Assignment 2

  Zork, Myst and Zelda: Wind Waker all use very different effects to create their spaces.


  Zelda: Wind Waker is part of the Zelda series, one of my favorite game series.  I've 
actually gone through this game before, so I was already very familiar with the system.  It 
uses cell shaded graphics, which give the game a very cartoon like feel, but the environments
are three dimensional, and immersive.  The main character uses a boat as transportation, and
maps give you a layout of the sea and various islands.  The environment includes many things 
you'd expect to find at the seaside - seagulls, fish, waves, pirates and many various sea
creatures.  By using a familiar type of scenery, the setting could be more realistic, despite its
cartoon like graphics.  You are able to travel in any compass direction on the boat, and in the
towns you may have three dimensional movement as well.  In one location, Tingle is in a jail, and
to find an item that is hidden, you crawl through tunnels, which limit your sight and manuverability.
In the boat however, your character is free to roam in almost any direction, with various clues in the
story suggesting where to go, and a map providing your orientation.
   Zork is a text based game.  I hadn't really played it before, so I am not as familiar with it. 
However, the text often described scenes similar to real ones, and included objects you would expect
to see there.  By naming the objects your attention was called towards what you could interact with.  
The game lets you move using compass directions and relies on your imagination to create the visual 
space.  By dividing up the game area in such a way, you tend to try to imagine the space, but I usually
forget which direction I've taken to get to any specific place.
  Myst is another game that I have played before.  However, even having reviewed this game in the series,
it tends to blur with the others I have played.  The images are very detailed but it has a closer relation
to the text based Zork than to Zelda.  You move along various paths to mostly still scenes.  It is a puzzle
based game, and you can only interact with very limited aspects of the scenes.  Usually the objects you can
use stand out in some way, but I was not very quick at noticing them, regardless.  The scenes are often quite
different from those we are used to, and identifying useful objects requires much imagination. Space is still
divided into specific scenes that are usually very seperate.  The game is also divided into ages, which may
be visited and completed in different orders, and often you are working on different parts of the game in
parallel.  Completing an age returns you to the begining, so you do know to go elsewhere, but I spent most
of my time stuck, so rarely saw this.  The graphical paths do create some continuity, but they
do still lack the feel that Zelda has.  They still feel very divided by comparison.  While the images
do usually help me to follow where a path leads and relate the scenes to each other, I prefer the undivided
world of Zelda; it is closer to the real world, and easier to comprehend.