Here is some video game analysis which iv choose and played to then discuss the different aspects within the game and how they feature such things like “Ludic loop”, Roger Caillois, Agon, Alea, Illinx and Mimicry, as well as his Ludus and Paidia. BF Skinner and Oparant conditioning and the state of flow as well as other theory’s.
This will prove that I have the ability to play a video game of my choice and break it down.
This is an on going post which I will keep updating when I find something that interests me
Warframe: A free to play game open to anyone where you play as a futuristic ninja welding a huge verity of weapons of your choice. With multiple different characters with completely different ability’s allowing for the player to pick and choose their favorite depending on their play style. This game strongly plays on Roger Caillois discovery of Agon, Alea, Illinx and Mimicry. Allowing the player to compeat against other players to see who has the best “Warframe” or getting the highest score during PvE. Alea for when you log in you have a chance to unlock a special reward, that being bonus XP, Credits or 25% to 75% off your next purchase. Illinx thanks to certain scenarios that are present within the game like status effects or when your being hunted from a random boss encounter. Mimicry through the act of playing as a space ninja working towards a goal to aid the universe as a hunter and guardian that you are, and as the game presents a way of changing the balance of which faction is stronger the sense of fighting feel worth it with both sides giving you a bonus, either being money or items for their cause. Mihaly Csikszentmihalyi and his state of flow is also present here with the fluid motions this game presents and how fluid the animations are, you can easily chain together multiple combos through melee as well as fire upon multiple targets and use ability’s. It allows the player to feel like they are in full control with what they are doing in that world and as they fly through the stages it can give a player a sense of flow.
Dog Sled Saga: A game where you play as the role of a Sled Dog Racer. Allowing the player to purchase and look after dogs of different breeds, each having their own traits, getting to name them as well as learn their weaknesses and strengths when you consult the specialist in game after each race. So a sense of possession is there as well. Through playing the game you get engage in the ludic loop as you press and hold the space bar and let go at the right moment, from there the dog biscuit which allows your dogs to maintain speed or speed up. That is of course if the biscuit lands where it should. The ludic loop here works as you could think “I need more power in my thrown” or “too much power” as through the course of that biscuit going towards the dog of choice, you have no control over it. As well as the course being randomized one run could potentially have more obstacles so a sense of Alea is also present.
Spintires: A simulation game based around off road vehicles of different times, such as 4×4 jeeps, 6×6 trucks, lumber trucks, cranes and much more. This allows you to role play as a driver of such vehicle through very tough terrain, having to think about gear management, weight, your drive, keeping your gearbox in check and so on. With the ability to co-operate with other players sometimes other players who might have a larger vehicle can pull you out with a to-rope of sorts so a sense of co-operative play is there. The game also runs mostly through Paidia as your set loose on an open world where you can travel where you wish, in the vehicle you have chosen. Depending also which vehicle you choose can depend what you can do in the world, so for example if you have a truck which can carry tree logs, you are eligible to do some of the lumber missions. You are not bound to this though, no matter what vehicle you are currently driving, you can do as you wish. But it can turn into Ludus if you partake in the mission’s designed for you. A state of flow to a game like this is highly possible due to the game requiring a lot of skill to keep your damage low, keeping fuel efficiency up to get to your next destination and so on. It can be for new players to cause worry or anxiety as you simply can’t get your hear around the difficult controls, but once you learn the basic’s it can cause arousal which later becomes a state of flow as you can effortlessly change gear as you need to for certain parts as well as maintain your vehicle in good condition.
Planetside 2: Planetside 2 is a first person shooter in an open world where 3 factions fight for control in all-out war. Players can engage in intense battles that could last 15 minutes to 5 hours long and in one small section till one side falls back and the victorious ones can take possession of the fought land. For players to do this they can take possession of a squad or platoon filled with real players who work as a team. Commanders have to watch out for their squad mates as well as direct orders. With such a task, this can easily allow the player to go into a state of flow as the skill needed to keep a squad together and order teams to do specific things that could benefit the fight is a high demanding role. For the players being ordered they can also go into a state of flow as they play with a sense of ludus in a game that’s primarily run through paidia as their leaders order them to do what they are told. Bearing a first person shooter the state of flow is easily achieved through mechanics like kill streaks and achievements points to buy weapons, being shown how well you’re doing. Allows the player to feel like their part of the fight and are actually making a difference while countlessly killing the opposition for control with hundreds of other players around. As this game goes, this game hits all 4 of Roger Caillois spoken theory’s, Agon through competition, fighting for territory, Alea as you have a chance to be pared with a good or bad leader and depending on the enemies forces weather there more powerful or more strategic, Illinx through special weapons in the game and devices such as EMP’s, Flash , smoke and so on.
Grand Theft Auto V: An open sandbox which allows you to run around a world as a criminal and to do as you desire. Already this game seems to have Paidia integrated within it. However Ludus comes when you begin to play a mission or do a race. You have to follow the rules to win the race or a death match you must follow the rules set within the event you are partaking in. During Online play BF Skinner and operant conditioning is present as when you do something bad like destroy a players personal vehicle it comes up with a message “Bad sport! you destroyed someone’s personal vehicle behave yourself or else… “ You have a simple and clear statement with an unknown punishment, but through operant conditioning, you don’t necessarily want to find out. The opposite is also there for when you do good thing. If you’re a good sport you will gain $2,000 in game. It pays to behave. State of flow for GTA is to me quite hard to get into as multiple different scenario could occur to ruin your state of flow, example you will be racing and be in a state of flow when suddenly your car will hit something, suddenly other cars will race past and that sense of flow will be lost and could turn into anxiety as you might not have enough skill to get back into the lead.
Pac-man: A game released in 1980, developed by Namco, you play as a yellow character who’s role is to eat small circles and run away from 4 ghosts. This game possesses simple rules of moving your character accordingly to avoid the ghosts and eat all the small balls along the way possibly getting bonus points through eating fruit. If you were to play against friends, then you have competition, fighting against your friends for dominance among the leader boards. Chance also has a place in Pac-man as for where the ghosts move is semi-random meaning they could potentially trap you or move you into an undesired direction. This then could include chance, a gamble of going into a sinario which could either benefit you depending on where the ghosts go or bring an end to your streak. With having to make quick and rabid decisions could get you into a state of flow as you must be on the ball at all times.
Rick Dangerous: A game released in 1980 developed by Core design for the Amiga, Atari, spectrum and more was a simple platform game where you played as a character called “Rick Dangerous” Based on the Indiana Jones. The main focus of the game was to simply get from point A to point B and to the end of the level. Getting a final score which carries over till you lose all of your lives. Which you will then be presented with a game over screen and a place to enter your name. having a leader board encourages competition and as you play as a character who plot Is that his plane crashed into the amazon jungle and your trying to escape from the enraged Goolu, then mimicry is also present. When I played this I found it hard to get into a state of flow as there was a set speed for the character, the hit detection for the character was off, button layout was not shown to me so I had to guess the controls and it was simply not engaging. However I can possibly see how someone could get into a state of flow as I would imagine Amiga did as he did a Speedrun, knowing how to defeat the areas and how to solve some of the puzzles.