Friday, 20 January 2017

Gameplay Of League Of Legends

Gameplay Of League Of Legends

Interaction Model
Each game needs to have a certain interactivity in order to be enjoyable, no matter whether it's a character control, decision making, point and click or any other model. It needs to be enjoyable enough for the player to feel that he/she has an impact on the game.

In League of legends the player controls each champion by using the mouse and the keyboard. Right mouse button is used to command the champion to walk to a selected spot. Champions abilities can be used by using the keyboard and pressing the Q, W, E, and R buttons. Apart from champion abilities there are also summoner spells which are assigned to buttons D and F. Apart from these basic control there are also addition shortcuts such as pressing G to ping on the map or SPACEBAR to center your camera on you champion. Item slots and trinkets also have hot keys as some items can be used. These hotkeys are 1, 2, 3, 4, 5, 6 and 7. And in order to interact with the interface the player can use the left mouse button.
Full image source: https://i.ytimg.com/vi/TmngYOf5kfk/maxresdefault.jpg

Apart from these basic controls there are additional key binds such as TAB to open the scoreboard, P to open the shop, Z to expand the chat history, C to open character menu, ESC to access the options etc...

Single Player And Multiplayer
Each game has certain mechanics which make it more suitable for a single player or a multiplayer game. League of legends as a MOBA (Multiplayer online battle arena) could never be a singleplayer game.

League of legends is a game highly based on multiplayer every match is a 5v5/3v3 PvP (player vs player) or 5v5/3v3 PvAI (Player vs artificial intelligence) The only single player that exists in the game is in a form of the tutorial and a custom game with bots only.
Image Source: http://s.lolstatic.com/site/2016-season-update/771027dc9533e4950f1dee80b9e00ceb8d4dbcca/img/new-champ-select/position-select.jpg

Game Settings And Narration
Game settings and narration creates the mood of the game. League of legends doesn't have a narration as each champion has a separate lore and background however, it does not affect the gameplay as much because it is a game that is so heavily based on multiplayer many people aren't too interested in the lores, setting and the narration.

There is a couple of different settings for the game as there are multiple maps. There is Summoner's rift which is the games most popular map as it is the main map for the 5v5 games. This map has a theme of a forest with various camps in the jungle. It has 3 lanes and the average game time is 30-40 minutes. A second map is called twisted treeline which is the 3v3 map. This map has a very dark and gloomy theme. It is smaller then summoner's rift and is limited with the jungle camps. There are only 2 lanes instead of 3 and the jungle contains 2 altars which can be secured by players and controlled for bonuses which can gain advantage over the enemy team. The last map in the game is the howling abyss which is another 5v5 map. It is the smallest map in League Of Legends and is set on a braking bridge in Freljord, a very snowy kingdom.


Summoner's Rift

Image Source: http://cdn.cheatcc.com/news_images/Riot%20Games%20discusses%20how%20to%20navigate%20Summoner%20Rift's%20new%20Design.jpg

 Twisted Treeline

Image Source: http://vignette2.wikia.nocookie.net/leagueoflegends/images/c/c2/Treeline_map.png/revision/latest?cb=20121025183608

Howling Abyss 

Image Source: http://vignette1.wikia.nocookie.net/leagueoflegends/images/5/56/Howling_Abyss_WIP.jpg/revision/latest?cb=20130325214329


Goals
Each game needs to have a specific requirement or a goal in order to be fulfilled. Without such a thing the game is just empty and will often end up not being enjoyable. Some games use this to crate a nice mechanic of grinding resources, other games try to make each quest or objective unique in order to reduce the repetitiveness of the game. It is important to remember that in some scenarios although the goals are different the gameplay isn't affected as much. in some games it's the complete opposite, although the goal remains the same the gameplay is different with every single match.

The goal is simple and the same every single match. No matter what map is played the main objective of the game is to destroy the enemy nexus, or force the enemy team to surrender. In order to gain access to the enemy nexus a certain number of towers and inhibitors have to be destroyed. For summoner's rift a minimum of 5 towers and 1 inhibitor have to be destroyed and the maximum of 11 towers and 3 inhibitors can be destroyed. On howling abyss a 4 towers and q inhibitor has to be destroyed, and on twisted treeline a minimum of 3 towers and 1 inhibitor need to be destroyed and the maximum of 5 towers and 2 inhibitors can be destroyed.
Image Source: http://riot-web-static.s3.amazonaws.com/images/news/June_2014/SRDB3/srdb3-8.jpg


Challenges
Apart from the main goals of the game there are also certain challenges in it. Apart from destroying the nexus their are additional objectives called dragons and Nashor Baron. Once slain, dragons provide a minor buff to the team that defeated the dragon. There are five different types of dragons, four of them are randomly selected to be spawned within first 30 minutes of the game in the dragon pit. Once slain another dragon type is randomly chosen to re-spawn after a while, and 1 dragon type can only spawn up to 3 times. The dragon can spawn as a fire, wind, ocean or mountain type. Fire type increases the damage of all allied champions. Wind type increases the movement speed. Ocean type increase the regeneration of mana and health when out of combat. Mountain increases damaged dealt to epic monsters in the jungle and structures such as towers. Apart from the 4 types their is also an Elder Dragon which only spawn after the 35th minute of the game. This dragon is significantly harder to kill as it grants a greater buff. Once killed this dragon will double all the bonuses granted by slaying previous dragons and add additional damage for your whole team for a certain amount of time.

Fire/Mountain/Ocean/Wind Dragon

Image Source: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf451WvPaBRMmnVglyLcHE7vNkU4btiD_kO-xaFh1_-3McFE1G8qBh8qFExh9ex5_z_URJOWK4fMZ1OuOZZ-i8rwoEqPOsiUGgSA8Q9mJ64y_jhSfX8LTF_xmg0w_IreYSianYHHc36YY/s640/%255EFFDDA78945E1D6C0F99381C91E7B75158CA848C6DD883E16BC%255Epimgpsh_fullsize_distr.jpg

Elder Dragon

Image Source: http://vignette4.wikia.nocookie.net/leagueoflegends/images/b/ba/Elder_Dragon_Ingame.jpg/revision/latest?cb=20160427204138


Baron Nashor

Baron Nashor is an epic monster which is harder than a normal dragon yet easier to slain than an elder dragon. Baron often requires 3-4 people in order to be slain. Some champions can kill Baron alone in the very late game once they have achieved a full build (A full build is when a player gathered enough gold to fill up all the inventory slot with fully upgraded items and can no longer buy any thing else unless he sells something). Once slain the baron grants 40 attack damage and ability power, an empowered recall and an aura which buffs all nearby allied minions to all allied champions that were alive while it was slain. If you are dead while it was slain you will not receive the buff, dying will also cause you to lose the buff.
Image Source: http://vignette3.wikia.nocookie.net/leagueoflegends/images/5/5b/Baron_Nashor_VU.jpg/revision/latest?cb=20140618120136

Rewards
In order to keep the players interested and give them a feeling of accomplishment games need to give them some sort of rewards in order to satisfy them and keep them interested. A gameplay can not leave the player with the feeling of emptiness and without a reward as the players would lose the interest of spending loads of time without receiving something in return.

The game offers a couple of rewards after completing each match. The most common rewards is the gain of experience points and IP (influence points). Influence points are the in game currency which can be used to purchase runes and champions. Once the player reaches the max level he is given the ability to play ranked games. These ranked games award LP (league points) for winning and takes them away for loosing. Once the player accumulates 100 LP he is advance into a promotion which requires you to win 2/3 next games to advance a division or 3/5 next games if you are advancing to a next tier.
Image Source: http://i.imgur.com/Oz1Ogna.jpg


Apart from these basic rewards the game offers grades and levels for each champion. Players performance is analysed every match and then compared to other players who played the same champion. The player is then given a grade with the worst being a C- and the best being an S+.
Each champion can me mastered up to 7th level. however when a player reaches level 5 with a champion he needs to gain 2 level 6 token which can be gained by achieving an S- or above in a match. Once the player advances to a mastery level 6 he will need to gather 3 level 7 tokens which are gained by achieving an S or above in a match.
Image Source: https://i.ytimg.com/vi/4gsGMXzOzBc/maxresdefault.jpg

Moreover, players are granted rewards at the end of each season, this rewards are given away based on players ranked status. If the player does not play ranked games and doesn't have a rank he gains no rewards. The better tier the player achieved the better rewards they receive. Apart from these rewards the player are occasionally given free chests and skins as well as summoners icons in case of some events.
Image Source: https://cdn.mmos.com/wp-content/uploads/2015/10/leaguenewslong02.png


Player actions
Players need to have some control over the game and some interactions in order to feel their impact on the game. In league of legends this this is well presented and polished. The whole gameplay is based on player actions. Each match has a different result and different strategies dependent on the skill of players in the match. The players can perform many actions that have a huge impact on the game. Players have to choose champions to play, some champions are stronger then other giving the player an advantage however, if the player is at a lower skill level a champion advantage may not be enough to win. Apart from the champion selection the player also has to choose masteries, runes and summoner spells which highly affect the gameplay.

Blue Sentinel & Red Brambleback

Image Source: https://lolstatic-a.akamaihd.net/frontpage/apps/prod/preseason-2017/en_US/bacfc709a7c45bccfa11dbee310f9aa166b56f51/assets/img/gameplay/camps/blue-red-full.jpg

Finally the main impact of player actions is how they play. The player needs to be good at last hitting (killing the lane minions to gain a gold advantage) or be a good Jungler (being a Jungler means playing in the jungle and killing the jungle monsters to have enough exp and gold to be useful while ganking and helping out all the lanes). The Jungler often has a high impact on the game as it is their role to secure objectives such as red and blue buff, dragons and Baron Nashor.

Rules
Each game has a set of rules, tips or guidance that should be followed by players, not necessarily to follow the games goals but just in order to make the games more challenging and enjoyable. There is no proper set of rules in the League of legends apart from the mechanics and limitations created by the coding. However there is something called The Summoner's Code. Created by riot (league of legends developers). The Summoner's Code is a set of ideas on how summoners should act while in the game. This code is suppose to help players act appropriately and not offend others.

Difficulty
The difficulty of the game must be matching the players abilities in order for him to find the game either enjoyable or challenging in a good interesting way. The game's difficulty is a very odd topic to talk about when it comes to league of legends. The game itself does require a certain amount of time and effort to be put into it. It is not easy to learn all the "meta" picks and the mechanics straight away. It takes a lot of time to get used to the items and balancing issues with the champions especially that the game is being updated all the time, however once the player gets the hang of the games main mechanics the only thing that determines the difficulty of the game is the players skill. Games at a higher ELO are significantly harder but are also played out smarter. The players know their champions better and have spent more time with the game meaning they are more likely to think things through and plan out a certain strategy rather then run around the map collecting empty kills that don't help as much as other objectives could. The main conclusion is that the difficulty isn't set by the game, but by the players and their skill.
Image Source: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrMp0pQ9HAQjSlylvBsATfmNeJAA_n5xgsYc_NKvVABQ4IZk3vP25yQ1cFeRlx2mJHziJsqHR5pDifhk3DylYzcznf8bXVCWQY4RbGuJvat-TQAjZk-KKVzZw2-xW6uMlel9-HvTZRr7Q/s1600/emblems.jpg

Game Mechanics
"Mechanics" is a very important term for league of legends and it's gameplay. The Game Mechanics can be split into many different categories varying from role's and lanes, to champions and item builds. Different champions will have different combinations of abilities and items requiring the player to know many different mechanics and counter-mechanics or at least some general knowledge on what to do. Roles and champions which heavily rely on gold and items will often need to mechanically drag the game to late-game. Other champions however may require the opposite.

The main Game Mechanic that every player should know is the role difference. Champions are usually split into roles such as AD carry, Support, Mid lane (Assassin/Mage), Top laner and Jungler (Both of these roles being a tank, an off-tank or a bruiser) Each of these roles have a different mechanical structure in their gameplay. Typically a Top laner and AD carry would heavily rely on farming money (killing lane minions to gain gold advantage), Mid laners (Assassins and Mages) will often have to rely on something called snowballing. Snowballing is gaining kills early on and concentrating on killing the enemy champions in order to gain advantage by reducing enemies ability to gain money by farming etc... Jungler will rely on killing monsters from the jungle and helping other lanes. A Jungler will come to a lane if he sees an opportunity to secure a kill, after helping a lane the jungle will collect a "Tax" by killing a couple of lane minions. The Support has very unique mechanics as it doesn't rely on any of these. Support champions usually lane with the AD carries, in order to be able to give their AD carries the highest advantage, the supports don't kill lane minions. In order to gain money a support can buy a money income item which allows it to gain money by damaging enemy champions, killing some minion (with an adequate the gold is given to both the support and AD carry), or by just being around minions that die.

Apart from these mechanics there are also some counter-mechanics such as Armour and Magic Resistance. There are 3 different types of damage in league of legends. These are, physical damage, magic damage and true damage. physical damage can be blocked with armour. The more armour a champion has the higher percentage of physical damage is reduced. This can be countered by building items with armour penetration which causes physical attacks to ignore a certain percentage and/or amount or armour to be ignored. Magic damage can be reduced with magic resistance, the more magic resistance a champion has the higher the percentage of magic damage is reduced. This can be countered with magic penetration which causes magic attacks to ignore a certain percentage and/or amount of magic resistance. True damage however can not be reduced using any armor or magic resistance. In order to counter this damage it is good to have some Shields (Temporary HP lasting around 5-10 seconds) or building items which gain your champion more health.

Each character has 1 passive ability, 3 basic abilities 1 ultimate ability, 6 item slots and 1 trinket slot. Some characters vary and have less or more abilities. In order to buy items you need to gather gold by killing enemy champions and minions. Buying items gain you an advantage. In order to win the game enemy nexus has to be destroyed or the enemy team must surrender. A surrender vote is available since the 20th minute of the match.

(The explanation above is only a brief idea of what league of legends mechanics are like. Apart from this there are many more other mechanics such as runes, masteries etc...)

Balance
Balancing is an issue in every game,games must be balanced in order to keep their appeal and be enjoyable and fair. Playing an unbalanced game can be really frustrating and less appealing to the player. League of legends keeps their balancing withing the game in a very good way as they analyse what is play the most and what is played the least and then decide on what needs to be changed in order to appeal to the players. Riot games tries to satisfy league of legends community by listening to the constructive feedback provided by it and implementing it into the game. If a certain champion is overpowered and is constantly played by the players it is later on changed to be less powerful. This is especially observed by riot when the League championship series (LCS) is happening. Riot observes which champions the professional players play the most in order to decide the adjustments that need to be done in the future updates.

An example of adjustment being made to a champion

Image Source: http://i.imgur.com/7LvSvnZ.png


Feedback
Each game needs to be able to provide some sort of feedback to the player. Players can receive feedback in order to know what they managed to achieved throughout the quest, match, mission or whatever the gameplay element of the game is.
In league of legends player doesn't receive much combat from the game itself as most of the game is about players individual skill. The only feedback provided by the game mechanics itself is the champion grades and levels which i have explained in the reward section. Apart from these grades at the end of each match the player is provided with a screen which provides him with the information about all the kills, assists, deaths, minions, gold earned etc... This screen provides a lot of useful information and feed back which can be analysed by the player. If the player wishes to access additional information a special graphs can be viewed. These graphs allow the player to select specific things to be viewed on the graph making it easier to compare certain things with other players.

Graphs after a finished game

Image SourceĊ http://s135.photobucket.com/user/NeoNalrah/media/OPOlaf2.png.html


Game Structure (Flowchart)
A basic flowchart explaining how the games usually go (a very rough and basic flowchart)


Thursday, 12 January 2017

Visual Style Of Darkest Dungeon

Visual style Of Darkest Dungeon

World
The rules, visual presentation and the world of the darkest dungeon. Darkest dungeon is fantasy, based on a point and click mechanic world with a unique system and a very interesting story behind it. The only elements and playable areas of Darkest dungeon's world are the Hamlet, 5 different dungeons with unique bosses, and the camp near the hamlet which is occasionally available in an event. The visual style of the game speaks for itself as the first words associated with the style are, dark, rough, difficult, worn. Unfortunately for the player, the experiences of the game only reinforce this setting.
Image source: http://cdn.gamer-network.net/2015/usgamer/ddpreviewscreen1.jpg
The art of the game is 2d and is very cartoon alike however it is still very dark and depressing. There is a custom pose for each characters affliction and normal state. The art essentially make the game look like a moving painting. The art is extremely suitable for the game and is also a very unique feature as not many games nowadays aim for a dark, cartoon alike painting look. The art style of the game is outstanding causing it to be a very important aspect of the game and its setting.

Character Of Darkest Dungeon.
Many people consider Dismas, Reynauld, Paracelsus and Junia to be the main characters of darkest dungeon as they are the first four heroes that complete your first party. Using these 4 characters you complete your first quest after the tutorial. Every character is 2-d cartoon designed with unique abilities and stats.
Image source: http://i.imgur.com/S6uPDid.png
Each character has unique attacks and animations. The art style highly matches the characters and the dungeons matching the depressing difficulty of the game. Character's art style is just as dark and gloomy as the dungeons and the enemies. Instead of giving the party members a hero alike look the art provides them with a characteristic mysterious style of a dark adventurer.

NPC - Non Playable Characters
Apart from the playable "main" characters. There is a very important NPC that is with the player throughout the whole game, the narrator. The player is never told the real name of The Narrator and the only piece of information about the narrator supplied to the player is that it is your Ancestor who sent you a letter requesting help. The narrator is the most important because his narrations slowly reveal the story to the player. Narrator also ends up being one of the bosses in the late game.
Image source: https://www.destructoid.com//ul/336403-ancestor.jpg
Apart from the narrator there is a lot of different enemies which can be found in different dungeons as well as the NPCs in the hamlet which you can pay to upgrade the buildings and characters or purchase trinkets which are used in expeditions. All hamlet NPCs have portraits which suit the buildings they are assigned to. Moreover all the enemies are well designed to suit the dungeons they can be found in. Some enemies are neutral and can be found in every dungeon,these enemies have a more human alike look. Other enemies which are dungeon specific have more suitable design to match their dungeons. An example of this would be the enemies in the dungeon called a cove have a more fish alike design. This is a very important aspect as it gives each dungeon a unique look and feeling when playing them, therefore the game doesn't look like you're fighting the same enemies in every single dungeon.

Feedback interface
After each expedition a feedback interface appears. This window allows the player to review how much gold and how many treasures such as busts, herbs, portraits, deeds and trinkets the player collected throughout the last expedition. The window and rewards are different depending on whether the main objectives of the expedition have been achieved or not.
Image Source: https://lockesjourney.wordpress.com/2015/10/27/darkest-dungeon-then-and-now/
Image source: http://www.spritesanddice.com/file/darkest-dungeon-quest-victoryjpg
After the player has viewed the amount of gold and treasures collected another window will show up informing the player of all the new quirks and diseases that the explorers got while or after finishing a dungeon. If any of the party members died it will also be displayed in this window. These windows are nicely styled, fitting the whole mood of the game and all the characters. Displaying all the portraits of your party members as well as showing their resolve experience and stress. A very nice feature not only gives the satisfaction of finishing an expedition, it also provides a lot of information and is nicely styled to fit the game and its dark style aspects.

Perspective
The perspective of the game and the characters is essentially a point of players view. In darkest dungeon it is a 2d third person point of view. We as a player see the party members and the enemies from the side. while travelling and exploring the dungeon we are slowly scrolling from one side to another through the corridors.
Image source: http://www.usgamer.net/articles/darkest-dungeon-pc-review-perched-on-the-precipice
Personally I believe that the perspective is not that important in this game as it is about making the best out of a terrible situation. The game has fantastic art and an extremely well designed characters and stress system. This game is all about thinking and trying to reduce the stress and increase the chance of success. The perspective at which the characters are controlled perfectly suit the game and it's mechanic. Everything is easy to understand and clearly visible on the screen from this perspective.

Friday, 2 December 2016

Game Design Of Tetris.


Game Design Of Tetris.
I want to talk about Tetris as it has a very interesting concept of a game. Although it is not the first "beat your high score" game it still does bring in some very important aspects into the history of gaming. Some people even consider Tetris to be the most balanced game to be ever created, because of the way that the score multipliers, different shapes and increasing speed works. I fully agree with this opinion and will fully explain why later on in this post. Tetris has no proper ending however some people claim that they have completed it by achieving the maximum achievable score of 999999 Points. This forced the best Tetris players to come up with new ways to compare their skill as the point comparison was pretty much impossible with many of the players achieving 999999 points.
Image source: https://www.youtube.com/watch?v=Unjyveiz09M
So the main questions are... How, do professional Tetris players compare their skill and/or claim to be the best? And, Why, do some people claim that Tetris is the most balanced game ever?

The best Tetris players compare their score based on the amount of lines they have completed. However this comparison can be split into sub-categories. The comparison of the most lines achieved, allowing to see how many lines players can achieve before loosing, and the least amount of lines used to achieve the highest possible score of 999999. Total lines is not as popular and is rarely used by players. There is no proper reason for this apart from the fact that the second method which is to achieve the highest possible score using the least amount of lines is simply more fun and challenging for the players.
Image source: http://img1.game-oldies.com/sites/default/files/snaps/nintendo-nes/tetris-usa.png
So now that i have sorted out the skill comparison i can fully explain why many people (including myself) consider Tetris to be the most balanced game ever. The game is fairly simple however, that is not what makes it balanced. It is the adaptation to players skill. The longer the player plays, the faster the pieces get. The more lines the player completes at once the higher point multiplayer is applied. The more lines are completed the higher level is achieved. All player action slowly increases the difficulty. The only thing that limits the player, is his own skill. The more the player practices the better he becomes at the game and the decision making involved within the game, a simple mistake such as placing a piece wrong way round, that may cause a new player to restart will most have no impact on more advanced players.

But hold on a second, if you think about it... isn't that the case for every game? The more you practice the better you get. so why does it specifically apply to Tetris. Well... it is because of it's simplicity. There is no items, characters, mechanics or game features countering each other and changing the course of each game. The only element that can not be controlled by the player is the randomness of the next piece that is going to drop. It may not make a lot of sense at first but if you play Tetris yourself the point of view that you have changes a little. This explanation may not have been the best and i am sure that you can find more entries and videos on Tetris that explain what i talked about better.