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Flow is a state of mind in which a person is completely immersed in whatever they’re doing. For this assignment it applies to players and their enjoyment of the video game they’re playing. It’s important on the part of game developers to catch their fanbase in a state of flow so they can retain players that will either buy more into their games or attract more attention to it. While on the other hand, for players it’s more about having fun and then being pulled into a state of flow by the game, meaning they’re really enjoying it. Reaching a state of flow is a great indication that you’re enjoying the game, if I were to be constantly checking my phone or being drawn to other, more interesting things midway through a game it’s a clear sign I’m not having fun.
Ultrakill is a game that’s really caught my attention recently. The indie fast paced platformer is a perfect mix of new and classic games, sporting the style of early 90s games but with the ultrafast advanced mobility of Titanfall and Doom. Personally, when it comes to video games I am a very stubborn individual, if someone/something beats me in a game I’ll throw myself at them until I beat them or get bored of them. This game scratches that itch perfectly, throwing increasingly difficult boss fights every layer that make me feel I’m just there. Cerberus, one of the first truly challenging bosses had me frustrated at first, I was almost thinking I had wasted money on buying the game. It was until after countless tries as an inexperienced player the joy of seeing the stone statues crumble reminded me as to why I find these challenging games fun; The sensation of pride after winning a challenge not everyone is willing to start. Victory is not the only fun this game provides, the sheer satisfaction of watching the point menu tick as you destroy hordes of demons is just as gratifying. Completionism is a given when it comes to indie games and Ultrakill is no exception (though I doubt I’d ever 100% this game). Arsi “Hakita” Patala, the sole developer of Ultrakill, succeeded in making players like me achieve a state of flow. I often find myself playing the same level “just one more time”, multiple times, in trying to P-Rank (or Perfect) the level. Human-Game interactions are vital to achieving flow. Once you get used to the rhythm of the game and know the many meta moves, your hand will dance across the keyboard while playing the game, following the rhythm without needing to stop and disrupt the flow. The simplistic UI also gives players a greater view of the area, yet also provides important information for completionists, who will also be pulled into a state of flow trying to get full S ranks on the level stats. The flow chart for Ultrakill provides some of the most notable moments in-game. Half of them are boss fights which taught me different skills in how to play. Swordsmachine, a self-upgrading robot with, as the name implies, a sword, taught me that I have to keep my distance and be constantly aware of incoming damage. V2 taught me to play aggressively and not hold back when it comes to certain engagement. V2 was an especially difficult boss for me, taking 2 days for me to beat while not even getting a good score when I finished, I was still extremely satisfied with beating him. Unlocking the full arsenal allowed me to compete in the Cyber Grind, an endless wave mode that caught me glued to trying to beat my high score. Not to mention the absolutely glorious soundtrack kept me hyped up for the next round. Finally Gabriel and V2’s rematch were some of the most difficult fights in the game, however frustrating they were, I was still glued to the screen positive I could beat them. Ultrakill is a great game that mastered the art of flow.
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For the first unit of this school year we learned about our career choices, game history, and ethical choices & guidelines. Although already having known about the variety of jobs available in the game industry I never personally looked deeper into it than knowing they existed, and reading how truly diverse the skillsets are for a single game really changed my perspective on game development as a whole. Concept artists and environment artists really caught my interest as possible future careers. I've always been interested in character creation and environments of video games. Taking in the surroundings and details put into some character designs has always been a subtle but huge part of my, and possibly many more, gaming experience.
We also explored not only video game’s but games as a whole’s history and how they all connect with one another. It was truly interesting to see the links of new, modern video games with board games to sports from hundreds and possibly thousands of years ago. History of video games is important because you can see what worked and why it worked, letting you apply that to the current day video game climate and expanding on a pre-existing popular concept or creating something entirely revolutionary. Finally, we dove into ethical responsibilities and guidelines, which are an important factor to consider when developing a video game. “Who’s it for? Is it appropriate? Is it too much?” are all vital questions to be asked when conceptualizing a game and choosing a targeted fanbase. Not only are these responsibilities important in the released product but also in the backend, with how to treat fellow employees and coworkers in a respectable manner. All of these topics are what tie into making a good game regardless of who’s it for and what genre, very important lessons for if we go to find a career in the video game industry in the future. |
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My name is Mario, and am currently studying Digital Design and Game Art in DSA. This is my class blog Archives
January 2023
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The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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