong. Atari invested heavily in Pacman but also E.T The Extra Terrestrial which was a complete financial failure. They wanted to release the game in time for the 1982 Christmas season giving them only 5 weeks to make it. The low quality graphics and confusing gameplay resulted in what is claimed to be the worst videogame of all time and a major factor to the video game crash of 1983.
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The Magnavox Odyssey 2 was released in 1978 by Magnavox and was the first 2nd Generation Console ever. It was the 3rd best selling 2nd Generation Console, selling 2 million copies. It had many games such as Frogger, Q*bert and Blockout/Breakdown.
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The intellivision was released in 1980 by Mattel. It was the second best selling console of the second generation, selling 3 million copies. It had many games with its best selling game being Las Vegas Poker and Blackjack which sold 1.9 million copies. However the main feature for games on this console is that it allowed Atari 2600 games to be played through a module.
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The Vectrex was released in 1982 by Milton Bradley. It was the least selling console of the second generation and was considered a commercial failure. The console itself featured a built in screen which is the only console to do this prior to the Nintendo switch.
Third Generation

Third Generation Games Consoles
The Nintendo Entertainment System (NES) was released in 1983 by Nintendo. It was very successful bringing new life to the industry. It was the best selling console of the third generation selling 62 million copies. One of the main reasons it was so successful was because it had major exclusivity deals for games such as Legend Of Zelda, Kirbys Adventure and the best selling game Super Mario Bros which sold 40 million copies.
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The Master System was released in 1985 by SEGA. It was the second best selling console of the third generation selling 17.8 million copies. The Master System was more powerful overall than its main competitor the NES but was less successful. Its best selling games were Sonic the Hedgehog and Alex the Kidd.
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The Atari 7800 was released in 1986 by Atari. It was the third best selling console of the third generation. The main selling point of this console is that it was backwards compatible with the Atari 2600. Its best selling game was Pole Position.
Fourth Generation

Fourth Generation Games Consoles
The TurboGrafx-16 was released in 1987 by NEC and was the third best selling console of the fourth generation selling 10 million copies. The 16 in its name comes from the fact it was the first console released in the 16_bit era, although it used a modified 8-bit CPU, which was criticized by some as a deceptive marketing tactic. It was however the first console to use a CD ROM expansion as a storage media. The consoles best selling game was Bonks Adventure.
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The Sega Mega Drive was released in 1988 by Sega. It was the second best selling games console of the fourth generation selling 35 million copies. The console had multiple expansions, the first being backwards compatibility with the Master System and the second being a Mega CD expansion released for higher quality games. Its top selling game was Sonic The Hedgehog selling 15 million copies.
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The Super Nintendo Entertainment System (SNES) was released in 1990 by Nintendo. It was the best selling fourth generation games console selling 49 million copies. The console had an expansion which supported Gameboy games, Nintendo's Handheld for the fourth generation. Its best selling game was Super Mario World, selling 20 million copies.

Fourth Generation Handheld Consoles
The Gameboy was released in 1989 by Nintendo. It was Nintendo's first ever handheld console and had simplistic visuals and interchangeable game cartridges. The Gameboy was incredibly successful being the best selling handheld of the fourth generation at 118 million copies sold. Meaning it sold more than double the amount of the best selling home console, the SNES. The Gameboys best selling game was Tetris selling 35 million copies.
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The Gamegear was released in 1990 by SEGA. It was the second best selling handheld of the fourth generation, selling 11 million copies, however this is only 10% of the Gameboys sales. The console was backwards compatible with the SEGA Master System using an expansion. Its best selling game was Sonic the Hedgehog 2, selling 6 million copies.
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The Lynx was released in 1989 by Atari. Although this console was the third best selling handheld at 500,000 copies it was in a sense the pioneer of handhelds. The Lynx was the first handheld electronic game with a colour LCD. It was also notable for its advanced graphics and ambidextrous layout.
Fifth Generation

Fifth Generation Games Consoles
The Jaguar was released in 1993 by Atari. It was the first 64 bit console but lacked third party support. It was the fourth best selling console of the fifth generation of console only selling 250,000 copies. Its best selling game was AVP selling 50,000 copies. Due to its lack in success it was the last console made by Atari.
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The Saturn was released in 1994 by SEGA. It was the third best selling console of the fifth generation selling 9 million copies with most of its success being in Japan. Its best selling game was Virtua Fighter 2 selling 1.7 million copies.
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The Playstation was released in 1994 by Sony. It was the best selling console of the fifth generation console generation selling over 100 million copies. One of the main reasons for its success was that it was the first time a console had targeted older consumers, people in their 20s to 30s. Its best selling game was Gran Turismo selling 10 million copies.
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The Nintendo 64 (N64) was released in 1996 by Nintendo. It was the second best selling console in the fifth generation selling 32 million copies. The N64 stuck with cartridges for games despite the competition moving to CD-ROM. Its top selling game was Super Mario 64 selling 11 million copies.
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Second Generation Handheld Consoles
The Virtual Boy was released in 1995 by Nintendo and turned out to be a commercial failure, only selling 770,000 copies. It featured stereoscopic 3D visuals with a red monochrome case you would look into to play games.
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The Neo Geo Pocket was released in 1998 by SNK and sold 2 million copies. It featured monochrome ROMs and had a coloured version released. The lack of sales ultimately led to SNK leaving the hardware business.
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Nintendo going of the success of the Gameboy released the coloured version in 1998 and combined with the Gameboys sales sold 118 million copies being the best selling handheld for 2 generations. It featured 16 different colours and its best selling game was Pokemon Gold and Silver.
Sixth Generation

Sixth Generation Games Consoles
The Dreamcast was released in 1998 by Sega and was the least selling console of the sixth generation at 9 million copies sold. The console featured 128 bit graphics and its best selling game was Sonic Adventure at 2.5 million copies sold. Ultimately, the Dreamcast was what made Sega leave the console business after the poor sales and performance.
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The Playstation 2 was released in 2000 by Sony and was the greatest selling console of all time as of today. It sold 155 million copies despite being the least powerful console with a 294Mhz CPU. Its success was due to the marketing skills by Sony as well as having good games and being backwards compatible with the PS1. Its best selling game was GTA San Andreas at 20 million copies sold.
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The Gamecube was released in 2001 by Nintendo and was the third best selling console at 20 million copies sold. It had a 486Mhz CPU and its best selling game was Super Smash Bros Melee at 7.5 million copies sold.
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The Xbox was released in 2001 and was Microsoft first console with them coming second in sales. It sold 24 million copies and was the most powerful console with a 733Mhz CPU. Its best selling game was Halo: Combat Evolved at 8 million copies sold. Halo then served to be Microsoft's most iconic exclusive and selling point for future consoles.

Third Generation Handheld Consoles
The Gameboy Advance was released in 2001 by Nintendo as the next instalment in the Gameboy series. It was the best selling out of the two handhelds of the generation, selling 81 million copies. It was backwards compatible with the original Gameboy and colour and its best selling game was Pokemon Ruby and Sapphire selling 16 million copies.
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The N-Gage was released in 2003 by Nokia and was the second best selling console of the generation selling 3 million copies. The main selling point of the N-Gage was that it also functioned as a phone but because of this its controls felt awkward to use. It is considered a failure mainly due to Nokia's lack of research and marketing before release.
Seventh Generation

Seventh Generation Consoles
The Xbox 360 was released in 2005 by Microsoft and was the second best selling console at 83 million copies sold, just beating the PS3 sales. It had a 3.2Ghz processor and was the first console to receive a proper mid gen upgrade being the Xbox 360 Slim. Its best selling game was Kinect Adventures at 24 million copies sold.
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The Playstation 3 was released in 2006 by Sony and was the first time Sony didn't have the best selling console at 80 million copies sold. It also had a 3.2Ghz processor and was backwards compatible depending on what model you owned. Its best selling game was GTA V selling 17 million copies.
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The Wii was released in 2006 by Nintendo and was the best selling console of the generation at 101 million copies sold. This was the first time since the SNES that Nintendo had the best sales for a main console. It had a 729Mhz processor but its main selling point was its motion controls which were used to play a variety of exclusive family friendly games and was the first time a console could be fun for the whole family. Its best selling game was Wii Sports selling 82 million copies. However once the consoles became more redundant it became the most traded in console of all time.

Fourth Generation Handheld Consoles
The DS was released in 2004 by Nintendo and was the best selling handheld console of the generation, selling 154 million. This beat the sales of the Gameboy and is currently the highest selling handheld console ever. It featured a dual screen and touch screen controls, coming with a stylus pen. Its best selling game was New Super Mario Bros at 30 million copies sold.
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The PSP was released by Sony in 2004 and was the second best selling console and even though it lost to the DS still sold 82 million copies. The console went along with the PS3 and featured console quality games as well as being very well built and good quality materials. Its best selling game was GTA Liberty City Stories at 2 million copies sold.
Eighth Generation

Eighth Generation Consoles
The Wii U was released in 2012 by Nintendo and was the least selling console of the generation at 13 million copies sold. It had a 1.2Ghz processor and was the first eighth gen console. The console was considered a failure due its terrible marketing where many were confused if it was a controller for the Wii or an actual console. It also had poor sales and not much hardware innovation. Its best selling game was Mario Kart 8 at 8 million copies sold.
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The Xbox One was released in 2013 by Microsoft and was the third best selling console of the generation at 46 million copies sold. It had an 8 core 1.75 Ghz processor and launched with Kinect 2.0. The console was marketed as an all in one system but because of this many people thought it was less for games and more for entertainment. This console also featured mid gen upgrades which were the Xbox One S and X. Its best selling game was PUBG at 8 million copies sold.
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The Playstation 4 was released in 2013 by Sony and was the best selling console of the generation at 106 million copies sold, putting Sony back on top after the PS2. It featured an 8 core 1.6Ghz processor and had a mid gen upgrade, the PS4 Pro. Its best selling game was Uncharted 4 Thief's End at 15 million copies sold.
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The Nintendo Switch was released in 2017 by Nintendo and was the second best selling console at 61 million copies sold. Although the Switch is a handheld console it has the power and quality of a main console which could possibly be the end of traditional handhelds. The Switches main feature is the ability to have multiple ways to play, meaning you can display it on your TV and use it as a controller. Its best selling game was Mario Kart 8 Deluxe at 26 million copies sold.

Fifth Generation Handhelds
The 3DS and 2 DS had multiple models and variants which were released from 2011 to 2013 by Nintendo. They were the best selling consoles over the PS Vita and sold 75 million copies. They all featured dual screens and touch screen controls with a stylus pen and some had stereoscopic 3D. Its best selling game was Mario Kart 7 at 18 million copies sold.
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The PS Vita was released in 2011 by Sony and was the least selling console of the generation with 4 million copies sold. The console was considered one of Sony's only failures in the gaming industry. The console featured a touch pad on the back and had remote play to the PS4. Its best selling game was Uncharted Golden Abyss at 500,000 copies sold.
Ninth Generation -
The Future

The PS5 and Xbox Series X/S have just been released and is to early to say how many have been sold or what's in the lead. The PS5 has a disc and digital edition and the Xbox has the same in the form of the Series X for discs and a cheaper option, the Series S which is digital and slightly less powerful. The PS5 is £450 and £360 for the digital edition. The Xbox is £450 for the Series X and £250 for the Series S.
Significance of Platforms and Technology
This is my final article that covers the significance and technology on games design and how they have advanced through the different console generations. I managed to get information on multiple consoles per generation but in doing so didn't manage to get much information for each, other than some basic sales figures. I also didn't write about any computers or how general technology has improved over the generations. If I was to do this again I would focus less on trying to include as many consoles as I could and focus instead on the overall impact technology has had in each generation.
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https://docs.google.com/document/d/17RWJYllZ0yQWgedErDL8VKY5q3rKlRr_lNiOos9jCwA/edit?usp=sharing
Project 2 - Game Analysis
This project covers technical skills
CPGD 4 - Be able to Critically evaluate a range of games from a game player perspective.
Session 1 - Game Types and Genres
In this session we discussed the difference between a game type and a genre. This being that a game type is defined by the gameplay mechanics and a genre is the theme/setting of the game. I then had to describe 2 different game types and 2 different genres. I chose MMO and Strategy game for the game types, then Fantasy and Western for the genres. Finally I had to compare 2 different games from the same game type and genre, focusing on their tropes and mechanics, I chose Titanfall 2 and Halo 2.
MMO - Game Type
A massively multiplayer online game or MMO is a video game which can be played by a large number of players at once in an expansive world. You can be playing with thousands of people at a time. MMOs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. Examples of MMOs include World of Warcraft and The Elder Scrolls Online.
Strategy Game - Game Type
Strategy video games are a genre of video games that emphasize skilful thinking and planning to achieve victory. Specifically, a player must plan a series of actions against one or more opponents, and the reduction of enemy forces is usually a goal. Victory is achieved through superior planning, and the element of chance takes a smaller role. They can either be turn based or real time. Examples of Strategy games include Hearthstone and Gears of War Tactics.
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Fantasy - Genre
Fantasy is filled with things you can imagine for example dragons, mythical beasts and magic. It doesn't always have to include magic but many video game and movie worlds do. Examples for video games include The Elder Scrolls Franchise and the Final Fantasy Franchise.
Western - Genre
Westerns tell the stories of cowboys, settlers, and outlaws exploring the western frontier and taming the American Old West. Westerns often include some sort of dual and a conflict between Cowboys and Indians. Examples of western video games include Red Dead Redemption 1 and 2 as well as Wild Arms.
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Comparison
Titanfall 2 and Halo 2 share the same game type, both being first person shooters. First person shooters are where the player views the world through the eyes of the character they are controlling. These games are also both Science Fiction and imagine worlds with technological advances. Although similar in many ways these games focus on different tropes. Titanfall 2 focuses on robots and advanced AI in a militaristic dystopian setting whereas Halo 2 focuses on Aliens and spaceships with a more traditional Sci fi setting. Both have the player fighting these inhuman forces with a variety of weapons and artillery. Titanfall's gameplay revolves around piloting large robots with advanced AI called Titans, outside the titans you can also use many different mechanics like a grappling hook or turning invisible for a brief time. Halo’s gameplay revolves the player wearing an advanced suit of armor to fight alien forces being able to pilot cars, tanks and a variety of alien vehicles. Both games have the player being able to use abilities like throwing grenades, using powers like invisibility and giving you many different guns to use.
Session 2 - Gameplay and Story
In this session we discussed how gameplay mechanics and story telling are used in video games. My first task was to choose a game and write how the gameplay mechanics are suited to fit the game. We then discussed Story and Narrative as well as the different structures and styles in which a story can be told. My next task was to write a definition for a narrative structure and then write about a game that follows that structure, I chose the Hero's Journey. I had to write if the game was Linear or Non-Linear and if it was a Single or Multi Strand game.
Gameplay
Titanfall 2’s gameplay and mechanics are suited to the fast pace first person shooter combat experience. The player has the ability to run on walls, double jump and use different abilities like a grapple and super speed to traverse the map quickly and efficiently. Being in a titan is the opposite, where you feel more powerful but also a target due to your size. The counter to being so powerful is that they are also enemy titans just as powerful as you and in multiplayer you will have situations where there could be multiple titans which is where the agility of the pilot comes into play to make a quick escape. All of the mechanics will have to be used and mastered to play well and efficiently which is why the gameplay is matched to fit the game.
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Story
The hero's journey is a classic structure for a story in media and especially in video games. It involves the protagonist leaving their current life to travel on a quest to solve a problem to to reach a certain goal. Jedi Fallen Order uses the hero's journey format as Cal, the protagonist, leaves the place he was hiding to escape the Inquisitors and eventually forms a team to retrieve a Holocron that could save the galaxy. It is a non linear game as you have flashbacks showing the player how to use certain abilities that will help you progress the level. You also have to return to certain planets and go through the level again to get to a different part that you might only have access to once getting a certain ability. It is also a single strand game meaning you only play as Cal with his journey being the only relevant story.
Session 3 - Challenge, Rules and Rewards
In this session we discussed challenge, rules and rewards in videogames and how they're balanced to give a better experience to the player. For the tasks I was to research the concept of challenge rules and rewards and write write a reflection of my understanding of this. I then had to choose two games I thought where good at this system and explain why, then one game I thought didn't pull of this system well and explain why.
Reflection
Challenge in video games is a situation like a puzzle or a boss battle where the player must use all the skills they've learned to overcome the obstacle. Challenge is not the same as difficulty though, a challenge is something that needs to be possible to beat and not make the player have to cheat to surpass it. There are different sets of rules depending on the game you're playing, whether they are based on real world rules or link to a game's unique mechanics. Every game should have a set of rules the players respect as if not players will try to find loopholes and break the game or just become disengaged and stop playing. Rewards are a fundamental part of any video game, as if you do something challenging for nothing there would be no point in doing it. The rewards need to be balanced to the challenge making players want to do something challenging if they know what it's worth. This is also important to keeping a player base as if there are no rewards worth competing for the game will lose any purpose to the player.
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Good Examples
The mobile game, Marvel Contest of Champions is a good example of challenge and reward, there are many challenges that benefit the progression of the player. Not only can higher level champions be unlocked by the player's continued progression but there are certain milestones the player must overcome in game to be able to pay for higher tired regards with real money. Meaning you can't just spend money straight away to get everything. Another game that has good rewards for the challenges is Assassin's Creed Origins. There are challenges like the Elephant bosses and certain side quests like finding all the tombs and star alignments that allow the player to unlock outfits and weapons that you can't get anywhere else, while also giving the player a fun experience.
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Bad Example
One video game I've found does not do the reward system very well is Red Dead Online. Although i do like this game i will say towards the beginning of its release there was not much to do and no real reason to do it. By completing certain missions and activities you could earn money and gold, but you could buy everything with money or gold and gold was available for purchase with real life money, so there are no unique rewards you can't just pay for. There was also no real challenge that was fun for the player to repeatedly do due to a lack of content, although more recently these are being fixed, a lot of the player base has already lost interest.
Session 4 - Visual Style
In this session we discussed different visual and art styles presented in video games. There are four major art styles: Photorealistic, Abstract, Exaggerated and Cel Shaded. We also looked at different visual styles for menu screens and UI interfaces and how they can be incorporated differently in games. For the tasks we had to choose two games and write about their art style and UI and how they impact the game and link to the gameplay.
Metro Exodus
Metro Exodus has a photorealistic art style that makes the player feel immersed in the world. This is the only art style that would have possibly worked with Metro as the gameplay strives on putting you into the shoes of Arytom. You can feel every step you take in the world and your movement changes depending on what type of terrain you're travelling through. What helps make Metro Exodus so immersive is the User Interface. There aren't any health bars or stamina so you know how much they're full, to know how much health you have depends on the character's physical condition. There might be blood around the screen and your taking deeper breaths to show you need healing. Also when running you will eventually slow down and will have to wait until Artyom has stopped panting. There is also no map or any type of pop ups on the screen, everything you need you have on you like your compass to show where you need to go, a clock to show the time and when your air will run out in a radioactive zone and the most important, your backpack. At any point you can pull out your backpack to craft items or check the conditions of your weapons, although to craft more items and modify your weapons you will have to explore the world to find crafting stations. Opening your backpack doesn't pause the action and often if you're not resourceful you could be in a situation where you need to find cover and craft some ammunition quickly so you survive.
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Overwatch
Overwatch has a very different art style being more cartoonish and smooth in its textures, being more like a mix of cel shaded and exaggerated art styles. Its User Interface is more like a traditional first person shooter but with a few extra things. In Overwatch it's important to know how much health you have and the cooldown of your abilities so they are displayed on the screen but aren't too big so they don't get in the way. With each hero having different weapons and abilities you also need to see who you're playing as and how much ammo you have until you need to reload so they are also displayed on the screen. One of the more important things displayed is your ultimate ability cooldown showing how long until you can use it. You don't have a map but what you do have is an objective marker which will change depending on what gamemode you're playing. For example when capturing an objective point it will display a percentage which shows how long you need to keep it captured until you win or lose. This helps the gameplay as a team could make a coordinated assault just when the other team is about to win.
Analysing Gameplay
These are 3 Game Reviews I did for the end of Project 2 which show I am able to critically evaluate a range of games from a game player perspective.
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Dead Space
https://docs.google.com/document/d/13BXsIsQHYqqCrQb9UMCx7ihT9igsAru9uzrsbyo9qXs/edit?usp=sharing
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Metro Exodus
https://docs.google.com/document/d/1CtWohEFEobBWUjQsrf-d0ZN5pOFgsK1fLw85D1DZp-g/edit?usp=sharing
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Dishonoured
https://docs.google.com/document/d/1ZaZvg17S2mxtNCo3Z-G_KrQvMAYbg3ecd1c0vykVutY/edit?usp=sharing
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Reflection
I chose 3 games which I thought had unique gameplay aspects I could write about and User Interfaces that were all different to each other so I wasn't repeating myself too much. If I was to do this again I would try to write more about different aspects of the games like visual style, challenge and rewards and storytelling instead of every gameplay feature.
Project 3 - The Significance of Age, Gender and Culture
This Project covers Technical skills
CPGD 3 - Understand the significance of age, gender and culture on Game Design.
Age
Age is an important factor in video games as age ratings can inform parents what content will be in a game. Age ratings also make sure 18 rated games can't be sold to children under that age however many people disregard the ratings by getting a parent to buy a game for them. Age ratings allow parents to determine when they think their children should be allowed to play different games. Some games that appeal outside their intended demographic include Rocket League, Minecraft, Super Mario, Sonic and Fortnite. All of these games appeal to a wider audience by having smaller amounts of violence and explicit themes while still having fun game mechanics. Some games like fortnite can avoid themes of death by having no blood and having the characters when they die, digitalize as if they haven't died.
Gender
Gender representation is very important in video games especially for the main protagonists. The majority of protagonists in AAA titles are white males but in recent years there have been more games with multiple choices for your character. A good female representation for a main character is Aloy from Horizon Zero Dawn who isnt over sexuaized and is just the same as male protagonists with the same amount of character development. Jesse from Control is also a good representation who also isn't sexualized and makes her a powerful character. Bad representations of women in video games are things like Dead or Alive xtreme beach volleyball where the entire point of the game is to over sexualize all the women and to just see them in bikinis. The early Tomb Raider games are also a bad representation as the appeal of the main character was revealing clothing and over exaggerated features.
Culture
China has many different censorship laws like anything that includes drugs, blood or sexual themes as well as anything that goes against the government. Battlefield 4 was banned for discrediting China's national image as well as threatening national security. Animal Crossing New Horizons was banned because players were creating anti government messages in the game with the custom pattern tools.
Significance of Age, Gender and Culture
This is my final essay on the significance of age, gender and culture in the games industry. For this essay I tried to extend more on the points I made in the previous work for this project. My main improvements were for the gender and culture sections. For Culture I wrote about censorship laws that deal with religion and a countries history. In gender I wrote a lot more about the representation of women in videogames and how it has an impact in the industry. Overall I'm quite happy with my final essay and the different points I was able to cover.
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https://docs.google.com/document/d/1uMeHMbC-pPiaHQ4IHGw-X-2YcWzWJS5VH0hwFrFEdtQ/edit?usp=sharing
Project 4 - Core Principles of Game Design
This project covers technical skills
CPGD 4 - Be able to Critically evaluate a range of games from a game player perspective.
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Endless Runner Game
For this project I created an endless runner game in Unreal Engine 4 following a tutorial series. This project got me a lot more used to Unreal Engine, especially the blueprints that allow you to program different features of your game. Overall I would have liked to customise the game by adding my own character and changing the textures of the path and objects, but was unable to due to technical issues. I wrote a concept document that further covers the details of the game and story.
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https://docs.google.com/document/d/1iBUpkaM-IYhXtoXZEk2Ck-FZCXf6NLCtK9XVAoOmMNE/edit?usp=sharing

