Multi-Game Analysis Assignment
Overview
Many times, the unique qualities of a game are only apparent when contrasted with other similar games,
or with earlier or later games in the same series. In this assignment, you will compare and contrast
at least three games to better understand their game design.
Assignment
For this assignment, you are to pick three games that you are familiar with, either from the course's
list of classic games, or from your own experience. These games should either all belong to the same genre
(i.e., three shmups, or three platformers, or three text-based adventure games), or three installments in a
series of games (ideally from different console eras, as with
Legend of Zelda, Legend of Zelda: Ocarina of Time, Legend of Zelda: Wind Waker). With permission of instructor,
you may also choose three games that meet some criteria other than these (for example, there are not many
games like Katamari Damacy, and hence you would need to develop a new scheme for choosing three games
that included Katamari Damacy in the group).
For your three games, pick a single aspect of game design, and compare/contrast how the three games address this
aspect of game design. Some examples of game design topics include, but are not limited to:
- How does each game create challenge and conflict? What are the strengths and weaknesses of each approach?
- What is the fictional background for each game (broadly)? How does this contribute to gameplay? For example,
in Halo2 the science fiction background for the game permits a broader range of weapons and adversaries than, say,
a WWII simulation game. How does the fictional background create design potentials, as well as
design challenges?
- How do the game rules contribute to gameplay? Especially, how do differences in rules among the games
lead to different gameplay experiences?
- What are the strengths and weaknesses in the level design across the games? What are good level design
elements, and what are poor level design elements?
- How is the player's avatar represented in the game, and how does this contribute to gameplay? For
example, in the Legend of Zelda series, Link begins as a small 2D avatar with directionality in a 2D world, but in
later games is a full 3D figure capable of exploring a 3D world. How does this shift affect gameplay?
What design potentials exist in the 2D world that aren't in the 3D world, and vice-versa. What design
challenges exist in the 2D world and in the 3D world?
- How do the characters/avatars contribute to the gameplay experience? What are the distinguishing characteristics of
the characters in each of the three games (including appearance, body language, emotional expressiveness,
dress, voice acting, dialog, interactions with other characters, etc.) How do differences in characters
across the games lead to different gameplay experiences?
- How do the different games create reward structures? How do differences in these reward structures lead
to different gameplay experiences across the three games?
Your essay should not exceed four pages in length. The essay may contain a small number of screen shots (one per page, maximum), if
they directly contribute to the discussion. The esaay should contain the following elements:
- Your name
- A descriptive title (e.g., "A comparison of level design in Gradius V, R-Type Final, and Ikargua")
- A clear description of your chosen compare/constrast topic, in your introductory paragraph (e.g., "This
essay presents an analysis of the level design of three shmups, focusing specifically on their use of
patterns of enemies to create challenge, and innovative use of end-level bosses.")
- A brief summary of your chosen games (no more than one paragraph per game, and one paragraph summarizing
all three games is even better)
- A series of paragraphs discussing your chosen topic. Be sure to have discussion about how each
individual game addresses the particular game design issue, as well as comparison across multiple
games. Be sure to substantiate your arguments using detailed examples from the games.
Where appropriate incorporate information you have learned from class and the text. For example,
a discussion on conflict and challenge should use ideas and concepts from the class
lecture on this topic, as well as Chapter 20 (Games as Systems of Conflict) from Rules of Play.
- A conclusion paragraph that summarizes the main points of your analysis.
Grading
Grading of the assignment will include the following elements:
- Does it contain the required elements (see list above)?
- Does the essay contain a comparison between multiple games?
- Does the analysis substantially engage the chosen issue? Trivial analyses will
receive less credit.
- Does the analysis justify its points by using specific examples from the games?
- Is the chosen design issue important or substantial? Shallow issues will receive less credit.
- Does it correctly cite outside materials?
- If screen shots are present, do they directly contribute to the discussion, or are they filler?
- How well does the essay make use of concepts learned in class, or discussed in the text?
Of course, correct spelling and grammar are expected. Assignments not written at a college level of expression
will be returned without grade for revision. Assignments must be typed, and submitted printed out on paper in class. Handwritten
essays will be returned without grade for resubmission. Emailed assignments will be returned without grade for
resubmission in class.
Essays must be original, and in your own words. You must properly cite all quotations, including those from web sites.
Examples
The following are four examples of strong multi-game analysis essays submitted by students in the Winter 2007 class.