Video Game Lab
<p>For this week’s lab, I got a chance to make critical observations for six games whilst playing myself and also observing my lab partner play. In this blog post, I am sharing my critical observation of three games, namely Little Raccoon, This is the Only Level and Coffin Counseling. My focus would be on understanding the Mechanics, the dynamics, and the aesthetics of these games based on the MDA framework.</p>
<p>Game 1: <strong>Little Raccoon</strong> (<a href="https://andreittrk.itch.io/littleraccoon" rel="noopener ugc nofollow" target="_blank">https://andreittrk.itch.io/littleraccoon</a>)</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:770/1*MC_yo19IWrOrN1ciY9fsNw.png" style="height:485px; width:700px" /></p>
<p>Level 2 of Little Raccoon</p>
<p>Game 2: <strong>This Is The Only Level</strong> (<a href="https://armorgames.com/play/4309/this-is-the-only-level" rel="noopener ugc nofollow" target="_blank">https://armorgames.com/play/4309/this-is-the-only-level</a>)</p>
<p>Whilst playing “This Is The Only Level”, I and my lab partner noticed that the layout of the game stayed the same, and only the controls were changing as each level progressed. The core aesthetic of the game was Challenge and the game developer implemented it by including various controls like spikes in between the lanes, a red button with different purposes on advancing levels, and key controls to move the elephant forward, and back, and to make it jump. One of the most important observations was that the layout remained the same while the controls kept changing with level advancements, making the game more challenging. However, for the “Little Raccoon” game, the dynamics of the game was to collect marshmallows to progress and reach the next level in the game.</p>
<p><a href="https://medium.com/@ajay.singh_17635/video-game-lab-9954c84a8adc"><strong>Click Here</strong></a></p>