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LCC 2700: Written Assignment

One of the most attractive aspects of game is the ability to be involved in new, individual, and different worlds with them being at the center of the movement. Each game allows the user different ways of interaction, whether it’s through description, scenery, or the ability to go and take on your own goals and tasks. All of these are strategies that game developers use to make the ultimate connection between the user and the game.

Zork, although simple, immediately immerses the user into its story. It uses text for user interaction, and provides a virtual feel through descriptive explanations of the current environment. Zork makes emphasis on any object or item that may be of interest to the user. The user is then faced with a series of actions and has to choose which one to perform. Although movement is through cardinal directions typed on the keyboard, the detailed descriptions of each scene along with the ability to call the ‘look’ command, provide the user with a connected map which the player can use similarly as he would use a pieces of a jigsaw puzzle: connect one piece to the adjacent one until larger components fit together into a larger map. If a player forgets where they are they can simply do the opposite of their last movement to retrace their steps.

The game maintains its progress by number of moves and score. The moves let the player know how many changes there has been to the environment and the score keeps tab of completed tasks that gets incremented each time one is completed. This concept of moves helps the user know how much space they have covered in reference to the game which is set up as a series of connecting locations. It is these connections that create the virtual reality and allow the Zork world to come to life.

Myst, contains features that are prevalent in most computer science games: the ability to save, having a map for navigation, and using the mouse to facilitate action to name a few. What sets the game apart is the virtual reality that it creates, engulfing the user into the interface. By using a first person point of view allows the user to interact as if they were actually at the scene themselves. The mouse is turned from a pointing device to an actual human hand, allowing full functionality between the player and any devices or active areas within their reach.
The user can move in the four primary cardinal directions as well as forward. The left and right told the screen to move left or move right, while the up and down serve as a climbing / looking mechanism. The game has a map listed on a wall as part of the gaming experience is full exploration in order to achieve goals.

The way the user determines their location on the map is very similar to the way we as humans do by finding landmarks and using buildings in reference to one another to see where you have been and where you currently are. The game itself was set up in a series of locations, and each of these locations contained two types of elements: connections to nearby locations and emphasized items that each contained a purpose and most of the time content of their own. The user therefore expects to use the items in these areas to further them throughout the game by providing clues toward the next task. It was as if the whole island was an unknown territory, waiting for the user to explore.

Grand Theft Auto Vice City provides more organized navigation then the previous two games, but still gives the user plenty of flexibility. It has specific tasks that need to be accomplished and like most other video games with the accomplished task the user receives more money and more assets to advance further in the game. The entire game is mapped out through a street map which sits in the upper right corner of the screen. The tasks are lit up on the screen and as also lit up on the streets themselves. What turns this game into an amazing case of virtual reality is the ability of the user to deviate from the specific path and do whatever they choose. They can steal cars, attack pedestrians, or just take a friendly roll around town while checking the latest songs playing on the radio.

However with every action there is consequence, which in vice city manifests itself in the form of law enforcement. Just like in real life once a crime is committed the police come after you and unless you find a way out of it (like running away) the cops will bust you. The game is set up as a series of buildings throughout a cityscape, with location being determined by the city maps around you. Although not as direct as a game like Myst the ability to run wild in a city creates a lot of fun for the user which is essential for the success of a game.

There are many ways to achieve the same goals. Although each of these methodologies is different they all are extremely successful. It is clear that good connection with the user leads to a successful gaming experience and a better situation for everyone involved. So in the future, when someone says “Income”, think Immersion!