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Every time I would think that “I was done” with it, I would find a new room, a different one, with a different “architectural” structure… or a bunch of new creatures mainly attracted by my presence. I think that it kept me engaged because it was a continuous learning experience. It involved pressing two keys and it wasn’t obvious at all.
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Learn on how to jump and take the object back to the inventory afterwards. A tricky situation would arise when climbing on an object for jumping from there but needing to carry it at the same time! The player had to In fact the objects had a double functionality: serving as an ingredient and helping “Sabreman” or the “werewolf” to overcome several obstacles by allowing the character to jump “higher”, for instance, as we stated before. An interesting and emerging gameplay feature was the possibility to store lots of objects in one of the corridors next to the cauldron room and use them accordingly.
The player wasn’t supposed to know the sequence from beforehand. All we knew was the information regarding “the next one” and so, it was “impossible” to know if the rest of the inventory would be useful or not. The inventory was limited and we couldn’t carry more than three objects at the same time.
We could visit rooms that would never change and we would traverse them in different order depending on the objects that we had to collect.
We would say that the game presented a constant difficulty level, not really increased through time. It is clear that the “Stamper brothers” tried to ensure replayability here. The cauldron would not always ask for the same object when starting a new game although the sequence was constant (diamond, potion, boot, cup, bowl, bottle, crystal ball, cup again, bottle again, diamond again, crystal ball again, potion again, boot again and bowl again). One must fight in many battles to win a war. MATTHEW SAKEY Actraiser ANDY JIH I try to find it while staying alive -> once you find it, store it -> go back to the “cauldron” room in one piece -> leave it there ... -> and continue until the very end!. SHELTON Alone for All Seasons Environmental Estrangement in S.T.A.L.K.E.R. Gam JAY BUSHMAN Prince of Persia: The Sands of Time: The Story of Playing a Game DREW DAVIDSON The Purpose and Meaning of Drop 7 JOHN SHARP Inhabiting Demon's Souls – My Memories of a Haunted World MATTHEW WEISE Knight Lore and the third dimension OSCAR GARCIA-PANELLA Bad Mojo: Taking Perspective on Perspective BRETT E. Well Played 2.0 More Perspectives on Video Games, Value and Meaning Cloudmaker Days: A Memoir of the A. And thanks again to everyone who has joined in the discussion around games being well played. A thank you to John Dessler for his great work on the book design. A huge thank you to all the contributors who shared their ideas along with some insipiring analysis.
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Dessler THANK YOU This second Well Played book was another enjoyable project full of interesting insights into what makes videogames great. The respective owners reserve all rights.
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& ETC Press 2010 ISBN: 978-1-7 Library of Congress Control Number: 2010940952 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License () IMAGES: All images appearing in this work are used and reproduced with the permission of the respective copyright owners, and are not released into the Creative Commons. Preface WELL PLAYED 2.0 Video Games, Value and Meaning Copyright by Drew Davidson et al. Published: 2010 Categorie(s): Non-Fiction, Education, Comparative Tag(s): "Video Games" Criticism Analysis Play Literacy Well Played 2.0: Video Games, Value and Meaning Drew Davidson et al. It has been accepted for inclusion in ETC Press by an authorized administrator of Research Showcase CMU.
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This Book is brought to you for free and open access by the Entertainment Technology Center at Research Showcase CMU. Well Played 2.0: Video Games, Value and Meaning. The exiled tribe swore vengeance as they embarked on their journey to find the King of the Monsters.Well Played 2.0: Video Games, Value and Meaning Drew Davidson Carnegie Mellon University, įollow this and additional works at: Part of the Game Design Commons, and the Interactive Arts Commons Recommended Citation Davidson, D. The people praised Captain J and crowned him as their new King. After generations of war in the Cartoon Kingdom, King K and his army were expelled with the prominence of Captain J. The most complete defense and real-time strategy game of the Cartoon Wars series.
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