Narrative/Structure:
- The storyline of AdventureQuest is a long and ongoing series of smaller storylines, formed together to recognize a main plot.
- In other words, the game itself, consists of small backstories to conjure up the whole game and it's storyline. The storyline is made up of the player having to conquer the world through battling upcoming monsters and battles in order to reach victory!
- The function of a backstory is to give the player a more realistic approach to the game and engages the reader ti believe the backstory and to continure from that belief.
- Like many games, the game has many levels in order to finish the game, the purpose for this is to engage the player with the game. At some point, it turns addictive as the playert consistly defeats all the monsters and has something to look forward to (reach the next level) so the game is structured well.
- The game is very organised but explicit at the same time. For instance, the player ha s achance to visit the pet store (to purchase a pet, to increase the power), or to the inn (to increase the limited use of power and spells) and this enables the player to much freedom and power over the game. Thus, the player cannot attack the TYPE of montser they wish, they are given a random monster to defeat which is unexoected and ambiguous.
Action:
- Within the game, one must defeat a diverse variety of monsters to boost their collection of golden coins which enables them to purchase whatever they wish. For example, if one had defeated the Great Fire War, if they win, they could collect many golden coins in order to carry on playing and buying more weapons for future battles to conquer!
- In order to succeed, the player has to defeat the unforeseeable range of monsters in order to reach the next level and to finish the game, simple.
- The game itself is both a mixture of action AND different types of sequence. For example, the game has many packages of action as the7y have to fight and "beat the monsters up" in order to win, however there are also places one could go like the Guardian Tower, which only allows players to enter once reached at a higher level.
- The player must have good thinking skills in order to win the game, in other words, anyone with common sense can play! All you need to do is apply and select certain types of spells on certain animals. It's a simplistic game with simplistic rules. Basically, anyone could play, whether male or female, English or American, young or old. It tackles all types of opposites.
Character:
- The characters are represented through speech. For instance, the first person to welcome you is a "good" character as they speak to you through speech bubbles. For instance, Artix and Twilly are "good" people as they spoke to me like a friend. However if an enemny were to attack me, they would tell me straight on through their speech bubble, simples.
- My character has the ability to transform their image through their "character page", have the ability to defeat monsters with various spells, such as the "Ice" spell or the "fire" spell. My character can also purchase different pets with money and plenty more!
- Adventure Quest (AQ) is an online single-player RPG (Role-Playing Game) game developed by Artix Entertainment in 2002.
- The character is mainly third person with aspects of first person as although, I am fighting my battles against other characters, I myself don't personally speak to other individuals and is said for me through dialogue.
Visuals:
- The game looks pretty complicated from my subjective point of view. There's pretty much several things happening at once and the player doesn't really know where to go next and which battle to defeat to exceed to the next level. In other words, it may be quite crowded with images and various characters but the style is pretty organised and animé.
- The visuals are sort of intertextual, as some charcatres have references to other games and anime TV programmes, such as Pokemon, (Twilly as Pikachu and Artix as Ash, etc) and has that episode-like characters.
- The visuals do reflect conflict in a way as the monsters are really indescribable and unique in its made-up species and a whole different game world on it's own.
- The visuals create a game-like atmosphere as if you're in the game as the special effects of the location and setting are quite realistic such as the waterfall, the towers and the forest, so on...
- The visuals do effect the player as the player can decide what to look like in terms of their new identity in the game world, i.e. it will affect the way they feel, both mentally and physically confident maybe?
Sound:
- The sound effects itself are quite quirky and cheerful, such as when you achieve victory after winning a battle, a little trumpet is played, in the form of a fanfare, so this, in a way, makes you feel better and more cheerful, for having a fanfare being played for you.
In terms of diegetic Sound; it's source is visible on the screen or whose source is implied to be present by the action of the film:
- voices of characters
- sounds made by objects in the story
- music represented as coming from instruments in the story space ( = source music)
- In terms of non-diegetic sound; It is Sound where source is neither visible on the screen nor has been implied to be present in the action:
- narrator's commentary
- sound effects which is added for the dramatic effect
- mood music
- There are ^^ both sounds available in the game, whether it be ambiguous music to represent victory or even music coming from the game world to represent a certain type of challenge or an adventure.
- Sound effects in general can affect the player as it keeps the player motivated in the game and much more committed and it gives that form of connection between the game world and fiction.
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