Game Elements

Here's a short discussion on a feature from 'Gamasutra.com'. The feature titled "Postmortem: Pinball- RPG hybrid rollers of the realm" is a retrospective account of the development of the game by those most closely involved. The postmortem offers an in dept hbirds eye view of the real life development of the game; from concept, to working prototype, to pitching at the 'GDC 2012' and its  further development to a 3-D game and beta testing. Interestingly we are also given an insight into how the development teams were put together fusing experienced developers from large corporations with their indie team. 
           The feeling that what went 'right' were their efforts to design a weird, quirky game with interesting characters and player testing constantly, which provided great feedback. The complicated and daunting task of development is concisely explored and explained in a language that most laymen could understand. There were inevitably some mistakes and this is discussed in "what went wrong". The main issues are discussed in depth, being  mainly poor planning of resources and rushing too quickly through the early 3-6 month stage.
         Overall this is an excellent article that every potential games developer should read as its a real life insight into this fascinating world. 
          The second article that I read was, "The blue shell and its discontents". This article outlines the background of the 'spiny blue shell', in 'Mario Kart'. This article discusses  the progress of the 'spiny blue shell' over a period of time. I found it interesting learning about how game developers create these 'objects' for their comes games and the planning that happens before hand. At first the shell served as the ammunition of 'Lakitu' that would be goggle cloud riding 'Koopa' who would hurl them into the air in some over world levels. Now the shell is used against your competitors that your racing against to slow them down in the race. It only goes to the last one in the race. I found it interesting that the game developers changed it from a thing who is evil and destroys people to it being a familiar friend who destroys someone that they know. Perhaps, you could say that they adapted it to a real life situation so people could relate to it more by combining real aspects into a video game.
               
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The last article that I read was "Gamamsutra Explains: The 'YouTuber' Phenomenon".  This article discusses the impact that 'youtubers' have had on the games that are being created. The article suggests that they believe that "there's a direct correlation between how good your is and how many unique YouTube videos it can yield". I would agree with this statement because it showcases that people will play it because not only they enjoy it but that they are influenced by the share amount of popularity the game may get on YouTube. If your game is highly rated and represented on YouTube then it will automatically gain popularity amongst 'gamers' therefore generating in more sales and profits of the game because more and more people will buy it because they have been reviewed and played by their favorite 'YouTubers'. It goes on to suggest that game developers will make their game good and attractive to watch. This is quite a clever move by game developers because essentially many people will watch these game-plays and reviews on 'YouTube' and in order to satisfy its viewers the game must convey a good appearance. 

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