Spatial Analysis: Overwatch

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Overwatch’s wide roster of fighters

 

Overwatch is a PC game that came out in 2016. It’s a first-person multiplayer team shooter online game, based in a futuristic sci-fi alternate earth setting. In this analysis, I will explore how space affects or is affected by the gameplay of Overwatch and how it is used to create a game world with its own lore, rules, and story.

 

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An alternate passageway in the Volskaya Industries map. Only flier characters can access it.

 

In every Overwatch game, the players choose from a diverse array of superhero-like characters and are divided into two teams who fight each other over an objective; escort a payload, protect or attack a zone, etc. The matches happen in a set of different maps based on real-life places; a Hollywood movie set, an oasis in Iraq, a city in Egypt, etc. The maps all share certain points in common; there’s a spawn area for each of the two teams, defensive zones where the players can take cover from attacks, and high platforms where the player can observe the game from afar. But they are all constructed differently; some have more high ground than others, some are contained in a building while others are in open space, and all of them have alternate passageways to the objective. Knowledge of how the maps are laid out gives the player many advantages. For example, knowing the location of health packs keeps you alive, and knowing where the secret routes are allow you to sneak up on the enemy team. As I became more familiar with the map, I found myself improving and winning more matches. Moreover, every character moves differently. Some are slower than others, some can fly, and others can use grappling hooks. The player can use this to their advantage, and some maps cater more to certain characters’ strengths than others. For example, the character Pharah has a jetpack which propels her to higher spaces that other players cannot access. Thus, open area maps with lots of high ground suit her well. Maps with long sightlines and windows are more suitable for sniper characters such as Widowmaker. A character with no movement abilities, such as the elderly Ana, cannot access many spaces of the same map. Thus, playstyles and the experience of any space varies depending on who the player plays as.

 

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Blue lines enclose objective points.

 

One of Overwatch’s strengths is that it is easy to pick up. In addition to the levels’ architecture, there are design elements that make the goals clear to the player. For example, there are glowing blue arrows on the ground that lead the way to your current objective, red arrows line the enemies’ path. Lines that enclose contested areas change color depending on the stage of each game and which team is winning. Furthermore, green silhouettes show the location of your allies. Along with these design elements, the soundscape also changes to cater to player understanding of the current match. For example, voice lines signal the beginning and end of each match, as well as announcing when objectives are lost, won, or changed so that the player can quickly orient themselves as the match progresses. Other sounds that the player will note are footsteps – the most dangerous enemies have the loudest footsteps, and each of the 27 characters have unique footstep sounds. For example, hearing the loud jingling of spurs alert you to the highly dangerous McCree being nearby. However, the pacifist healer Mercy’s high heels make a hardly noticeable clack. Being attuned to these sounds and other graphical elements such as the shadows of ambushing enemies is crucial to winning, as well as making the game very beginning-friendly.

 

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Table set for one at Château Guillard

 

 

Overwatch is interesting in the fact that most of the storyline and lore is established outside of the game, through short videos on Youtube, comics and biographies found on the Overwatch official website. However, knowing the whole story requires playing the game, as many of the in-game details, such as character interactions and the design of each map allow for a better, more immersive understanding of the Overwatch universe. During set-up time before matches, characters interact with each other through short voicelines. Some are comedic, some are heart-warming, such as the dialogue between Ana and her daughter Pharah, in which they warn each other to be careful. Others hint at the relationships that exist between characters, such as the hatred between former teammates Soldier 76 and Reaper. The attention to detail put in the environments as well is incredible and can tell a lot about the characters. One of the maps, Château Guillard, is a castle in France that we can infer from flags on the wall and the black widow spider on the window belongs to the French sniper Widowmaker. The single glass of wine placed on a crate in the darkened basement helps to illustrate the lonely, broken character of Widowmaker better than any sentence can. Another map in Egypt contains a small room stocked with Ana’s medical equipment and rifle ammunition. We can infer that this is where she hid during her time pretending to be dead.  The maps are also prone to change according to holidays (Halloween or Christmas decorations) or in-game events: one of the maps was initially a normal airport in Western Africa, until it was attacked by a villain. This event is once again never shown in-game, but the damage caused to the area and signs of a fight – robots smashed against walls, debris, a broken glass case – allow players to make connections.

 

The attention to detail in game space makes Overwatch a highly immersive, beginner-friendly game with a memorable universe, unparalalled by any other game of its genre.

MICROTRIP Writing Analysis: Spacial

For our Spatial Writing Analysis I have chosen to play “Microtrip”, which is a simple mobile arcade game. The  character is a white microbe-like blob creature that travels inside what seems to be a live organism. The control of the game is the phone tilt. The microbe goes through a series of obstacles and always keeps traveling down the body tract. The goal of the game is simple and straightforward: the character needs to go as deep as possible. It is a player vs game kind of a play experience, where an individual is challenged by the game design. Its competitive aspect is individual, meaning that the game keeps a personal high score that motivates the player to continue.

The user has to tilt his/her phone to navigate the space and has a choice of collecting white cells that increase the high score and can help when the character’s life is in danger. The traveling experience is complicated by “villain” characters scattered around the path that either harm you or kill you, so the player has to dodge them in order to continue the quest. Those are live creatures that remind me of the black sea urchin; they end the player’s game when you hit them. There are also smaller needle-like obstacles that harm the player, so that the “life” displayed at the top left corner drops. However, the game is also full of beneficial bonuses shaped like pills. Those pills can help the player collect the good white cells as a magnet, make the microbe grow in size and destroy obstacles on the way, allow it to be immune to the villains for a limited amount of time, etc.

It is a procedural game with multiple levels, however, in the process of playing, it feels never-ending due to its challenging nature and minor differences between the levels. Yet I have to admit that each time I started over the layout was different, which makes the game consistently interesting and unpredictable. I personally love the visual design of the Microtrip. Its graphics are really smooth, colors are very pleasant and the sprites are well designed and coordinated into a coherent game aesthetic. The mechanics of the game are rather simple. It has a certain “gravity” feeling to it because of the tilt control, and the way the game layout and space unfold. Microtrip is a smooth down-scroll game. The created space makes the player feel like the microbe blob is falling/floating down the insides of an organism. Although the game only uses x and y axis for character movement, there is also a sense of depth. The background is contrasting with the sprites because of the clarity, contrast, saturation and color (blue on red/red on blue). It also has organ-shaped graphics that are slightly blurred, which expands our understanding of what this space is and does create a feeling of being inside a body. This means that the space accommodates the meaning or, in other words, the “plot” of the game. The fictional world of Microtrip is simply understood by the user because of its associative graphics. The space in this case is essential for understanding the game’s narrative. The shapes, colors and sprite behavior suggest that the game space is actually inside a living body. The game design is imaginary and unrealistic yet it gives just enough of a hint for the player to subconsciously understand the metaphorical interpretation of organs, tissues, cells, etc. in the game space. In Microtrip, one can observe a well-designed parallel between the fictional and the real world.

I don’t think that the perception of time is affecting the play experience much in Microtrip. The game flows smoothly. The speed changes are rare, however, the game certainly feels more rushed and chaotic when the microbe is trapped between a lot of obstacles and dangers. The desire to go as deep as possible is intriguing and addicting. This game aspect may force a passionate player to feel the need to speed up, however, I find the game’s default flow charming as it is. Also, the concept of time is present when the microbe hits one of the needle-like obstacles, and its life is slowly draining. The character will die if the player does not catch some good white cells before the life icon is completely empty. The risk of running out of time gives another twist to the play experience as it provides another rush of adrenaline (in a sense). It contributes to the player’s understanding of the game environment where danger is present and real.

Earlier in the analysis I have used the word “quest” to describe the Microtrip playing experience. However, I doubt my own choice words, since the meaning of a quest implies a certain end to the game. Yet, in Microtrip, the player does not know why the object is traveling down somebody’s organism, what is there in the end of the tract and whether there is an end at all. This endlessness paradoxically makes this game so addicting (for me personally, at least). I definitely recommend this simple arcade game as a pleasant destress activity.

Game Project: Technological – Rowdha

For this project, the main aim of my game was simplicity. The game is very block based, as we can see that everything is designed in a square or rectangular shape. In terms of the theme ëscape”, it quite fits the description because essentially the main aim of the game is to escape from purple “bully” blocks that will kill you upon collision with them. The main character is a small green square that needs to navigate around a red maze and reach a safe spot, which is a yellow square. To move around, you need to press the arrow keys that corresponds to the direction of the keys (left, right, up and down). I chose this particular type of gameplay as it involves a bit of strategic movement in order to avoid the bully blocks, as they move at a faster speed than the actual player. You get 3 lives, and if your 3 lives are up, then the game is over and you need to restart (which involves refreshing the webpage). You are restricted from playing out of bounds, because the maze walls also take away one life from you upon contact. This may contribute to situations in real life because often we find ourselves in negative situations and we need to find ways to avoid the source of negativity without being caught or trapped by the negativity, hence the description of “escape”.

I designed this game based on an earlier game that my brother and I developed as children using a child-friendly game engine. The interface and controls are  similar, but this version is much simpler as it requires more programming in a language that I’m not very familiar with. The design of this game is pretty much based on blocks, squares, and rectangular shaped objects, very much like the older version that we’ve designed. During the process of designing the game, I would save and test the game every time id add a few lines of code, just to make sure that the game was working properly. creating the maze itself was probably the longest process of designing the level, as each wall in the maze required a separate sprite with located on a different position. The speed of the bully blocks were also altered several times to make the game a little more difficult.

Looking back at the game now, I feel quite pleased with it, but at the same time disappointed. I was hoping I could make a few more levels, but that proved to be quite difficult for me. Also, during my latest test of the game, there seems to be an error in the code which prevents the game from actually running, and I wasn’t able to figure out what was causing the bug. Another issue that I felt a little frustrated with was the concept of mobility in the game. Initially, I was hoping I could find the code that would allow the character to move at a constant speed as the player hold down a button, but I was not able to do that. With more time, I probably would have focused on designing more levels and tried to experiment with more sophisticated types of movements and characteristics that each of the sprites could have had.

An artefact is something that is created by a person that can be utilised and interacted with, wether it is digitally or physically. In The Routledge Companion to Video Game Studies, the author describes an artefact as “not stable”and something that changes over time”. I’d like to think that the game I designed is an artefact in that sense because 9 years ago, the game I designed with my brother had a different interface, different ways of movement, it was more complex and  was inspired by different thing. The game I have to present today is a very toned down version of what my brother and I created, hence, the claim that my game is open for changes, editing, adding and taking away certain aspects and all of that is okay, because I believe that this is how many games (or artefacts) have been treated in the past, and I would love to see many different versions and interpretations of this in the future.

Here is a link to my game 🙂

https://drive.google.com/drive/u/1/folders/1-ogPkq3oWa92GH480UzSTFwCujel9ma4

Spatial Games

We have decided to work on a 3D spatial game. Our main ideas so far have been:

 

-Graphics: Low poly graphics

-Setting: Desert, oasis, volcano

-Character: One player

-Other characters: Friendly snakes and killer rabbits

-Camera: 3rd person following the character

-Plot: You wake up in a desert, thirsty and disoriented. You must explore around, avoid the enemies, and find the oasis inside the volcano.

 

Arantza and Hatim

Brainstorming: Spatial Project

Our group decided that we wanted to do a 3D exploration game. We hope that it could be something like escaping from a dungeon or an island or even a more narrative “solve the mystery” type of game with collecting artifacts. Over fall break, we hope to get a more solid plan together!

Need for Speed Most Wanted

The game I chose to play is Need For Speed: Most Wanted (2012 Edition). It’s a car-racing game where you, the player has to make your way up to the top. As the player, you are allowed to drive around the city of Fairhaven and participate in races. Winning races unlocks car mods and gives you Speed Points (something similar to street cred). The underground street racers maintain a blacklist of the most dangerous and deadly drivers (and their cars). Gaining enough Speed Points allows you to challenge them and move up the blacklist!

 

A peculiar aspect of the game that I find worth mentioning early on is that there are no characters in the game that resemble humans. While you do see cars being driven and hear cops on the radio – there are no 3D human figures that you can actually see. However, the absence of humans is never felt – primarily because the game emphasizes focus on the cars, the drivers aren’t that important. Even the names on the blacklist are actually just the names of the cars. The are no pedestrians in the city of Fairhaven either.

 

An hour of gameplay is roughly a day (24 hours) in game. This has no special contribution apart from the fact that the player gets to experience driving around in fairhaven at different times of day, which would mean if different lighting, and of  course, a slightly different feel (I always enjoyed driving at night more that the day). The game itself may take a while to finish. Each race typically lasts for about 3-4 minutes.

 

The elements of a car dashboard, all present on the screen – a map, an odometer. The number of Speed Points is also displayed on top.

In terms of conventional terms, the game space for NFSMW is more of a free-roam environment, where players can not only roam around the space without any particular object, but also interact with the space to unlock and participate in objectives. Fairhaven would seem like any other metropolitan city that you’d typically experience. There are buildings, roads, a pier, a huge park, etc. Apart from the absence of any human life, the city is quite ordinary. It obviously draws from a real city to give the player a sense of actually being able to race in an environment that is relatable to them, as opposed to driving in hyperspace or any other crazy fantasy racetracks. The splendid graphics add to the feel of the game which make it seem more real. The cars in the game themselves are also taken from the real world, and these are hands-down some of the best cars one could drive. There are definitely certain things that might seem odd in comparison to the real world. The most striking example would be the repairs from a crash. When you do crash your car, regardless of how bad the crash may seem, the car still functions as well as it did prior to the crash. The only difference is that it looks slightly beat up. A quick stop at any gas station, and your car will look like it is brand new. A stop at the gas station also changes the paint-job on the car.

Another aspect of an alternate reality in the game is the way in which changing cars functions. Each car has 5 races of its own – winning all of them will unlock all the mods for the car. Once you are done with those 5 races of the car, the logical step forward would be to move to a different car, since there is no other way to gain speed points beside winning unfinished races and evading the cops. The cars themselves are situated at different spots around the city. Some are obviously much better than the others. The player can jump to a different car once discovered, or if the car has been already discovered, they can use an ingame menu to jump into that, at the location of its discovery. This means that there are jack spots all around the city, and a fun thing to do is to find all of them and unlock all cars. To race the blacklist cars, the player may use any car and still get the Speed Points. While being different from reality in how you change cars, this feature obviously helps provide a better gameplay since its easier to change cars once you know where they are.  

The ingame menu for choosing races (left), and the current mods applied to the car (right) [in this picture, none applied yet[

Another key feature of the game would be the presence of cops. Anytime a cop car spots you speeding, the launch pursuit. The longer you’re being chased, the more your “heat” grows, and the more difficult it is for you to escape. The chase ends by you either getting busted, or you successfully evading the cops by hiding or outrunning them. If you think you have some of the best cars, so do the cops. Unless you have a really modded car that is in the higher number of the blacklist, you won’t be able able to evade the cops by outrunning them. A peculiar version of reality is also seen here – since there are no humans, the way you get busted is if a cop car is next to you and you don’t move for roughly 4-5 seconds. The police department for excessive speeding is also probably the best in the universe because they seem to never run out of cars to send after you (also, at a very high heat level, they send a chopper which drops bombs).

 

Overall, the game is a typical racing game. Most people drive cars, but are confined to the rules of the roads. The game provides a space for the player to do what they can’t do in their own cars. Since the damages are confined to the game space, there are no real-world consequences of speeding. The game also allows players to drive around the city of Fairhaven in supercars. It’s also a fantasy popularized by movies like Fast and the Furious, which paint a picture of how ‘cool’ it would be to actually race. This makes the experience all the more enjoyable.

Spatial Analysis: Hot Dog Bush

In Hot Dog Bush, the player transports into a world of hot dogs and street food vendors as they become former US President George Bush who is kicked out of the White House and is now operating a hot dog cart in New York City. In this point and click game, the player remains stationary within the space, preparing and serving customers in a fixed field of view. One can play in two modes: career mode in which the player tries to advance from selling in the Bronx to Wall Street and speed mode in which the player tries to earn as much as possible in a designated period of time. Though much of my analysis of the game world will be common to both game modes, I will focus primarily on career mode as its narrative architecture creates a particularly immersive world for play. In this mode, though players technically do not move through the space, Hot Dog Bush creates strong emotional depth through drawing from “actual” world elements in its treatment of space and time.

Though the player cannot walk or complete other movements within the space, the game creates much emotional depth from how realistic the game feels, further emphasized by the first-person point of view. For instance, if a customer tries to leave without paying, the player can only stop them within the given viewpoint just as a street food vendor might not be necessarily able to leave their cart.  Hot Dog Bush mimics the “actual” world process of progression where one begins at a basic level and works up through practice and hard work. Thus, the space reflects that through the emptiness of the cart initially. On day one, the player can only sell hot dogs with the option for ketchup. As the player’s skill increases, the space adapts to show more objects until the player fills the cart to capacity with numerous offerings like hot dogs, burgers, French fries, root beer, soda, and three different garnishes. Offering more items naturally equates with customers ordering a greater variety of items, increasing both the difficulty of the game and the degree of movement for play as the player must strategize the order to serve customers in, what to grill, etc. The space is also designed to facilitate such strategy. For instance, the space is designed so that the player’s cart is in the foreground, emphasizing player movement in the given space. The top half of the screen shows the background of the current venue that the player is serving and changes as the player advances. The top half also houses the NPC characters. Just as in the “actual” world where a large line often discourages customers, the player only has a maximum of five customers in view at a time, encouraging the player to serve them quickly and to pick up their money at the end, so that new customers can come into view.  The sense of urgency is heightened around the lunch hour where the cart will be quite packed and the player must quicken their pace to meet the demand.

This sense of urgency is critical to the game as it creates a strong sense of emotional investment for the player. The game also fosters this sense of urgency through its treatment of time. First, time serves as a marker for achieving objectives. A day is much faster than the actual world of course, but serves as a natural timeframe to achieve their daily target. After meeting the daily target, the player advances to the next day and after each successful week, the player advances to the next venue in NYC. To create this sense of urgency, the game designers placed a clock to keep the player updated on how long they have until the cart closes and how much left they need to make to meet the daily target. Another way the game uses time to create a sense of urgency is through the customers faces. As they wait for their orders, their faces become visible more crestfallen and later, angry. In case the player is too focused on preparing the orders, when it’s the last straw for a customer, they will begin shaking as if moving impatiently as a warning that they will leave if the player does not serve them at least part of their order. Time is also emphasized through the grilling of the menu items. They will become a golden color and flash when they are at a perfect temperature, creating a sense of urgency to the player to not burn them.

 

Hot Dog Bush creates meaning through a space that is heavily influenced by the real world and its use of time creating a sense of urgency and heightening a player’s investment in the game. In the Routledge Companion, the Perspective chapter describes that “any modelling of a system” will represent an opinion on what is being modelled (Sharp, 8). In this regard, Hot Dog Bush conveys the importance of hard work and that there are no shortcuts in being a hot dog vendor, not even for George Bush. Also, Bush ends up being abducted by aliens to be their hot dog vendor and gets kicked off Earth.

Writing Analysis Spatial: Need For Speed – Most Wanted

Need for Speed – Most Wanted

Need for Speed – Most Wanted is a single-player car-racing game. The car-racing in this game, however, is street racing rather than formal track racing. In Need for Speed – Most Wanted, the overall objective of the game is to race as many times as possible and defeat certain racers in order to climb up the hierarchy of racers and become the number 1 racer in the game. The entire game is played solely with cars – there are no human figures in the game. All choices are made when the user drives the car to certain predetermined areas and presses a key to activate a certain response from the game. Owing to the fact that it is a car-racing game, the controls are fairly simple: the player uses the arrow keys to move the car in the directions of the arrow keys and uses the spacebar to handbrake.

 

This game does well to incorporate real-world aspects into the gameplay and offers an overall feeling of real racing. Despite the fact that the player is well aware that things that are possible in the game are in no way possible in real life, the player at the same time doesn’t feel too disconnected from reality. This is because, the game space was designed to look like a real city, with buildings, roads, street signs, real cars in production, etc. The striking difference is seen in the kinds of interactions that the player has with the elements in the game. The game is designed to encourage reckless driving in the sense that the player needs to drive at a very high speed and in a very dangerous manner (swerving oncoming vehicles, making sharp turns, crashing into other racers) in order to win races. Also, when a player crashes into a building or any immobile object, the game just restarts from where the crash happened and everything is restored whereas in reality, such crashes may have fatal consequences. Also, time is the game is sped up. In the sense that there is regular day and night, but the intervals they last for is drastically shortened. Day and night each last for approximately 30 minutes. However, there is no measure of days, weeks and years simply because it is not relevant to the game. Everything happens in the moment and there is no need to keep track of dates. In fact, the representation of day and night is just present to offer different racing experiences to the player in that when it is night, there is less visibility and so the player has to drive more carefully in order not to crash. Also, races done at night have a slightly higher difficulty for the same reasons.

 

Altogether, the fabrication of the game space in this manner makes the game more enjoyable to play since it mimics reality to a large extent minus the fatal consequences. This gives the player more room to explore certain stunts like driving off a bridge or over a rump at high speeds just for the thrill of it. Obviously, this is not something that would be done in real life but in the game, the player is able to do it without the need for second-guessing his/her actions.

Writing Analysis: Spatial

The game that I’ve played for the “spatial” topic is called “Torchlight II”. It is an 3 dimensional RPG game on steam and takes place in a fantasy world. The story of the game talks about an alchemist who has become corrupt with power, and your playable character, who can be classified as a mage, barbarian, rogue etc. has to defeat the evil driven alchemist. The game is played by using the W A S D arrows to move, the right mouse button to attack/loot, and the left mouse button to use mana attacks (magical power). Looting items allows you to be stronger, faster and more defensive, while killing enemies and beasts gives you more EXP to level up and grow stronger.

The viewpoint of the game can be described as “god’s eye view” but at an angle, allowing the player to view their character as well as enemies, treasures, and different paths that one can take in the map. The space is view is set so that the player will not have a hard time exploring the vast map and world that is created in the game. In the real world, we can look forwards, backwards, up, down and to the sides (first person), but being put into a higher perspective allows the player to look at the world from more than one angle at the same time, making navigation and fighting off dangers a lot easier. Some of the structures in the space resemble those to our real world, for example, mountains, bridges, rivers, even graveyards, but others, such as bosses. Our expectations are challenged in the sense that we never know when to expect surprises such as enemy attacks and random loots. It also challenges us in the sense that while searching for loot, we never know what to expect, because looking into a pile pf bones for example, two similar piles of bones could disperse completely different loots.

Meaning is created in this game through the story line and the characters found across the widespread location of the map. The player can talk to NPCs and interact with the people around the world, and each NPC has a story of their own and information to give to the character to help them continue with the story. eventually, with the help of the NPCs and items, the player will be able to progress through the game and finally defeat the evil alchemist.

The concept of time in this game is similar to that which is in the real world, however, the only alteration to time here would be that it is sped up so that day and night passes through much faster. A day in the game would go by every few minutes. There is no time limit to which the character must abide by in order to finish the game, and time is not exactly counted. It is really only there to tell which enemies shouldbe attacking at what time of day.

Writing Analysis Spatial: Another World

Another World is a 2-D one-player action-adventure game designed by Eric Chahi and published by Delphine Software in 1991. The plot centers around Lester, a scientist that fights for survival in a dangerous alien world after one of his experiments goes wrong. The player’s objective is to go through several puzzle scenes, avoid obstacles, and escape creatures by running, shooting, and jumping. Another World uses  design and mechanics to handle space and time and help the player better understand how to interact with the game world.

 

Level Design

 

Another World’s space is divided up in rooms that belong to different levels which players can navigate one at a time and can move to the next by reaching one of the edges of the screen. The design helpfully breaks up the levels into smaller pieces. This lets the player know that something has to be done in each room to solve the level and move to the next. For example, some of the rooms belonging to the first puzzle are arriving at the alien world, the jumping over leeches, and the running of the beast. Usually, the objects of the rooms stay in the rooms (except for the beast that ends up chasing the character), but they are connected to objects seen in past rooms.

 

Arriving to alien world

Avoiding leeches

Escaping beast

 

The fact that the design of the background image is static in each room helps to split the game up into different puzzle pieces. However, what is even better is that, unlike other platformer games that we discussed in class, the static background changes in every room. This helps give the player a sense of progress and continuity in the game. It is important to note that while the background is different, it is still related to the level.

 

Background 1

Background 2

 

Having smaller puzzles due to having the game’s space be split into rooms doesn’t always mean the game will be easier. When I was inside the cave, I encountered many screen edges that led to many similar-looking rooms. I didn’t know in which direction to move next and got lost in the maze. Having a design that simplifies large puzzles, aids players. And while it may get confusing and challenging at times, players still know there is a puzzle to solve in a specific room before they go on to the next one.

 

Time Mechanics

 

Another World’s does not use time in a traditional sense. There is no timer on the right side of the screen telling players how much longer they have to complete a room or a level. Instead of tracking players using a time counter, the game tracks players through checkpoints. If a player is able to reach a certain point without dying, no matter how much time it took him to get there, then the player can restart at that point indefinitely. This checkpoint mechanic is pretty useful and contributes greatly to the space design.

 

The checkpoint is so helpful mainly because Lester is a vulnerable character that cannot sustain any damage. The game ends immediately every time he gets shot by a gun, touched by an animal, or crushed by a rock. I remember dying more than fifteen times at the hands of deadly leeches. At first, I didn’t know why. But when I finally understood, I knew the only way to get rid of them was to kick them from a reasonable distance. I also got killed so many times by a guard that was able to see me before I did. After several times I knew I had to shoot the gun before crossing over the edge of the screen. And inside the cave, I didn’t know that stalagmites would end my life more until I learned I had to jump over them. Another World is the personification of trial and error. The game uses checkpoints to help players overcome a particular obstacle with as much time that is needed without having to redo the entire game.

 

Jumping to avoid death

 

I truly believe that if time were used in a traditional sense, the rooms and the level progression would not be as effective. The player would be more concerned with trying to finish the game in time and die even more often. The game is complex enough without the time mechanic and it allows players to learn from their mistakes.

 

Conclusion

 

Another World is a great cinematic platformer that truly helps the player understand the fictional world as a version of reality through the use of space and time. Through the use of space, it allows the players to explore, with constraints, an alien world. Each room shows a beautiful background, a dangerous creature, and a challenge to solve. The graphics found in the room design are also great contributors for the player to engage in the world, its narrative, and understand how to move around in it. In terms of time, the player is able to see a progress that is more similar to our version of reality. The game doesn’t have a counter telling you when you need to restart. Its use of checkpoints, trial and error, and restarting are better suited to the narrative of the game.