Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Question 1: Introduction of the games
- How is the player introduced to the games?
- Compare the two introductions, what are the differences and similarities?
- Compare the two introductions, describe positive and negative consequences of the
- introduction methods.
- Question 2: The games' gameplay
- Explain how to play the two games.
- Compare how to play the two games, what are the differences and similarities?
- Compare the two ways to play, describes the positive and negative consequences of
- the way they're played.
- Question 1:
- Metro 2033
- How is the player introduced to the games?
- - Starting the game presents standard difficulty options that make the game
- objectively easier/harder. Doing so superficially caters toward both experienced
- and newer gamers, but there is still very little explicit instruction or tutorials
- on the lowest difficulty setting.
- - Following some brief exposition, there is an introductory cutscene that is played
- in the first person. Doing so helps establish a player-protagonist relationship.
- - Introduction only spends a couple minutes before throwing you into combat. There
- is no tutorial, so the game assumes that you are familiar with the FPS genre.
- - The game shifts seamlessly through scripted events and gameplay. Cool at first,
- but this was especially frustrating since I seemed to lose control of the game at
- seemingly random points.
- - Design decision: early enemies are large and often travel toward you in a
- straight line. This makes them a perfect introductory enemy and help the player get
- used to the gunplay.
- - Once you are past the intro stage, the game jumps to the future in which the
- world has been ruined by the demons that you were trying to fight in the intro.
- - The game introduces new types of weapons to you slowly.
- Question 2:
- Metro 2033
- Explain how to play the two games.
- - Standard fps. Goal of the game is to navigate through scenarios and survive any
- encounters you have with demons. Levels are fairly linear, at least from the
- introductory parts that I played.
- - Other than the combat, there is some first person exploration. Doing so will
- provide the player with ammo and other items to give them an advantage when combat
- occurs. I'm not a fan of this because it rewards players who want to play the game
- to completion, and hurts the player who wants to play casually and just get to the
- end as quickly as possible.
- - The underground town serves as a central HUB. You can interact with NPCs, who
- serve as anything from flavor text, tips, bits of plot, etc. This only will cater
- to more experienced/devoted gamers who want to go out of the way to experience more
- of the game. This is fine, since doing so does not give disadvantage the players
- that are not interested in the more narrative aspects of the game.
- - From a design perspective, the HUB gives players a chance to take a break from
- the action since they are no longer pressured to do anything, except for advancing
- to the next stage when they're comfortable. However, some players might dislike
- that it breaks the flow of action.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement