Jumat, 01 Februari 2013

My Opinion

This isn't a review or any comments made out of professional spectacles :D it's just an opinion, need to warn you that so you won't think I'm an all star gamer or whatever.

Today I checked FF XIII-2 out and I've decided that game is actually nice and way real. It's not about the graphic, I have no rights to comment about those beautifully created characters and all the surroundings, but it's about the game play. I found that it's actually very nice, we could make choices in the character's life and pick out what should we do and ll that. It's also pretty good I like the what was that special battle or whatever that is section because it's kinda unique how you can pick out the character's action and different feedback you will get during a cut scene like moments. The way our playable character encounter the enemies is pretty nice too. Everything could actually be better if only the game is a little bit more difficult, or maybe a lot more, since advanced players might not feel comfortable with that very auto system.

The battle is too easy? I dunno, everything is directed we would only need to press button and we won. I really like battle gauge system which are working not only like some queue system but presented in different manner like the one I found applied to Eternal Sonata. It is really interesting and it pushed me to think of a quick strategy that would work to get victory. But here, it seems to be just some gauge for show even though it determines when do we move but it looks like that for me. Then we can just auto everything and we'll be fine as long as we're good with the paradigm shift. I think it's a little bit confusing about where would the battle style goes. Maybe the developer want it to be classic? But they can't be too classic and they want to make it a little bit more modern with accelerating things up. I'm not really sure about this. But I'm kinda disappointed with how the battle goes on. It is one of the main attraction and what makes the game even more thrilling. I agree with storyline is the main focus of a game, that it needs to tell a story and all that. But then, think twice. We're supposed to be a player and we want to play a game, not watching some long boring movies. I don't think this kind of system works.

Some of the advanced player say that this game is leaking in puzzle department and I couldn't be more agree with that. We walk on the right path and there's only one path for us to get to out destination. That's just too funny. Some people enjoy to take times and try to figure out the way themselves, that's what most RPG player want, am I right? Because I feel like so. Sometimes I get irritated when I got stuck without any way out but that's when it got even more interesting. It lefts me the thrill to trace my way back and try out new things, even some stupid ideas, to figure the way to do it.

I really like FF XIII-2 but I hope the next series of this game would get even better than this. I still consider this a masterpiece thanks to the interface. Nothing is perfect but near perfect is worth trying, right? I will still like this game but I hope there would be improvements later on.

Thank you

Kamis, 03 Januari 2013

Diegetic Theory dan Icons


1.       Dalam desain antarmuka game di video game terdapat elemen-elemen yaitu :



a.       Diegetic: Diegetic components provide the player with cues and information without distracting them from the narration of the world. These cues are something that the player’s avatar and other characters in the game world are aware of, and can interact with. This makes the experience more immersive and cinematic.

b.      Meta: Meta representations are components that are expressed as part of the narrative, but not as part the game world. These can be effects that are rendered onto the screen such as cracked glass and blood splatters effects that interact with the fourth wall are the most common examples.

c.       Spatial: These are components that are visualised within the game world but are not part of the game world. The game’s characters are also unaware of these spatial components.

d.      Non-Diegetic: Non-diegetic is the interface that is rendered outside the game world, only visible and audible to the players I the real world.

2. Desain Icons merupakan salah satu hal yang sangat penting dalam desain antar muka game ada
    beberapa jenis icone yaitu picons dan micons.jelaskan masing-masing jenis icons tersebut.berikan
    beberapa contoh bentuk picons dan micons dan jelaskan keunggulan dan masing-masing jenis
    icons tersebut.

a.       Picons are personal icons which display pictures. They appear as small pictures which resembles items or commands in the game.
b.      Micons can also be called moving icons. They could be animated picons or videos which were made for micons.