• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
USC's Game Deconstruction Group - The Elder Scolls IV: Oblivion
 

USC's Game Deconstruction Group - The Elder Scolls IV: Oblivion

on

  • 14,155 views

USC's Game Deconstruction Group presents an in-depth analysis of "The Elder Scrolls IV: Oblivion." Took place at EA on August 2, 2006 in Los Angeles, CA.

USC's Game Deconstruction Group presents an in-depth analysis of "The Elder Scrolls IV: Oblivion." Took place at EA on August 2, 2006 in Los Angeles, CA.

Statistics

Views

Total Views
14,155
Views on SlideShare
14,154
Embed Views
1

Actions

Likes
0
Downloads
0
Comments
0

1 Embed 1

http://jonathanzabel.tumblr.com 1

Accessibility

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment
  • Jonathan and Todd talk.

USC's Game Deconstruction Group - The Elder Scolls IV: Oblivion USC's Game Deconstruction Group - The Elder Scolls IV: Oblivion Presentation Transcript

  • USC Game Deconstruction Group August 2, 2006 | EA, Los Angeles
    • Produced and Presented by:
    • Jonathan Zabel and Todd Caranto
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • The Elder Scrolls IV: Oblivion
    • Developer:
      • Bethesda Softworks
    • Publisher:
      • Bethesda Softworks/ 2K Games
    • Genre:
      • Role-Playing Game
    • ESRB Rating:
      • M
    • Release Date:
      • March 20, 2006
    • Metacritic Score:
      • 94
    • Unit Sales:
      • Just Over 2 Million Units Sold (Xbox 360 + PC)
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Dramatic Elements Premise and Story
    • Premise
      • The reigning emperor of Tamriel is assassinated, leaving the world vulnerable to the lord of Oblivion.
    • Story
      • You retrieve the Amulet of Kings and bring it to the emperor’s heir, allowing him to sacrifice himself to save the world.
        • Parallels the “Ringbearer” of Tolkien mythos.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Dramatic Elements The Dramatic Arc
    • Your character begins faceless and nameless--you create your own backstory.
      • + Players use “I” when describing their gameplay experience.
      • - No sense of being “chosen” or “special.”
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Dramatic Elements Character
    • Just about everyone feels like a stock character.
      • Try the “adjective test”: the friendly shopkeeper, the gruff guard, and so on…
    • Comparisons:
      • Grand Theft Auto: San Andreas
        • CJ inhabits an open world, but has his own backstory.
      • Final Fantasy X
        • Tidus inhabits a linear world and has his own backstory.
          • Contrast the Japanese RPG design philosophy with the Western one.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Player Choices Final Fantasy Game World Oblivion Game World Grand Theft Auto Game World Path Path Side Quest Multiple Paths Quest Quest Quest Quest Quest Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission. Mission Mission Mission Mission Mission
  • Dramatic Elements Challenge
    • Quests and enemies are scaled to the level of the player.
      • This leads to some rather serious linearity of challenge issues.
        • Sense of accomplishment suffers because the world is constantly changing to meet a pre-designed level of challenge.
        • Glitches in the continuity of the world cause realism and immersion to disappear.
          • Guards so high in level that you wonder why they need a “hero” like you after all.
          • Lowly woodland creatures that can still destroy you in a full suit of magical armor.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Dramatic Elements Challenge (Cont.) 10 9 8 7 6 5 4 3 2 1 Easy Hard 1 2 3 4 5 6 7 8 9 10 Low High Ability (Player’s Skill Over Time) Frustration Boredom Difficulty Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission. Player NPCs
  • Dramatic Elements Challenge (Cont.) 10 9 8 7 6 5 4 3 2 1 Easy Hard Challenge 1 2 3 4 5 6 7 8 9 10 Low High Ability (Player’s Skill Over Time) Frustration Boredom Player NPCs Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Dramatic Elements Player Types
    • Would Enjoy:
      • Explorer
      • Collector
      • Storyteller
      • Achiever
    • Wouldn’t Enjoy:
      • Competitor
      • Socializer
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Players
    • Players:
      • Number of Players:
        • 1
      • Roles of Players:
        • Various; you create your role.
      • Player Interaction Patterns:
        • Single Player vs. Game
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Objectives
    • Capture:
      • Take or destroy an opponent’s resources.
    • Chase:
      • Catch an opponent or elude one.
    • Exploration:
      • Goal is to explore new game areas.
    • Solution:
      • Solve a puzzle or problem.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Player Choices (Cont.) Long Term Short Term Indirect Impact on the Ability to Complete Quests Consequence of Decision Direct Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission. Critical Important Necessary Minor Inconsequential
  • Formal Elements Conflict
    • Obstacles:
      • Speechcraft requires a puzzle-based minigame.
    • Opponents:
      • AI-controlled monsters and NPCs.
    • Dilemmas
      • Combat vs. Magic vs. Stealth
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Procedures
    • Starting Actions:
      • You must choose your:
        • Race
        • Birthsign
        • Class
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Rewards and Punishments
    • Leveling System:
      • How It Works:
        • Skills gain experience the more their used; gaining 10 skill levels amongst your selected skills earns you a level.
      • Strengths:
        • Unlike other RPGs, there is no statistic that determines if an attack hits or misses.
          • If it looks like you hit, you hit -- no crazy math.
      • Weaknesses:
        • In order to power game, you need to be meticulous about recording your skill increases.
        • If you’re not careful about how you level, you can be easily outclassed by enemies.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Leveling System Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission. Character Level Strength Endurance Speed Intelligence Willpower Personality Blade Blunt Hand to Hand Armorer Block Heavy Armor Light Armor Athletics Acrobatics Mysticism Alchemy Conjuration Alteration Destruction Restoration Speechcraft Illusion Mercantile Attributes Skills Level
    • 2 Points in any skill yields +1 to the corresponding attribute at the time of a level-up.
    • 10 points total in a player’s major skills results in a level-up.
  • Formal Elements Rules
    • The tutorial establishes the rules of the game and observes your play style.
    • Limits:
      • Can only fast travel from certain areas.
        • You have to discover a location before you can fast travel there.
      • Can only use racial skills once a day.
      • Powerful abilities require high skill levels.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Formal Elements Resources
    • Health:
      • Depletes by getting hit or falling.
      • Can be restored by using magic, drinking a potion, or using a special fountain.
    • Magicka:
      • Depletes by using spells or having certain spells cast against you.
      • Recovers naturally over time; you may also drink a potion or use a special fountain.
    • Fatigue:
      • Drains when using a weapon, running, or jumping.
      • Recovers naturally over time; you may also drink a potion.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Critique Strengths
    • Competently written.
    • Beautiful environments.
    • Good sound design.
    • Solid-to-excellent voice acting.
    • Massive replay value.
    • When taken as a whole, the main mechanics of stealth, combat and magic work well.
    • NPC routines help the world feel alive.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Critique Weaknesses
    • Inadequate hotkey system on the 360.
    • Slow (and frequent) load times.
    • Combat is weak in comparison to the other gameplay elements.
    • The premade classes are weak.
    • Glitchy.
    • Logical inconsistencies abound.
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Entertainment Value Breakdown (EVB) The EVB answers the question “Where does the entertainment value (fun) of this game come from?” This assumes the game has sufficient entertainment value, as indicated by Metacritic score or Gamerankings.com percentage. Metacritic: 94 Gamerankings.com: 94% Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission. Entertainment Value Breakdown (out of 100) Dramatic Elements 45 Formal Elements 20 Production Values 35
  • Controversy
    • Should the ESRB re-rate a game because of player created mods?
    • Downloadable Assets
      • Should you have to pay to get the best items or undertake the hardest quests?
    Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.
  • Half-Life 2: Episode One Open Discussion
    • Statistics Monitoring
      • Does tweaking the game because players are having a hard time cater to the lowest common denominator?
    • Episodic Content
      • Is this the future of gaming?
        • + Allows designers to be more nimble in response to fan feedback.
        • + Less time commitment means a larger potential player base.
      • How long is long enough?
    About 300,000 units sold. Made by Jonathan Zabel and Todd Caranto. Do not redistribute without permission.