Thursday, March 24, 2016

Don't Move Game Analysis

Don't Move is just like any game in that in presents its players with a unique problem to solve in order to achieve some arbitrary goal or outcome. The interesting aspect of this game is that each player can interpret and experience it in different ways which is a dilemma that many game experts, including Ian Bogost, have discussed in game analysis for years. Bogost states, "We often think that video games have a unique ethos. Video game players have their own culture and values. Video game player soften self-identify as 'gamers' and devote a major part of their leisure time to video games." Don't Move is a unique representation of Bogost's opinion. This game is pretty simple. You die if you move but are rewarded for doing so. The rewards are arbitrary and have very little value to the player, especially because their purpose is not revealed until later in the game. As a gamer, Don't Move's play provides an example of how each person can see and experience video games in different ways. If a player feels like fake medals and trophies are a motivation, they will continue to die and rack in achievements. If a person feels that dying is a punishment, they will stay completely still and earn achievements at a much slower rate.

Another aspect of the game is its unique use of procedural rhetoric or "the practice of using processes persuasively, just as verbal rhetoric is the practice of using oratory persuasively and visual rhetoric is the practice of using images persuasively." For instance, the game is designed to have a 80's 8-bit and the designer achieved this feeling through his use of visual, audio, and procedural mechanics. Games from the 80's were designed to have a simple goal where if achieved, the player would be awarded with medals, trophies, or in-game points. This aspect of Don't Move helps motivate players to go against their instincts and die in order to achieve awards and prizes that have little to no intrinsic value.

Game Mechanics


  • Move left and right with the keyboard arrow keys
  • Move to much and the game kills you
  • You respond immediately upon your death with no punishment in regards to loss of points, coins, medals, or trophies
  • Player is awarded with extra XP with every death
  • XP is used to track progress and level up the player
  • The player changes color as (s)he continues to climb the levels
  • Different achievement trackers (medals, trophies, coins) are added to the user interface as the player progresses

Tuesday, March 8, 2016

Blog Post #5

On September 11, 2001 the United States was attacked by terrorists groups intent on instilling fear and chaos into our country. Our nation decided to retaliate immediately, sending air strikes and ground troops to take out terrorist groups in the Middle East. The retaliation seemed like the right choice in the moment but quickly became a controversial issue within the States as Middle Eastern civilians started to die in the cross fire. The game, September 12th, highlights the USA's decision to retaliate and the consequences of their actions.
The game begins with a simple picture. A woman holding her child limp in her arms. Following the opening photo the player is presented with the rules. They clearly state that September 12th is NOT a game and continue to clearly show what their goals are in creating the game. Following the rules page is the game play screen. It is set in the Middle East and you can clearly differentiate the terrorists from the civilians. The players cursor acts as a target and it seems that all you have to do is point at a terrorist and shoot. Once the player has shot the gun, a large missile launches towards the target zone. The player hears an explosion and the subsequent crying of civilians who witnessed innocent individuals die alongside the terrorists. As the gun loads for another shot, the player will notice that the mourners have taken up arms and become terrorists. Having played the game for an hour and testing a string of different strategies, I have found that no matter what, taking a shot will always increase the amount of terrorists in the game. The game designers took a very unique approach to portraying the situation in the Middle East to its players and that is why their game is so profoundly meaningful.