Posts

Analysis of dark patterns in League of Legends and Star Wars:Battlefront II with the usage of Loot Boxes

The following analysis was done originally as an assignment for the Introduction to Game Research course at University of Gothenburg, first section fall 2019. The Darkness of a game design and its consequences revealed: Analysis of dark patterns in League of Legends and Star Wars:Battlefront II with the usage of Loot Boxes In some video games there are practices that are ethically questionable, which makes them go against what the player expects from the games. These practices of going against the player are called Dark Patters   (Staffan Björk) . As they are ethically questionable, I think it is good to identify (reveal) some of these patterns in games, which are currently very much played, and also reveal their current consequences. In specific, my analysis is going to consist in how League of Legends   (RIOT games, 2009) and Star Wars: Battlefront II   (Electronic Arts, 2017) have some characteristis that could mean that they are ussing the Grinding , Monetized Rival

What is Rust ? How to start ?

Image
 Rust ? what is Rust? How to start? As you might already know Rust is a programming language targeted for low-level development , systems programming, web assembly, and also all related to networking. Nevertheless, there are frameworks and libraries that let you do web development with Rust. So lets start with an example to understand Rust , which usually helps programmers to udnerstand code by practice. Setup Rust in your computer  First install Rust by the following official website . Then use cargo to create a new project "cargo new new-project" Finally, you will see that a new folder with the name of your project has been created Start programming The goal for this example would be to obtain random names and save them into a json file. As the default main.ts file is shown  inside your project folder src , you will see a main function, which works as in C/C++ so your app will be executed in this function.  For this example I will create a console app so I will need to ha

Introduccion a la arquitectura de juegos de video / Introduction to Game Engines architecture

Image
  This post is in English and Spanish as the conference I participated in was in Spanish as it was organized in Ecuador. Spanish Hace unos meses tuve la oportunidad de dar una charla sobre la arquitectura de juegos de video , ejemplos y temas importantes para el desarrollo de juegos de videdo. Cabe mencionar que me enfoque en temas que siento que son mas importantes para ingenieros que quieren adentrarse en el mundo de los juegos de video, pues para mi punto de vista enfocar en graficas, fisicas y animaciones puede caer en temas de arte pues los autores generalmente muestran ejemplos de meshes y esqueletos en motores de jeugos. Entonces enfoque mi charla en temas como AI, Networking, y la base de los motores.  Entonces para gente que sepa de ciencias computacionales se les haria mas divertido entender los juegos de video. English A few months ago I had the opportunity to give a talk on video game architecture, examples, and important topics for video game development. It is worth menti

Real Time Item Usage Gameplay Style

Image
 Real Time Item Usage Gameplay Style This page describes a definition of gamplay style and the new RTIU gameplay style  originally presented as an assignment of the Gameplay Design class at the University of Gothenburg. Designing for a Gameplay style A gameplay style is sometimes described as a genre classification, which is something too general to describe a type of game (Mitchell, 2012), however for this paper we have been told to concentrate on something more specific that defines a style. Nevertheless, one could get so specific and end describing a gameplay design pattern. Therefore, I decided to introduce the GNS model (Edwards, n.d.) in a definition of gameplay style, not only to enrich the complexity of gameplay styles, but also to be specific on individual aspects that players may focus when playing in a gameplay style. Gameplay Style Definition of the gameplay style In this section a definition for gameplay style is described, and followed by its reasons, since it is based on

Space Exploration: A game design project

Image
 Space Explroation This was a game created with great people(Zeyang Zhang, Simeng Wang, Xinshu Li, and Fausto Zamora Arias), all from different backgrounds but with the same pasion about interaction and game design. What was about ?  Mainly a first-person view 3D game in which the player can feel as astronauts, and is given two tasks, which were made  so the player would study his/her auditory and visual reaction time to repair the International Space Station. During the spacewalk players will need to find their way to the task points and the terminal.  Design  The base ideas of the design were to let the player learn something(using a quantitive self approach) an then we based our foundation ideas with the MDA framework. Learning Outcomes:  Showing the player insights about cognitive scicology principles and how to reaction on space. In specific, the player would understand the reaction time and how that affects astronauts. Mechanics: The mechanics for the game are based on making the

Cross The River With Boxes

Image
PORTFOLIO this link  https://fizagameengines.blogspot.com/2019/11/game-dev-portafolio.html   The present page shows the development of a game made for the Bonfire Jam 2020. Cross The River With Boxes is a Puzzle first-person shooter in which the primary mechanic is to cross the river using a gravitational pistol to move boxes of different sizes. Also, this is the first game that I  developed in Unreal Engine 4. You can check it out here:  https://ivanzamoraarias.itch.io/crosstheriverwithboxes