Game Play Analysis
|Name of the game||rocket league|
|The platform||console, pc|
|Time played (should be at least 30 minutes)||3 hours|
|If you could work on this game (change it), what would you change and why?||Nothing really|
|How many players are supported?||most 6 least 2|
|Does it need to be an exact number?||no|
|How does this affect play?||makes it more fun if more|
|Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.|
|What are the players trying to do?||trying to rank up and win|
|Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).|
|Rules/Mechanics||there is air rolls and flips you can do|
|There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.|
|What controls are used?||controller and keyboard and mouse|
|Was there a clear introductory tutorial?||no not really|
|Were they easy to understand or did you find yourself spamming the controller?||spamming the controller|
|Resources & Resource Management||NOTES|
|What kinds of resources do players control?||boost|
|How are they maintained during play?||you can drive to a boost pad|
|What is their role?||there is an attacker and goalie|
|A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)|
|How much information in the game state is visible to the player?||a lot of information|
|A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.|
|In what order do players take their actions?||striker usually goes first|
|How does play flow from one action to another?||if ball goes on your side then goalie should try to pass to striker|
|Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.|
|Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.|
|Theme & Narrative||NOTES|
|Does it have an actual story structure?||no|
|Is it based on a historical event (or similar)?||no|
|Does the theme or narrative help you know how to play?||n|
|Does it have emotional impacts?||no|
|Also, look for en media res (does it start in the middle of the game)?||no|
|The Elements in Motion||NOTES|
|How do the different elements interact?||they dont|
|What is the gameplay like?||very fast|
|Is it effective?||yes|
|Are there any points where the design choices break down?||no not really|
|Why did the designer make these particular choices?||to make the game look good|
|Why this set of resources?||That is what best for the game|
|What if they made different decisions?||It would be better|
|Does the design break down at any point? no|
raphics & Sound
Does the game art pair well with the mechanics?
Did you find any bugs or glitches?
What about sound?
Can you spot any technical shortcuts?
Various Stages of the Game
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?
beating an opponent and you just have to be smarter
Is the game fair?
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
no not really
What is the intended audience?
there is none
What is the core, the one thing you do over and over, and is it fun?
flips and yes