Tuesday, July 2, 2013

Multiplayer Analyzed


              The game of my choosing is the one and only acclaimed game called Demon Souls from 2009. It is a really good RPG game that I happen to play during that year and underestimated the potency the game had to begin with since they didn’t release that many copies in the U.S. This is a perfect game for an example since it goes through both amazing aesthetically interesting levels and gameplay. It is both easy and clear enough for the beginning player and challenging enough for the experienced player as well. It is important that a lot of the elements in the game that you can pick up is glowing brightly along the environment (even though some of them are secret and hidden away).

              For the core gameplay this game shines beyond imagination. According to the book, it is fundamental that you would have to offer enough variation on the core gameplay without altering it. The game definitely allows the player to add their own tactics to the game and how to defeat their foes and also how to customize the character for its mobility and the attack patterns they can do. You are able to have light to heavy armor, so the heavier you are the less mobility you will have but the more you can take hits. The lighter you are the more mobility you will have but it is advisable that you will have to avoid most attacks instead of taking them head on. Weapon choice is also fundamental; heavy weapons will give you less mobility but more attack, and vise versa.

              Most players love using light equipment except for the weapons to get a good overall balance of power, defense and mobility. When you happen to “Invade” another players world, you can kill the player and his or her souls. That being said, when it comes to player v.s player combat, all sorts of players can experience a lot of different kinds of attack tactics created by other players, combos, and also armor/weapon combinations. The amounts of experiences are amazingly big and varied in the game since it has many different elements to choose from as well.

              The environment also carries a lot of potential during game play all around. It carries a lot of secret passages and hidden places in order for the player to use tactically (a player can hide themselves from the enemy then appear when their back is turned in order to stab them from behind, and etc.). The one thing about this game, when it changes to a single player mode to a multiplayer invading mode or partner mode, it doesn’t change the flow of the game play at all. One way they do this according to the book is having the environment stay the same when changing the type of game play mode.

              The environment is also nonlinear so it will make all types of player constantly interested in playing the level and having many different types of item, boss, enemy, and player spawn locations in order to have more dynamic type of situations. The way everything it set up for the player is to make it a challenge to kill all types of enemies when it comes to the location in the environment (undead throwing bombs from roof tops, black night hidden in a corridor, etc.). It is a good way to keep the beginners engaged and experienced players coming back for more since the game only gets harder and harder as you play it.

              The way the game makes sounds that are fixated on objects help the players experience feel more real as they progress during the game. It is essential that the sounds are unique for every type of species and players themselves (because everyone in this game has everything customized) in order to bring the flow of the game closer to the players liking. The way the sound works in this game is so natural that the players don’t even realize it is really there. Player’s location can be pinpointed when they make sound according to the location (a cave will make a different sound), distance, and volume of sound they are creating.

              Many different players appreciate the sound since they definitely use it to their advantage when they are fighting enemies or other players in other worlds. They can use a knife in order to make a certain sound on a certain location to lure the player there and tactically ambush them. Certain ways to use it to your advantage is hide in a location and wait for the enemy/player to get in the rage of your characters ear and ambush them from behind as well. It is also tactical to run away at times or just avoid certain enemies as well, so sound will help you pin point their location of the enemy and avoid them. It can also help you determine what kind of mobility they have, weapon they’re possibly carrying, and how much stamina they have as well. According to the book, sound for this game plays a big role in gameplay as well as the way many other aspects of the game is played out (like the story plot).

              The one thing that is really bad in this game is how heavy armor/weapon wielders play out in this game. Blocking with a shield or having heavy armor in the game will eventually be pointless since the game gets harder and harder as the player progresses and plays through the game. For example, in the early or second play through a block can become very useful instead of taking the hit head on (even if you use heavy armor), but in late game everything basically can become fatal even with a block. The way that works is really annoying if you spent all of your time making your tactics based on that type of mobility, weaponry, and stamina and you wont have a good chance of defeating boss levels at that point. I had yet to have seen a player use those tactics successfully with an advanced type of playing format. Expert players will most likely use the lightweight type of attack tactic and try to avoid the other enemy instead of blocking their attacks or taking them head on.

              Another thing this game doesn’t have that can be interesting (which is pretty bad in this case) is a cover system of any type. The one thing that annoys all types of players when it is multiplayer Vs. player is the magic and pyro-mancy attacks some use. It is annoying since those types of attacks always goes through most of players defenses (except magically defensive clothing, which is usually light but not enough defense. Some of them are also fast and can home into you so it desperately calls for mobility instead of heavy sluggish equipment wielding. It is hard for players to get past that fact, that being said many players goes through light equipment. The lack of a covering system may might as well be the lack of heavy equipment use in-between players in general.

                          To top it off, the game had many different positive reviews and it also had a lot of positive feed back. Many other games tried manipulating something that is similar to the game but not quite as the game, which makes it shine more from its uniqueness. It was grader the best RPG for 2009 and will be considered one of the top RPG games of all time. This game is all about the game play, so it only speaks for itself when you play it instead of reading articles about it. Anyone who hasn’t played the game should because they will appreciate it completely.

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