Monday, 19 January 2015

Extended Practice Game Play Mechanics and Collectibles Research: Spyro the Dragon

For this projects research stage, as I am working with Sophie as well, hows blog can be found here. we wanted to divide up the research so that we could equally look into different games as we went along through the project. Most of the games that we have looked at are very similar throughout as we are looking towards producing a game inspired by the 90s era of gaming, with games like Spyro and Crash Bandicoot. The way in which we divided up the research is that Sophie will be looking more towards art styles of games and the different ones that can be produced, along with looking at the story throughout the games and how it can be targeted towards a certain age range. I on the other hand am going to be looking more towards the game mechanic side and looking at games like the ones stated to see how that genre of gaming works as a platformer. I will also be looking at how the mini game idea can be taken into consideration and the size and layout of the levels to achieve the best design possible.

Game Play Mechanics:
To begin the research process, I started off by looking at Spyro the Dragon, the original game in the series produced by Insomniac Games in 1998. This game is largely what inspired us in the first place to go with the idea of creating a childrens game as it was one that we both played growing up, along with the next two in the series, as they are all very closely linked in terms of the game play mechanics. The character in question in a small purple dragon called Spyro who trots along throughout the level and also has a charge ability. The controlling is very simple in the game and he moves with ease across the levels. The style of how he runs is very fun and carefree, as he very much has a spring in his step as he runs around.

Then there are too more moves, he has a flame attack and can also jump and then glide around the level, making the navigation around the different worlds very simple. If there is a high platform it is obvious you have to glide from a high point to get to that area; the movement for this again, being very fluid and simple to control. This game is definitely one that we would be looking towards when it comes to the game play and movement of the character, its simplistic for children and only uses a few buttons on a controller.
Collectibles
The general game play is definitely something that we are aiming to achieve with our own game as it is an open-ish world that can be explored and there are items to collect along the way, other things to do like helping people and generally just having fun with this game series and it's simple goals without having an over-complex story line and game play. But what is the most exciting thing about this game is the collectible system featured in all of them. The way in which Spyro features collectibles is one of my favourite's throughout most games I've played. The way that the collectibles work are that they are scattered throughout all of the different levels to make up a total, as seen below, and this is then counted up to make a total throughout the entire game, giving you a goal to work towards. There is also the opportunity to save dragons in the first game, and collect eggs in the third, which again add towards the total as there is an overall number that you need to collect to get 100% in the game, or in Spyro 1's case, 120%.
So, in terms of what we want to create, looking at Spyro is definitely one of our main influences, the whole idea of the collectible system works so well and with the story of simply save the dragons and defeat the boss in the first game, the idea of having to collect the stolen treasure along the way just gives the player something else to do at the same time, as feature not many games include any more.

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