Académique Documents
Professionnel Documents
Culture Documents
Contents
Table of Figures
1 Introduction
1.1 Game to be Analysed
2 Theoretical Research
3 General Game Analysis
3.1 Type and Style of Game / Genre
3.2 Screen Layout and Format
3.3 Game Operation & Cycle
3.5 Core Rules & Game Mechanics
Core Gameplay Actions / Mechanics
4 Specific Scene Analysis
4.1 Objects Diagram
4.2 Behaviour Flowchart
5 Conclusion
6. References
Table of Figures
Figure 1 Annotated Display of Torchlight
Figure 2 Quest Dialogue Given By An NPC
Figure 3 The Attributes and Skills
Figure 4 - Gems
Figure 5 Foe shatters from receiving a physical attack while frozen
Figure 6 - The PC performing the Ice Shock Skill
Figure 7
Figure 8 - Object Diagram
Figure 9 - Behaviour Flowchart
Figure 10 - Micro Board Game Setup
Figure 11 - Stages of Play - Turn 10
Figure 12 - Stages of Play - Turn 14
1 Introduction
This document will analyse a video game, specifically to explore the systems involved within the
game. Any knowledge gained form the analysis will be utilised to create a simplified version which
uses the main systems of the original game as a basis.
2 Theoretical Research
Source: Title, Date &
The Art of Game Design: A Book of Lenses, 04/08/2008, Jesse Schell
Author (chapter / pages)
(188-191)
Sources Concept / Theory & Key Relevant points
Rewards are one of the reasons why people play games and continue playing them. The
source gave a variety of different methods that the game system can reward the player,
several of them being extremely valid in relation to Torchlight.
Games have the ability to reward us with abilities that we could not receive in reality,
therefore these are sought after and provide more enjoyment than realistic rewards.
People want to be judged. But people dont just want any judgment they want to be
judged favourably
Application to your Analysis
Through utilising the above knowledge, a deeper understanding of the game and how it
rewarded the players came forth. Where ever there is a reward, there must be a goal
preceding it which made it easier to identify the many goals within Torchlight. Goals and
rewards must be included in a game else the game lacks shape as people do not know
what they want to achieve. In addition, there should be more motivation than just a goal
if it is a game which is meant to be played for more than a short period of time.
Source: Title, Date &
Game Studies, 2008, Miguel Sicart, (Defining Game Mechanics)
Author (chapter / pages)
Sources Concept / Theory & Key Relevant points
Miguel discusses that game mechanics are centred on agents and their ability to invoke or
call upon methods and commands which cause the program to run. Without them,
nothing would happen as there would be no interaction between objects in the world. In
addition, these agents enable the players to access actions which they would not
understand how to perform. The agent is the connection between the player and the
system and can even be as simple as pressing a button on a controller.
Miguel states that he wants to Define mechanics also in relation to elements of the game
system, game hardware and player experience, mapping mechanics to input procedures
and player emotions.
Application to your Analysis
The theory has enabled me to view the objects of Torchlight whilst considering every
command or method that they could run. Each object has a series of methods it can call
upon. This is crucial for understanding that the PC can invoke methods which enable them
to perform actions in the world.
The second point shows that everything must be considered to truly get the best
experience for a player and that mechanics are used in conjunction with hardware to
respond to input from both the system and the player.
The source explain technology trees, the need for a system which gradually unlocks the
more powerful technology later on. The pages emphasize that this is due not only to
game balance but also to make it so that starting players have only simple technology to
use. In addition, different kinds of technology enable different player experiences.
Application to your Analysis
Torchlight is a game which uses a both a class and skill tree system to limit the skills
players can use instead of technology. The angle that the earliest skills are also the
simplest and easiest for new players to master had yet to be taken into account. By
considering this as part of your game design, not only do you limit players but that
restriction simultaneously appeases players as it allows different styles to be used each
time the game is played, therefore increasing its replay-ability.
1. PC
2. Pet
3. NPC
4. Foe
5. Displayed Damage/Skill Animation
6. Barrel
7. Health, Mana
8. Key-Bound Skills
9. Pet Health, Mana, Behaviour
10. Attributes Menu
11. Mini-Map
Torchlight has an aspect ratio of 4:3, 640X480 resolution, and is viewed isometrically, giving the
appearance that the game is 3D due to the partial angleing on the camera. The camera is centred
on your PC and moves with your PC, providing a third person zoomable viewpoint.
PC
o
Movement
Animation of skills
Regeneration Rate
Foes
o
Proximity to slain enemy Upon death of a nearby enemy, surrounding foes often
flee to imitate a realistic reaction
Skills could be encoded so the foe only uses them under certain conditions
ZOCs (zone of control) could be utilised to see if the foe moves to attack
you. This refers to the area surrounding an object and if any other object
becomes within the first objects ZOC, countermeasures may immediately
be undertaken or penalties are imposed on the trespasser
Containers (Chests/Barrels)
o
Opened/Closed
NPC
o
Movement pattern
Display/Withhold text/dialogue
Accessing of their Shop and the randomly generated items held within it which
differed each time you leave town and then return. The shops are very similar
looking to your inventory
Pet (an assistant you start with at the beginning of the game)
o
Behaviour
Attributes
Finding unique or sets of equipment as rewards for exploring or for completing quests
The game revolves around defeating hundreds of monsters through incredible amounts of
damage. Monsters differ by the attributes, resistances and skills they possess, each becoming
more powerful as you descend into the next levels.
NPCs provide a constant source of quests involving searches for certain items or engaging in
combat with bosses. Random portals provide endless levels separate from the main dungeons,
thematically tied to the PCs ability to utilise portals to return to town. Such quests are not
without peril and therefore death is impermanent due to the many hours of gameplay that would
have been lost otherwise.
Variables such as health, mana and cool down timers are limits imposed upon the PC to create
difficulty. Resource management is extremely important as is timing the use of the resources,
especially as potions within Torchlight heal a specified amount over several seconds. With a
limited inventory size, you must be able to understand what you need for exploring the current
level of the dungeons.
Character classes, chosen at the beginning of the game, define the skill trees you have access to.
Skill points that you attain at each level are inserted into skills but you must choose wisely as often
it is better to save them for later. The system requires you to learn specific skills to unlock new
techniques. Torchlight uses two systems to accumulate skill points involve gaining experience
points, via defeating monsters, and fame, for completing quests and defeating unique monsters.
Thus the importance of Jesse Schells (2008) belief that rewards fulfil the players desires and
the list of such rewards that follows the line clearly show that Torchlight manages to include many
of such reward schemes. Although the game may seem unending, players often enjoy playing the
game to receive other rewards than just the satisfaction of completing the game.
Figure 4 - Gems
One rewarding challenge is to find items which you can combine with your equipment to grant
bonuses. These items, gems, can be combined to grant larger bonuses. Only rare equipment have
slots to be filled with the irremovable gems, therefore it is a difficult decision for players to make.
As the aim of the game is to defeat all the monsters you face, damage is key to completing the
game. There are four main sources of damage in the game: melee, projectiles, exploding barrels
and DOTS (Damage over Time). Excluding DOTs, the distance is determined by using the specified
movement pattern (spell projectile often fire out in multiple directions) and if contact is made
with the offensive object without passing through a barrier, the system uses a calculation to
combine the attackers attributes with a random generated number that is within the limits of the
attack, e.g. 27-35. This is an example of why Torchlight is an imperfect information game. The
attibutes depending on the attack: Strength for Melee, Dexterity for Ranged and Magic for Magic.
Critical chance is also applied before comparing the damage with the victims attributes and
resistances, displayed as percentages. Often foes who specialise in ice have low resistance to fire
and thus take more damage. This is part of the elemental rock-paper-scissors theory which is how
games balance out any elemental attack by them each having strengths and weaknesses.
Afterwards, damage is dealt by reducing the victims health. Status effects can also be transferred
to the player, ranging from DOTs to speed reduction states.
Interacts with:
Death System
Combat System
Movement System
Combat System
Inventory System
Skill System
Skills can vary from healing, damage dealing, buffing to miscellaneous. Such variety is balanced via
mana costs and cool downs to prevent rapid repeated use. Upon activation, the necessary mana is
deducted from your current mana and the cool down timer for that skill is set to a specific value
representing seconds. If the PC lacks mana or the timer is above 0, the skill is not performed.
Successfully activation will initiate the animation and audio effects followed by the skills own
effect.
Interacts with:
Combat System
Restoration System
Figure 7
The above scene depicts the first boss battle that you encounter. The PC magic character is using a
spherical energy shield whilst the monstrous boss is using ice magic to make them pierce upwards
from the ground, damaging the PC when touched. At this moment in time, any skills and items you
have on your shortcuts bar can be used although you can access your inventory and other menus
by clicking the small icons just above the shortcuts bar. The player however is forbidden from
buying and selling items as you are not in town.
The systems involved in this scene include skills, damage calculation, movement and Foe AI
systems. In addition, a shield system is included which absorbs the points of damage that your
would have taken if it was not active. The shield itself last for a period of time and absorbs a
specific amount of damage.
Available Actions
PC Walks To Cursor
PC Skill
PC Basic Projectile Attack
Unavailable Actions
PC Chat
PC Jump
(Except as a special skill to cross distances)
PC Reload
(Ranged weapons can be continuously fired at
enemies)
4. Gameplay System
4.1 Object Diagram
x1
x2
x3
x4
x5
x6
x7
x8
Y1
X9
X10
PC
2
Y2
Y3
Y4
Y5
Y6
Y7
Y8
Y9
Y10
PC
1
Figure 10 - Micro Board Game Setup
Overall Procedure:
Do
setup
Repeat
each turn
until
end condition
Setup:
Place the token marked PC1 on the square x1, y10
Place the token marked PC2 on the square x2, y1
Set PC1_Health to 20
Set PC1_Mana to 20
Set PC2_Health to 20
Set PC2_Mana to 20
Set PC1_Class to Warrior/Mage/Archer according to player 1s choice
Set PC2_Class to Warrior/Mage/Archer according to player 2s choice
Each turn
Add one to turn counter
Move the PC counter using the
PC Behaviour
below
You may perform a skill using the
PC Combat
below
End condition:
The game ends once turn counter reaches 20
or
PC1_Health <1
or
PC2_Health < 1
PC Behaviour:
The PC token can only move orthogonally
Calculate the number of movement points using
Movement Rule
Repeat while movement points > 0
Move the PC token to an adjacent square
Expend 1 movement point
Movement Rule:
If PC_Class = Rogue
Movement points = 3
Else
Movement points = 2
PC Combat
Set Chosen_Skill to your choice
Set Range = 0
Set Damage = 0
Set ManaCost = 0
The PC performs a skill using
Class Rule
Place a Skill Token on the active player.
If ManaCost < (PC_Mana + 1)
Repeat while Range > 0
Move the Skill token to an adjacent square
Expend 1 movement point
If Skill Token is on the same square as the opposing player
Reduce opposing players PC_Health by Damage
Reduce attacking players PC_Mana by ManaCost
Remove Skill Token from the Game
Class Rule
If
PC_Class = Warrior
If
Chosen_Skill = Sword-Slash
Set Range = 1
Set Damage = 5
If
Chosen_Skill = Spear-Strike
Set Range = 3
Set Damage = 3
If
Chosen_Skill = Demonic-Blade
Set Range = 4
Set Damage = 8
Set ManaCost = 10
If
PC_Class = Archer
If
Chosen_Skill = Arrow-Shot
Set Range = 6
Set Damage = 2
If
Chosen_Skill = Snipe-Shot
Set Range = 10
Set Damage = 1
If PC_Class = Mage
If
Chosen_Skill = Dragon-Breath
Set Range = 3
Set Damage = 6
Set ManaCost = 7
If
Chosen _Skill = Ice-Lance
Set Range = 7
Set Damage = 4
Set Mana Cost = 5
If
Chosen_Skill = Arcane-Bolt
Set Range = 4
Set Damage = 2
x2
x3
x4
x5
x6
x7
x8
X9
Y1
Y2
X10
W2
W8
W6
W4
Y3
Y4
Y5
Y6
Y7
Y8
M3
M5
M7
Y9
Y10
M1
M9
Figure 11 - Stages of Play - Turn 10
Turn 14
x1
x2
x3
x4
x5
Y1
Y2
W8
Y3
Y4
W1
0
Y5
Y6
W1
4
Y7
Y8
Y9
M1
3
W1
2
x6
x7
x8
X9
X10
M1
1
M9
5 Reflection
During the analysis of the chosen game and the large amount of sources which were looked
through in the process, the main concept which has been imposed upon us is the variety of ways
that game designers can make games more accessable and still hold our attention much longer
with unique differences. Miguel Sicart (2008) knows the value that mechanics hold and how
important it is in relation to player experience not only in how the game plays but also how it
invokes emotional responses from people.
The analysis however lacks concise details and has meandered all the way to its closing paragraph.
The analysis itself needs to be thoroughly revised as it appears to produce or show a small amount
of meaningfulness behind a screen of text.
6. References
Jesse Schell, (04/08/2008),
The Art of Game Design: A Book of Lenses,
Boca Raton: CRC Press
Michael E.Moore (
30/04/2011),
Basics of Game Design,
Boca Raton: CRC Press
Miguel Sicart, (2008),
Game Studies
,
http://gamestudies.org/0802/articles/sicart
, (Accessed:
09/11/2014)
Runic Games, Perfect World, October 2009,
Torchlight
,
http://www.torchlightgame.com/download/
, 11/11/2014
All Screenshots are taken from the Torchlight game itself.