Thursday, 4 October 2012

Interactivity in computer and video games - variety


As I hope to make interactivity part of my project in some way, I have decided to do some research following interactivity in video games. Here I have selected Duke Nukem Forever (2011) as my first example as the game is bursting with interactive features, which I feel will be a very useful source of inspiration, despite all the negative feedback it has received.

Duke Nukem Forever uses an 'ego boost' system instead of a common health bar, in which the player must interact with certain objects to increase maximum ego (increase maximum health). I like the interactive features in this game because they vary from strange, to common, to original and even to downright silly. I feel this will be useful in the development of my project (should I choose interactivity as a feature) because it will help me distinguish what interactive features are relevant to the theme and the surrounding atmosphere of my 3D environment, ensuring I do not stray from my project aims and objectives.

This video shows all maximum ego boost objects in Duke Nukem Forever, displaying an extensive variety of interactivity and sets a good standard and general direction when it comes to both the concept and implementation stages of my project. Be warned that this game is an 18+ certificate; some of the interactive objects may contain adult content.

No comments:

Post a Comment