We tries to answer the question, up to which degree core elements of the first commercial PC games are still in use in current bestseller computer games. In order to answer this question, out of the genres action, strategy, adventure/rpg and sports four games each are analyzed that were said to be innovative or trend-setting. These games are then compared to the currently most successful games of their genres (according to sales statistics of Amazon.com). Some studies of game content rely on content analyses that explicitly code for such items as avatar appearance or actions within the game (Heintz-Knowles and Henderson, 2002; Okorafor & Davenport, 2001), but the more qualitative studies have been less forthcoming about how games were studied, other than the assumption that they were played and carefully thought about by the author.
Strategy games are usually games that require players not so much to have fast reaction skills, but encourage mid- and long-term planning and the development and execution of tactics. Strategy includes sub-genres such as real-time and turn-based strategy, simulation and puzzle games. For this paper “construction and management games” are also considered to be a sub-genre of strategy, although they are often considered to be a genre of its own. What follows is an analysis of five strategy games.
Hypothesis of such further research might be, that current games are more complex than historical games, that they are more open (meaning that they leave more possibilities and decisions to the player, while having less clear game goals), and are more story-based than older games. Also, more current games may apply more game design patterns than older games. Resulting out of such research might be the ambition for game designers to purposefully try to design games that can do without some of the well-proven game elements.
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