I’m pretty sure most of you have already started playing Clash Royale by now. Even if you aren’t one of the Royale players, you might very well be aware of the game. Clash Royale is Supercell’s next gem for mobile devices.
I’ve been playing this game on a daily basis since it launched in India. I wanted to jot down and do a few write-ups focusing on design.
The first design overview I felt like covering is the gameplay concept map. Please note:
This concept map focuses only on gameplay elements
It does not teach you how to play the game
Shows the inter-relationships of different elements
Now, I am not explaining what each element (especially the ones taken from the game) stand for. Obviously, if you have been playing the game, you’ll be aware of the intricacies. In case you haven’t tried the game out, this’ll help you understand (a little) the concept of gameplay in Clash Royale (inter-dependencies, skills needed, synergy and complexity).
It is informative to look at the game, realize its scope and go through its various concepts. Do check it out, it’ll be fun to discuss more on this (especially if you have already been playing the game).
Keep checking here for further updates, I’ll most likely do more write-ups by focusing on different features. They may not necessarily be in sequence and will most likely be a little independent of each other.
Do shoot your feedback and rants. It’s always fun ;]
I finally gave in and bought one of the games that was lying at No.1 spot for a long time on my Steam wishlist – Wasteland 2 Director’s Cut. I am a huge fan of the classic Fallout 1 and 2, love post-apocalyptic scenarios and isometric role-playing games. Most of the followers of the genre already know that Wasteland 1 is what inspired classic Fallout.
I always had in my mind a very particular set of characters, which I believed would be really interesting in a game like this. I love Firefly. I felt like coyboys, sci-fi and wasteland would be a perfect fit for me to roleplay (as a party). I went ahead with that decision and I am seriously so in love with this game.
Firefly party creation and composition:
There are so many amazing characters in the series, I had to shortlist the best taking into account character skills (TV series), ones that would really matter
Their chemistry – if made as an away team in a party
I know the game to be combat heavy (like Fallout Tactics, unlike Fallout 1 and 2), so made an appropriate selection – since 4 is the maximum number of party members allowed at game start
Unfortunately, biography for characters I made in Wasteland 2 party is blank at the moment (I thought those could also be edited after starting the game, but I’ll need to modify saves to do it – will update this later)
I’ve tried to make my party as close to their characters on the show as possible (attributes, characteristics, personalities and skills)
Quirks were truly interesting – and it took me a long time to choose!
State of Firefly characters – Party creation process
I’ll now share how the characters grew in around 30 hours of gameplay. Most of the characters in my party are Level 13 as of this post. I tried to roleplay and add only those skills which made sense to me (staying in line with their show counterparts and also helpful in the game/ but not always)
Without any thought, this guy had to be there. There was no question about it. A leader. Smart Ass. Charmer. Can make horrible/ bad choices ;]
Character Screen – Coordination, Charisma
Quirk: Opportunist [description from Wasteland 2] –> It takes a certain ethical flexibility to take advantage of others, and it’s a flexibility you possess. Your predatory nature means that you kick your enemies just a bit harder when they’re down. However, you’re also equally timid and fearful of harm coming to you, and as a result, you do less damage to those that are healthy.
I believed that quirk to fit Mal perfectly in this game ;]
Skills – Leadership, Smart Ass, Handguns
Skills: At this moment in the game, Mal is kind of above average in handgun combat. He also has Pulse Rifle as secondary weapon. Leadership helps during combat and Smart Ass provides interesting dialogue options in conversations (wherever possible). He is also perceptive and overall failure in safe-cracking.
Perks – Know-it-All!
Perks: bonuses for your characters as they level up.
Mal is pretty much having bonuses in Conversations and a little combat advantage. Overall, I use Mal for primary communication with others in game.
I really needed a character that can be strong in combat, hardcore and a true, good friend of Mal. It had to be Zoe. Bad-ass, strong and aware.
Character Screen – Coordination, Awareness, Strength
Quirk: Now, I went through the entire list present in game, couldn’t really feel like a particular quirk to fit Zoe. So, in this case, there is no quirk! No plus, no minus.
Skills – Shotguns, Field Medic, Assault Rifles
Skills: So, I really wanted Zoe to be a shotgun expert, bad-ass and strong. Her Field medic expertise (coming from Army) really helps out the other members. She also has average Rifle skills, really really useful when friends are in the way ;]
Perks – Hardened!
Perks: Without blinking, as soon as I got an opportunity to give her the first Perk, I chose Hardened. +1base armor. Perfect for this character.
At this moment in game, she is one of the best combat lady in my party and really messes up raiders and other critters in-game! Just amazing :]
Now, Jayne is a very interesting character. In the series and also in this game. I wanted a brawler, hard-ass and ranged expert at the same time. Jayne is all that and perfect Watchman!
Character Screen – Awareness, Strength
Quirk: Thick-Skinned[description from Wasteland 2] –> All the boys ‘n girls in the playground used to pick on you. They called you stinky, fatty, ugly, and beat you up until you were bruised and sore. But the more you took it, the more you learned to shrug it off. Sticks and stones won’t break your bones. Years of physical abuse have left you thick-skinned and you can shrug off attacks more easily, but you’re heavier and more sluggish, and as a result, you move slower.
Isn’t it perfect for this guy? Such an easy choice for me – works especially well in the game too!
Skills – Sniper Rifles, Hard Ass, Brawling
Skills: I did mentioned I wanted Jayne to be ranged expert but also a Hard Ass. Like how he really is. Brawling works wonderfully, when someone makes a mistake to jump on him ;]
Perks – Watchman
Perks: Now, being a strong-willed sniper, Watchman it was! Also, we have here intimidating and Hoarder – all Jayne bonuses ;]
Right now, after around 30 hours, Jayne is one of the best combat specialist in my party. Ranged destruction FTW! I have even seen him breaking down a Robot Crawler by brawling him!
Okay, so I’ll be frank, the aforementioned 3 selections (Mal, Zoe and Jayne) were easy choices for me. I mean, I had to have them in my party in Wasteland 2. For the final one, I took some time to decide on the best one.
I wanted the last member in my party to be one of these:
Going with either of those, can give rise to their respective benefits, personalities and skills. After thinking a lot, I almost went with Kaylee. I mean, wouldn’t she be perfect for Mechanical repair, toaster repair and also charismatic? Then it hit me, River is someone who must be tremendously more interesting to have here, because she is so different. And, that is why, even in the game (after finally choosing her) she is so different – useful and oftentimes useless – but oh so interesting!
Character Screen – Intelligence, Strength and Luck!
Quirk: Manic Depressive [description from Wasteland 2] –> Mania and melancholy are two sides of the same coin, and you have known it all your life. You are subject to intense mood changes, and those around you say you’re almost like a different person each time they see you.
Perfect! Ain’t it? Also, so damn risky. This directly means, her attributes keep shifting every few mins (~15mins) – depending on whether she is feeling Mania or Melancholy! Trust me, because of this the gameplay and how we play around it has become tremendously more enjoyable for me.
Skills – SMG, Mech Repair, Computer Science and Animal Whisperer!
Skills: Obviously, since I didn’t choose Kaylee, I still needed someone skilled enough to repair stuff, break into locks and use her intelligence to hack into computers and blast into enemies using Submachine guns!
Also, I loved using her Animal Whisperer skills to tame more than 20 animals including gila monsters, goats and worms! :]
Perks – Weathered
Perks: For bonuses, I’ve selected her to have Weathered (resistance to crits) and Camel – which is really useful in this wasteland. Save, conserve and efficiently use precious water.
During gameplay, if possible I always try to use her whisperer abilities to tame animals (unless its impossible – level difference is high). It is really interesting to make choices based on her mood-state in the game. Many times, I had to wait for her to regain her abilities so that I could lock-pick an important safe!
Well, so that’s about it! I’m currently engrossed in Wasteland 2: Director’s Cut and find the role-playing pretty enjoyable. Especially, with a team like this… what can go wrong?
If you are reading this and love Firefly, RPGs or have been playing Wasteland 2, do post your thoughts.
I present to my readers a brief analysis of game design in Beyond: Two Souls. This is going to be pretty much a high-level view of the game. In near future, I might dig deeper and provide underlying low details.
To understand how a game plays out and the challenge provided, it is important to know what player skills are being challenged by a particular game. Beyond: Two Souls demands the following skills from its audience:
Observation: Testing player’s ability to read signs and other cues, be it visual or aural.
This is one of the main skills challenged as the player is asked to respond by providing inputs based on the cues the game presents.
Mainly challenged during:
Fight – Observe the sign of the attack, its direction and appropriately provide the input
Exploration– Looking out for clues (usually game provides a very strong hint about the situation), secrets and hidden rewards. Challenged heavily when playing as Aiden (the Entity). Playing as Ellen, this is also challenged when looking for cover positions and scouting enemies.
Dialogue – Observing the situation and choosing the right/ desired dialog option to converse with non-playing characters
Precision: Testing player’s ability to provide inputs to lead where she wants to go
This skill is largely challenged while playing as Aiden as it gives a full 360 degrees freedom to explore and roam about.
Fight– there is always just one precise input challenged
Measurement: Testing player’s ability to provide measured input on controls to a degree of tension
Challenged mainly while playing as Aiden.
Powers – Interacting with objects in the world – to throw/ use them with a measured degree of power (playing as Aiden)
Simple interactions – Playing as Ellen there is some slight challenge is providing simple measured inputs to open door/ closing letter etc.
Timing: Testing player’s ability to provide input at the right time
Finally, one of the most important skill challenged by this game is Timing. Beyond: Two Souls (much like its predecessor) is heavily based on Quick-Time Events.
Fight – The game introduces an upgraded fighting system (appended to its usual QTEs) – wherein player must anticipate and act by providing inputs at the right time. Usually, the window of opportunity given to the player in most of the situations is high. This allows even the slow (low physical-skill) players to act by first carefully observing the sign and then giving the right attack based on timing.
Stealth – Playing as Ellen, player can sometimes use stealth and knock-down/ kill enemies from behind/ aerial move by giving input at the appropriate time. Not very highly challenged.
Dialogue – Throughout the game, player (playing as Ellen) must converse with other non-playing characters by choosing a dialogue option and providing the input in time. The window to respond to a dialog or to converse is usually very high.
[REMARK – Even though the game challenges player on the mentioned physical and mental skills, the game is no-where close to being hard. The timing never feels stressed, and so on. Compared to Heavy Rain and Indigo Prophecy, this game is very light in terms of challenging the player. Extreme linearity doesn’t help the game either.]
The narrative in Beyond: Two Souls is not presented in a regular fashion. The game shifts and jumps the player to different time in Ellen’s life. Player gets a chance to play Ellen as a:
Throughout the narrative player is challenged on all of the aforementi0ned skills. The narrative does a good job of putting together various clues, revealing information and paces the game accordingly. Game presents gradual character growth, coupled with bonding between Ellen and Aiden (how it grows stronger throughout her life) and usual relationship problems as part of a real world scenario.
[REMARK – As much as I appreciate the narrative direction and slight feeling of character growth, it is again no where close to Heavy Rain. There are hardly any huge plot twists or hard-to-solve mysteries. Narrative is however very close to a Hollywood-cinematic movie experience (apart from the jumps in time-line).]
Visual & Audio
Visually the game has lots of motion-captured sequences, varied settings, themes and highly realized character models. Player is taken form tiny confines of office/ room to the expanse of Mexico.
Aurally, the voice over are present for every characters with high-performance sound-fx and appropriate music. Visually and aurally, the game provides right signs and feedback to the player.
[REMARK – When it comes to direction in this game, there are many scenes that come extremely close to a movie! The train chase and fight, bike riding and forest are memorable and visually breathtaking. Ellen Page gives a great performance and the other characters do a fine job too. As fine as the visuals and audio are, the fact to keep in mind is that the game is more a movie and less of a game. That is not a confusing statement.]
It took me around 15 hours to finish the game in “Easy” setting. I believe the only other option is “Very Easy”. Of course, they are framed differently.
Overall, this game is more of a movie and less of a game (I must mention this again). Given the fact that Quantic Dream was supposed to evolve its gameplay + narration with Beyond: Two Souls compared to its previous offerings, I fully agree that it has not evolved in any way. The only evolution I observed was in the fighting system, where player is now required to sense the direction of attack and act-appropriately. However, as great as it sounds, it doesn’t really fare very well. It makes more sense to go back to defined and strict timing-QTE events.
Would I recommend this game? Well, if you like Ellen Page, movies, drama, story and you are a-okay with minimal gamplay from time to time… then YES! Good enough for a single play-through. Not a challenging game in any way, play it more for its story and direction.
That does it for the high-level and I must soon try and see all the endings …erm… the movie has to offer ;]