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A Game Critique by Nick Hatcher

A Game Critique by Nick Hatcher. A Personal History. 2009. More of a blip on the mobile game radar than anything else, 94 Seconds filled a short lull between Temple Run and Candy Crush. 2010. 2012. 2011. 2012. 2013. Scimob. Based in Montpellier, France

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A Game Critique by Nick Hatcher

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  1. A Game Critique by Nick Hatcher

  2. A Personal History 2009 More of a blip on the mobile game radar than anything else, 94 Seconds filled a short lull between Temple Run and Candy Crush 2010 2012 2011 2012 2013

  3. Scimob Based in Montpellier, France Only has a handful of employees; small and local 94 Seconds was their first big app Their latest game is called 95 Degrees and is absolutely terrible for reasons unrelated to 94 Seconds. Don’t get it. Has translated their games into 5 languages besides its native French

  4. http://www.youtube.com/watch?v=vKO0nMQorDk Demonstration

  5. Gameplay

  6. Chronos • In-Game Currency • Acquired through promotions or purchases • Playing against friends • Playing a lot • Used mainly for Jokers

  7. Bonus Points SCORE LENGTH OF CORRECT STREAK

  8. Graphics and Sound • The interface is very intuitive • Productive colors • Lots of gradients • Some .jpeg like pixelation • Sounds and music fits in a ‘timed’ theme • Overall, visually cohesive

  9. Relaxed Mode • An updated mode • Dull, and unplayable • Keyboard problems • Easy

  10. Difficulty The categories/letters are fairly random When you get a word wrong, the game will give you a possible answer so that you won’t continually get it wrong The availability of the Jokers The addition of more categories and the minimal amount of customization available with categories The game quickly becomes easier the more you play in a flashcard like format High scores are also based on luck of getting easy answers

  11. Viewing the Game as Business • Chronos • Challenge Mode • Encourages other people to start playing • Promotions • “Like us on Facebook and get Free Chronos” • Provides advertisements • Competition • Encourages a dedication to playing the game • “Share your high score”

  12. What Made the Game Popular? It’s very simple When you first start it requires thinking The subject matter is one with which we know very well-Our language Plenty of time to sit around and play mobile games The game can be played as a group It became a fad Competitive academic environment

  13. Why did it Fail? It becomes too easy after a point, decreasing the replay value When you start skipping the thinking phase, the game becomes pavlonian; there is no critical thinking involved Eventually it stops being about whether or not you can think of words and starts becoming about how fast you (or your keyboard) can type Candy Crush

  14. Final Comments Ultimately the game is too simple to last very long There is no skill involved in the game It becomes straight up memorization Although the addition of more categories made it more difficult, it did not make it a higher caliber of difficulty Other modes/challenges may have improved the gaming experience, they failed to improve the game It was meant to be played in small, distant bursts

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