Wednesday, 9 February 2011

Super Smash Bros.

Video Game Play Footage


You can see here what the game is like, manic open space battling, just how I want my game to be. I want my final video to show the relation between the video game and my physical game as much as possible to help prove what I have achieved. I need to consider how to make the physical game as much like the video game as possible without it being to complex and it still being fun.

Mauro (2011) says, “Simplification means once users have a relatively brief period of experience with the software, their mental model of how the interface behaves is well formed and fully embedded. Simple does not equal engaging. It is possible to create a user interface solution that is initially perceived by users as simple. However, the challenge is to create a desire by users to continue interaction with a system over time. What makes a user interface engaging is adding more detail to the user’s mental model at just the right time.”

So adding to the complexity of the game or difficulty of the game once players are up to scratch and are coping well with the level they are already on, is how to make a fun and engaging, therefore it will be useful to have different difficulty levels for the game, this will broaden the market for the game and will allow different age groups to take part, it will help people learn how to the play the game. Different options are also good in a game so people can choose how long they plan to play, for example, choose the number of rounds depending on how long you wish to play the game.


Mauro, C, L., 2011. Why Angry Birds is so successful and popular: a cognitive teardown of the user experience. MauroNewMedia. [online] Available at: <http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/> [Accessed 25th April 2011].

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