Another few recent distractions

Another few recent distractions


With a wide variety of games that we are given each year, it is certain that I do hold a lot of interest in various genre's published each year. But sometimes, designers also publish some games that were originally a cult classic, which although may have not gained as much acclaim as the newest version, was still by far a great stepping stone into creating a great engaging game.

This classic being, Monster Hunter: Freedom Unite a game where you are able to go up against colossal creatures in a variety of biomes that are akin to the creature, which are also unlocked by performing various tasks and quests from the village elder (progressive). In addition, you are able to create various weapons and armours, which also have appropriate elemental statuses and enhanced attributes based upon the creatures that you encounter in the field. With this, you are able to farm and appropriate your load-outs in order to hunt/capture your target more efficiently.

In addition to this questing capability, it also upgraded your characters HUB, when you eventually pass certain checkpoints, either by giving you extra mining points (which gave the opportunity to harvest ores and minerals for weapon/armour construction) or farming locations (for harvesting plants, bugs and honey, a main component for all potions/items)

Now as I mentioned, it is a cult classic, primarily due to its original release in Japan a year prior to it hitting the shelves in Europe, this was due to the styles of the characters and environments were predominantly oriented around Eastern culture, but another major factor in this was due to it also being on a handheld console, rather than the console super-giant, which had poor networking abilities, so progressing through the harder end-game was much harder than that of today, due to it being on a suitable platform that has superior network abilities. Ultimately, making it much more approachable to the average gamer.


This then made me question that, if I am going to make a game engaging that I am always having to make just decisions that work towards our users, be it in the form of control functionality in menus, or even down to simple control schemes so that he player doesn't become bored due to frustrating control patterns.




The next game that I have gotten myself a little bit interested in is, Fortnite, although the campaign mode that they sell separately isn't my main focus here, it is actually the free multiplayer, Fortnite: Battle Royale.

Originally, I joined due to a few mates pleading that they required a forth member for their squad, so that they would have the ability to communicate with all squad members, unlike before my arrival they had to decide to auto fill the party with a random player or not, and in this sort of game, numbers most certainly count, well if you are new to the game its most definitely helpful.

What I mean by this, is that once your battle bus starts its journey, you have a brief period in order to plot your starting location to collect various weapons and materials required to win. But there are other users also involved which adds the serious random factor within the game, well besides the random stats of the items that you find, and if certain loot boxes are available or not.

After the initial deployment, the game will then initialise what is essentially a circle of death, which if your on the outside of it will start to decrement your health until you are within its area. This mechanic is what I believe to be the main drive for player development, as you have the ability to venture across a massive map you are needing to stay alive regardless of the situation, and the only sure-fire way to at least survive is to stay in that area, but this also draws all the other users to the same locale which in turn creates the battlefield which this game genre really takes to heart.



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