Feedback is important in a game because it give the player
information about the character and the world in the game. One of the most
common types of feedback is visual feedback. Visual feedback is typically shown
in the player’s HUD. The next common type of feedback is audio feedback. This
is sound that is played to let the player know what it going on in the game at
a given moment. These two are the main types of feedback in most games out in
the market.
The Legend of Zelda: Ocarina of Time
The legend of Zelda: Ocarina of Time is a classic game where
the player controls the protagonist, Link, to save the world and rescue the
princess. Visual feedback in the game is mostly in the main HUD as well as the
in game menu. The HUD displays Link’s Health, Magic bar (MP or mana), what equipment
is currently being used as well as an ammo counter that tells the player how
much ammo is left in Link’s slingshot or bow. Visual feedback in the menu
displays Link’s inventory, as well as the map. The map is only revealed if Link
has explored that part of the map. Visual feedback is not only static like the
HUD or menu, but also when an enemy receives damage or when the player receives
damage, the character will glow red for a short amount of time. This tells the
player that damage has been dealt.
The HUD in The Legend of Zelda: Ocarina of Time
Audio Feedback typically happens when an event or trigger
has occurred in the game. Things such as when Link blocks an attack with his
shield, a metallic sound is played to tell the player Link has successfully
blocked the attack. Also sometimes when the enemy dies, they create a sound
letting the player know that the enemy has died.
Combat is a major part of the game. Link has to fight many
monster and bosses to reach the ultimate goal which is to rescue the Princess
Zelda. When Link is fighting bosses the player must notice the feedback given
by the game, both visual and audio. The bosses in the game are not regular mobs
and will not die the same way, but with the aid of visual and audio feedback in
the game, the player will have to figure out how to properly defeat the bosses
in the game.
Unlike some first person shooters, when using ranged weapons
in Ocarina of Time, the player’s aim is assisted with the help of the game’s “Z-targeting”,
which is basically the player can lock onto the target to used their ranged
weapons. This makes it easy for the player to use ranged weapons. The game also
challenges the mind of the player because it incorporates puzzle solving
mini-game in dungeons as well as the open world itself.
Z-targeting in The Legend of Zelda: Ocarina of Time
Battlefield 3:
In a first person shooter game, feedback is really important
to the player. There is a hard-core mode but that is for the more advanced
players. In general Battlefield 3 or any first person shooter game needs to
keep track of things such as ammo, weapons and maybe even the aiming reticle on
some weapons. This is why the HUD is really important in a first person shooter
game. Information is key to winning a battle.
The HUD gives the player a lot of information such as ammo
remaining in your guns, grenades remaining and the mini map. The visual
feedback of the HUD tells the player how much ammo is remaining in the current
magazine of the gun, as well as how much reserve ammo the gun has. The mini map
is the most important part of a tactical game such as Battlefield 3 because it
gives you a basic layout of the surround area as well as tells you where your
squad mates are.
Basic HUD in Battlefield 3
Audio feedback is used a lot in Battlefield 3. Gun sounds
are all unique from one another. A sniper shot sound much more devastating than
a shot from a handgun. A silenced weapon is more muffled that a gun without a
silencer. This lets the player know what kind of guns you are using as well as
others are using. Each vehicle has its own type of sound they make. Land
vehicles such as tanks sound more bulky than a Blackhawk. Basic sounds like
this can let a player know what kind of vehicle is nearby. One unique audio
feedback in the more recent Battlefield games is that the player shouts out
what is happening to their character. Things such as “I need ammo”, “I need a
med pack” or “enemy spotted”. This really helps and lets teammates know what to
do in that situation whether to give ammo or health, or to be careful of an
enemy or shoot at the enemy.
By combing both the audio and visual feedback, the players
will have a more in-depth experience to a military war being fought.
Information is given to the players via visual feedback and audio feedback,
where they will have to use this to lead the team to a victory.
I split skills into 2 main categories. There are tactical skills
where the player develops strategies to take down opponents and complete
objectives, and mechanical skills where the player has fast reactions and great
aiming during a gun fight. A combination of both tactical and mechanical skills
will be needed to successfully complete objectives and lead to the team
victory.
League of Legends
Like any tactical game, information is important. League of
Legends is like any other tactical game where the HUD is the main source of
information. Like I said before, the HUD is most games is the most important
part of visual feedback for video games, especially tactical objective based games
such as Starcraft, DOTA and League of Legends.
The HUD in League of Legends gives the most important
information about the player, basic stats such as physical damage, magic
damage, resistances, etc. as well as the minimap, player kills, deaths and
assists. The HUD also shows what the player has bought in terms of items as
well as how much current gold the player has. All the basic information that a
League of Legend player needs is on the HUD. Another visual feedback is when an
objective has been completed or if a kill/death happens in the game, the game
will show a message of the event that had just happened. This gives the player
information that 1 of their players is dead and they should not fight 4 versus
5 or a tower has been destroyed.
Basic HUD in League of Legends
The audio feedback in league of legends goes hand in hand
with the visual feedback. When an event happens a pre-recorded voice will say
what event had just happen such as “Blue team has slain the dragon” or “Your
turret has been destroyed”. League of Legends also has an interesting “pinging”
system where any player can mark a part of the map that will indicate what you
or others are trying to tell your fellow teammates without typing. Some of
these pings are “Danger”, “On my way”, “Fall back” etc. Each ping is has its
own indicator on the minimap as well as a unique sound that plays for each type
of ping.
Conveying information to your team is important to win a
game in League of Legends or any tactical videogame. The feedback given by the
HUD, minimap, and the pings, can signal objectives for your team to complete so
no one is sitting around questioning what to do next. The more objectives are
taken, the more likely that the team will win.
League of Legends skills are divided just like the
categories in Battlefield 3, tactical and mechanical. Tactical skills is game
knowledge of where and what should the team put pressure on, such as an
objective. Tactical skills could also be forming the “ideal” team to put a
certain strategy into place. Mechanical skills is the person’s ability to kite
(hit the enemy while taking the least amount of damage possible), fast reaction
times and judging when to hit a minion (monster that generate gold for players)
also called last hitting.
I think successful games require multiple levels of skill to
play and beat. The more difficult a game is doesn't necessarily make the game
fun. A variety of skill levels should be allowed for all games. Combining
different skills such as in Ocarina of Time, where they combine puzzle solving
and combat to create a fun action/adventure videogame.
In my own personal game, combining different skills into a
game creates a more dynamic and interesting game. People generally like to
stimulate their minds so a combination of a puzzle game along with another
skill type would be really interesting. A good example of this is the Uncharted
series. Naughty Dog did an amazing job integrating puzzle solving along with
their adventure game. So I would create a game that require a player’s puzzle
solving skills to beat along with other skills the player may need.















