Skip to main content

What does a good game consist of? (part 12)

Unreal Tournament 2004 - Game Analysis

Keep in mind I'm not making a review, and no review score. I thought I would analyze a good game I enjoyed a lot; because it should get us closer to understanding.

Let's start with the no lying fact I never used any version of the Unreal Engine, but I can readily says it's complicated.

Graphics are awesome, but they only distract you from really immersing yourself.

What about the difficulty curve? I have to say it's awesome beating on Adept mode, even though it takes a very long to beat. But to beat a single level on Godlike, it's impossible unless you've played a long time and even more time on having superior reflexes and puzzling skill. Which I don't imagine myself doing it even though it would mean learning a new skill.

Why not? Because it would take a very long playing it to achieve basics competence with other elite players. Also I have great reflexes(I train Shaolin Kung Fu), but I can't win on Godlike.

Very good aspect of the game is AI or Artificial Intelligence. Skaars are really hard to catch.

I also like the hidden potential behind the point and shoot, which is a need for teamwork, knowledge of great weapons.

Level design of the game is made well. Unreal Engine rocks, but I prefer Direct X.

Why play the UT2K4 then?
I think AI, teamwork and cool weapons. Also the Onslaught mode.

It contains many modes, but I think Death-match has been copied in so many games, but Onslaught fixes the issue.

Comments

Popular posts from this blog

Level design basics, part 7

Meta files Meta means in between. Wild hard ware and soft ware connection. A game design level document is just documentation; it is normal text. Actual level files however are en coded. Not normal text, in other words; which is why they are a lot harder to make. Forests for example are hard to put into a text file. Trees are real world eco systems that are the source of nature and life. It is one thing to put a real world object into a game, what is even a LOT harder is putting one, for example a tree into a text file. Source code is just sofware, it is nothing but encoded writing, which is why to put it into soft ware is not exactly easy, but has been done many times before. However, putting source code directly into hard ware is a completely different thing. That's where meta files come in handy. Meta files are clay ware. They work very similiar to a human brain. Like a connection between software and hardware. A meta file contains level game design documentation and level code....

Information files

Binary code is very important in the game development. It translates basically any programming language into hardware code. Information files are used for computer system manage ment. The information is used in operating system function, and the operating system being used for a video game heavily affects the hardware with which the game is being used with. The hardware affects the software code functions, which connect with wiring directly to the source code of the game's bug executable. Without information, data cannot operate and cannot be used. Information files are mostly used as .sys or system files. They do not imply actual operating system data however.  Information and data files consist a level. They structure it, and restructure and make it constantly increasingly consistent. Which means consistency brings more stable three dimensional data banks. At the top of the computer frame work, this results in more stable game servers and three dimensional game engine functions. ...