Posts tagged Digital Games
The first full game project I was involved in, Mina – The Incredible Blowfish was created during my first semester at the IT University for a game design course. My areas of involvement included design and documentation.
Mina – The Incredible Blowfish is a casual action game that puts you in the guise of a cute and harmless fish named Mina, struggling for survival. You’re living in an aquarium with several other fish with which you will have to share food and space. In the end it comes down to the basics: “It’s survival of the fishiest”. To survive you will have to inflate and not only appear to be larger, but in effect transform into the Monster Fish, your inner demon, so you can defend your territory and feed. You can only transform when under stress and generally the other fish leave you to yourself. The clock is ticking, so what can a small fish do?
You must become the Hunted to become the Hunter.
Anger your fellow fish by biting them so that they will become annoyed and attempt to eat you, and then the fleeing starts. Dodge and run from your victims to avoid being eaten until you’ve become so stressed and scared, that you will be able to inflate and transform into the Monster Fish, but if you swim too fast they will cease the chase and you will start calming down. When you do transform you’re ready to unleash your wrath in a storm of teeth that will make the water very dangerous for your enemies, and the watery world will be yours.
CritEmote was my second addon for World of Warcraft. Whenever you performed a critical hit, you would accompany it by an emote. Various options where available for limiting the amount of emotes, selecting the type etc. Originally it was called SpellCackle. It never reached the same “popularity” as Fury though, but it does work as of the latest World of Warcraft patch.
Fury was my first addon for the MMORPG World of Warcraft. It was aimed towards Warriors and it was discontinued after Blizzard removed the ability of addons to automate the selection and use of abilities. I had great fun making it though, and it lessened the hardships of getting up at 3 AM combined with running Molten Core for the millionth time.
The following is from the readme:
This addon is an attempt at simplifying the DPS aspect of Warrior combat.
To use Fury, simply set up a key in the keybindings menu or make a macro containing /fury, and press this repeatedly when in combat. Each keypres will attempt to activate a warrior ability, running though a list with different requirements for each ability.
Fury covers the following Warrior abilities:
Furthermore it also covers the talent Tactical Mastery, the PvP Plate Gauntlets (Hamstring improvement) and the Troll racial Berserking.
The current logic being used is outlined below:
Rend (PvP only)
Disarm (PvP only)
Mortal Strike / Bloodthirst
Heroic Strike / Cleave
/fury – uses Fury
/fury help – prints help text
/fury toggle – toggles Fury
/fury debug – toggles debug mode
/fury attack – toggles the use of autoattack. Experimental.
/fury ability <name> – toggles the use of abilities. Must use correct names with capitalization, ie. Heroic Strike, Rend etc.
/fury dance <number> – sets rage allowed to be wasted when switching stance (“dancing”)
/fury rage <number> – sets maximum rage allowed when using abilities to gain rage
/fury bloodrage <number> – sets minimum percent of health required when using Bloodrage
/fury hamstring <number> – sets maximum percent of health allowed when using Hamstring on NPCs
/fury berserk – sets minimum percent of health required when using Berserk
/fury threat – enables Cleave or Heroic Strike based on current settings
/fury stance <name> – sets stance to return to after switching stance. If no stance is selected it will return to your last used one. Must use correct names with capitalization.
I’d like to give a special thanks to sarf and Trimble Epic, my two mentors who put me on the road of addon-making. Also thanks to Shears of Emerald Dream for extensive testing.
This isn’t the most recent version (I believe 1.14 is) so if someone by some weird stroke of insanity should have that, don’t hesitate sending it my way. It’s about 4 years old, so I haven’t been able to track down much about it.
An article I wrote for my first semester on the IT University.
Most people enjoy a good movie or book; some people enjoy acting while others enjoy writing. And then there are some who enjoy all of the above. Role-playing games combine these elements (entertainment, acting and authoring) allowing the participants to come together co-authoring a story. While there are various reasons for partaking in role-playing one of the central ones is that of being in a story with memories of grand adventures, shared by your fellow players, being immersed in a fantasy world (Fine, 1983).
The basis for this paper was my own puzzlement surrounding RPGs. Having been an avid role-player for around 10 years, I have engaged both in Tabletop Role-playing Games (TRPGs), Live Action Role-playing Games as well as Computer Role-playing Games (CRPGs). I found there were quite different experiences playing RPGs compared to CRPGs. After having tried playing Massively Multiplayer Online Role-playing Games (MMORPGs) and reflecting on the different play styles of the games, I noticed that when on the computer, I never really felt as if the story was the story of my character, nor the world as fantastic as it should have been. Rather the setting often felt hollow and unreal, and the story was that of a stranger, with me as an onlooker. This outlook isn’t uncommon among role-players that categorize CRPGs (and MMORPGs) as mere character-builders, where role-playing isn’t needed or fun (Dormans, 2006; Barlow, 2007). One player Gilgamesh claims that “Computer RPG’s are Ego Masturbation” (2007) and focus on selfaggrandizement and the ability to conquer by whatever means necessary. And I am inclined to agree.
My theory is that “Tabletop RPGs usually are more compelling than their digital counterparts, since they in a greater degree allow for openness in the world”. In this paper I will delve into my theory and find the key differences between the two game types that make the experiences so different.