Tuesday, April 12, 2011

Blog 1A


     I feel like this is going to be one of the nerdier of the blogs that we have to do, but I will not adjust my artist because of “geeky-ness”. My favorite artist is Shigeru Miyamoto, who is the creator if some of the biggest names in the Video game world. He has helped to create Donkey Kong, Mario, and my favorite, Legend of Zelda. I admire him because of the completely different worlds that he creates. I find myself struggling to even create something original as I am doodling on my notebook, while Miyamoto can create completely different cultures and worlds. I know that it wasn’t just him that did it but I am still impressed with the level of intricacy that goes into these games. Looking back on to Mario, it may seem like a simple game, but there was so much work that went into creating and making it function that it is difficult to see it as a simple game.


Super Mario Bros.

            Each of these games is relatively similar or they have AFFINITY to each other in concept. In each game, the main character has to go out and save some one. In Zelda and Mario, it is Princess Zelda and Princess Peach respectively. While in Donkey Kong, it is a horde of stolen bananas that must be saved from evil. There is also something that you must collect along the way to help determine your score, such as Rupees or coins. And lastly, the main character usually always starts out as a pauper of sorts. Link, in Legend of Zelda, is a boy who was raised among the Kokiri, who are all forest children. Mario is a plumber, and Donkey Kong is a giant ape. The hold CONTRAST to one another in how the game actually is played out. Legend of Zelda was one of the first role-playing games out on the market and it became wildly popular, as more games have come out. This is the only game out of the three I mentioned that one has almost complete control on where the character moves, or it is the only game in which there is a non-linear map. Where as Mario and Donkey Kong both have linear maps, dictating which way to go which in most cases is forward.

            These games also have TENSION and RELEASE. Release is most commonly found in the games as mini-games. For example, after a level in Mario, a path can unlock a mini game, which always gives the player an award. Though it depends on how well the player did in the mini game that dictates the usefulness of said award. In Zelda, the releases are the comical faces that Link sometimes makes. In the games, Link is a very stoic boy with very few emotional expressions. But when one does the right thing, one can coax the expressions out of him. For example, when the player has Link pick up a cat inside of a house then proceeds to walk out the door with the cat in hand, the look of surprise that appears on his face is so animated and funny. It almost makes you forget that you had just had a fight to the death with some goblin on a giant pig. The Tension in the games are usually the battles one gets into. In Zelda, it is extremely hard to relax while trying to knock the goblins off their pig or to shoot the weak spot of the boss at the end of a map. While in Mario, the question is whether or not you can hit the boss at the end of a level the third time, or if you can make the jump.

            Lastly is CONSCIOUS and SUBCONSCIOUS. In these games, all the actions will somewhat effect the future of Your character. For example, through out the dungeons in Legend of Zelda there are many chests that are hidden in nooks and crannies. One can go through the dungeon and never see a chest, but what are in these chests are usually essential to ones success o the game. You can find many different weapons and ammo in the chests as well as the ever-needed Rupee. Because of the usefulness of these items, it encourages you to go out and search for them. Of course these chests are heavily guarded, which also benefits the player by getting in practice and helps with the accuracy of the attacks. But it also gives the player a chance to go out and look at all the hard work that the game designers put into the game. There are some sights that are only available through the exploration of the dungeon. And one can also find little hints on the wall or the floor that would help you in the game or remind you of a previous game. 

1 comment:

  1. Fantastic post! I loved the specific examples of games and situations you used.

    These are some of my favorite games- Ocarina of Time in specific. It is absolutely amazing how his mind can come up with those creative and truly unique worlds. Our media industry needs more of that (so get on it)

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