Structural Framework
How do the rules and conditions of the game create conflict?
With Spore the conflicts is when it comes to evolving, the
starting areas creates conflict when trying to evolve quicker. You start off
small and have to grow but in order to do that you must either eat other cells
of your size or food that is relatable to you; however the conflict is that you
can get eating by bigger cells than you thus creating conflicting with you.
Dear Esther
Dear Esther doesn’t really have any rules and conditions so
it doesn’t really create any conflictions with the play through. Sure there are
boundary walls for where the player can walk but nothing in the way of creating
a limit for the player. The game has a very set path and is very linear but
that’s it, it’s only rule is follow the path, listen to the story and enjoy the
experience.
What are the interactive experiences provided for players in
the game?
Dear Esther
This game doesn’t really provide any major interactions for
the player other than following a path and listening to the story, I guess that
in itself is the interaction of the whole game really. This minimal interaction
creates a whole different experience for the player for how they feel about it
being a ‘game’.
Does interaction create meaningful play?
Dear Esther
Aside from the only interaction of walking then yes it
creates meaningful play in that the players wants to find out what happens in
the well constructed story but there isn’t a set goal or achievement for the
player.
Aesthetic Framework
What does the game look like?
L.A Noire looks like it belongs in the 1940’s, more so it
does. In fact it is set in the year 1947 ‘amid the post-war boom of Hollywood’s
Golden Age’ – (Rockstargames.com, L.A Noire).
What are the possible visual influences?
L.A Noire is heavily based on the aesthetics from the film
Noir. Its theme and stylistic elements are based on the films of this era and
the style that was around back in 1947. The slang term ‘Gum-shoe’ is also a
reference within game that can be seen.
Does the game offer intertextual references?
What other aesthetic qualities does the game present –
movement, sound?
The sound of L.A Noire is based off the time and era of the
year that it’s based on. This can range from the sound of the classic guns that
were around back then to the music with its jazzy cabaret style.
Company (do they have a ‘house style’)?
L.A Noire
L.A Noire is published by Rockstar whose games are famous
for being sand box games. Sand box games gives the ability for the player to
free roam normally around a city and complete parts of he story line to further
progress in the game. Rockstar are famous for their series of Grand Theft Auto
series and this game doesn’t differ a lot from this style of game. This then
really is part of their ‘House Style’.
Target audience
L.A Noire
L.A Noire is targeted at people that may have played
Rockstars previous games such as GTA (Grand Theft Auto) and likes the style of
a sand box game; however this game is targeted at the type of people that like
the style and era of the game and so appeals to the other generation of people.
The age range is from 20-35.
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