I suggested in the first week that my research was in the direction of strategy-based games, but I thought further down in depth about the specific options for visuals.I decided that farming games didn't do a good job of getting players to enjoy the priorities, if not synchronizing the graphics changes and influencing the story direction. I looked at a lot of the games that had been released. When I looked at some of the players' games, I found an interesting phenomenon: not all players place extreme importance on passing and solving puzzles.
At the same time I found that they would search for cheats to get the plot going in the direction they were expecting. I suspect this may be due to some unique core mechanics and level design aspects of the game. In understanding the political and economic aspects of historical stories, I have found that: We often view our relationships from the extremes: someone is either a friend or an enemy. But a new book, Friends and Foes, by Wharton professor Maurice Schweitzer and Columbia Business School professor Adam Galinsky, shows that most relationships are much more complex: they include both cooperation and competition. Games as a mapping and extension of reality.
I think it is possible to design a game mechanic that can take into account role switching between players. Because when the roles are switched, it provides a different kind of stimulus and it is easier to strengthen the connection with other players in the same game. Out of this idea, I will analyze the game mechanics of some successful cooperative and combat games. Therefore I have shifted my focus to two-player cooperative games.
By Guo Bingqian
Email Guo Bingqian
Published On: 15/03/2022