SHOOTEM UP GANERE ANALYSIS DOCUMENT

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THIS IS OUR FINAL ANALYSIS DOCUMENT ON SHOOT'EM UP GENRE

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SHOOTEM UP GANERE ANALYSIS DOCUMENT

  1. 1. 1 p GENREANALYSIS-SHOOT’EM UP
  2. 2. 2 p By: Manas Murali Mangesh Thombare Jalaj Shukla Jash ShahContents1. Introduction .............................................................................................................................................. 42. Sub Genre of Shoot’em Up ....................................................................................................................... 4 Manic shooters (bullet hell) ...................................................................................................................... 4 Fixed Shooters........................................................................................................................................... 4 Rail shooters.............................................................................................................................................. 4 Scrolling Shooter ....................................................................................................................................... 43. PLAYER’s engagement............................................................................................................................... 5
  3. 3. 3 p4. Dramatic elements .................................................................................................................................... 5 Skills .......................................................................................................................................................... 5 Visual/Identifying skills ............................................................................................................................. 6 Dexterity skills: .......................................................................................................................................... 6 Anticipation skills: ..................................................................................................................................... 65. Game Elements ......................................................................................................................................... 6 Evade/shoot .............................................................................................................................................. 6 Multi-player/Solo/Hot seat ....................................................................................................................... 7 Replayability .............................................................................................................................................. 7 Customization ........................................................................................................................................... 7 Power-up................................................................................................................................................... 76. Priority Management ................................................................................................................................ 8 6. Management of difficulty ..................................................................................................................... 9 Pattern .................................................................................................................................................. 9 Challenges ............................................................................................................................................. 9 7. Pacing .................................................................................................................................................. 10 8. Art ....................................................................................................................................................... 11 The cute’em up ................................................................................................................................... 11 Futuristic ............................................................................................................................................. 11 Mix of old and new ............................................................................................................................. 12 Japanese culture ................................................................................................................................. 12 9. SFX ....................................................................................................................................................... 1210. Story ...................................................................................................................................................... 12Conclusion ................................................................................................................................................... 13
  4. 4. 4 p1. IntroductionShoot em up (also known as shmup or STG). In a shoot em up game, the player controls a lonecharacter, often in a spacecraft or aircraft, shooting large numbers of enemies while dodging theirattacks. The genres origins can be traced back to Spacewar!, one of the very first computer games,developed in 1961 and eventually released in arcades in the early 1970s. Shoot em ups were popularthroughout the 1980s and early 1990s as they evolved. There are quite popular games like “SpaceInvaders”, “Raptor”, ”Nanostray” etc which were quite hard but was fun action shoot’em up games.2. Sub Genre of Shoot’em UpManic shooters (bullet hell) This is a shoot em up in which the entire screen is often almost completely filled with enemy bullets. This type is also known as "curtain fire", "manic shooters" or "maniac shooters". This style of game originated in the mid-1990s, and is an offshoot of scrolling shooters, for example “Touhou” is shoot’em game in which the bullets are sprayed all around the level space in a pattern.Fixed Shooters They consist of levels that each fit within a single screen. The protagonists movement, sometime, is fixed to a single axis of motion or can also move horizontally but till a certain extent, for example in the game “Centipede”, and enemies attack in a single direction (such as descending from the top of the screen). These games are sometimes also called "gallery shooters"Rail shooters They limit the player to moving around the screen while the game follows a specific route; these games often feature an "into the screen" viewpoint, with which the action is seen from behind the character. For example, “Space Invaders” is a very classic rail shooter game.Scrolling Shooter Vertical Scroller. In a vertically scrolling shoot em up (or "vertical scroller"), the action is viewed from above and scrolls up (or very occasionally down) the screen. This has the advantage of allowing complex patterns of enemies, as well as allowing even
  5. 5. 5 p Simple graphics to function convincingly. For example, Aero fighters, 1942, Touhou etc are vertical side scroller shoot’em up. Horizontal shooters. "Horizontal shooter" or "side-scrolling shooter", in which the action is viewed side-on and scrolls horizontally. For example, Macros, Burai Fighter etc are side scrolling shooter.3. PLAYER’s engagementThe player persona is generally vertigo (illinix).As a player, he wants to beat a lot of enemies in order to feel powerful.The player is often confronted to a full-screen of enemies. They are generally pretty weak and killed inone shot tough. It gives the player the feeling of being powerful. For example, in manic shooter likeTouhou, the player is feeling pretty skilled as he avoid the thousands bullet shot randomly by theenemy. Still, the hit box of the spaceship is restricted to the very centre of his character. It is all in orderto make the player feels smart.At the same time, It gives the player the feeling of being involved in the unfolding of the story. He ISactually saving Earth from aliens’ invasion since he is destroying hundreds of enemies with one singlespaceship.Of course, the more the game progresses, the more the enemies look powerful (and are morepowerful).As the player makes his way through the game, he will have access to new power-ups, gain ineffectiveness and understand the enemy’s patterns.4. Dramatic elementsSkillsThe player of any shoot’em up will be asked to get good basic skills as defined in the followinglines:
  6. 6. 6 pVisual/Identifying skills: The game is asking the player to get really good perception skills.Sometimes, the screen is overflowed by enemies’ fire. It has consequences on the focus of the playersince he has to be constantly aware of all the areas of the screen. Identifying different objects/units alsoplays a vital role in shoot’em up games, for example, if there is scary looking enemy unit which isdifferent and powerful than other units, the player can identify that it is a boss and it is bigger threatthan other units, so that the player may play more efficiently on a safe side.Some games are working a lot on the visual prowess of the player. It is the case for all manic shootersbut even for games as Ikaruga. Sometimes, in Ikaruga, the screen is totally filled with enemies’ bullets.It then asks the player to differentiate the one which could possibly harm your spaceship and get itdestroyed, from the one which are the same polarity as your ship at the moment and could actuallybenefit you if your spaceship were to get hit by those.Dexterity skills: Of course, it asks the player to get quick reflexes as the spaceship will have tonavigate quickly between the bullets, the enemies and the variety of obstacles.Manic shooters require pretty fast reactions to navigate between enemies’ fire. This is where one’s eye-hand coordination plays an important role with better timing to clear tough situation.Anticipation skills: A lot of players would succeed on scoring high scores by just having visual anddexterity skills but anticipation would make the difference between good and really good players.Being able to predict bosses’ actions or the trajectory of enemies’ fire can be life-saving in a lot of tightsituations.Pattern Reading, the player has to keep a close eye on the patterns of the enemy and the enemy’s fireespecially in the case of manic shooters and maneuver in that way to survive the overwhelming numberof enemy present on the screen.5. Game ElementsEvade/shootBasically, only 2 types of actions determine the outcome of a shoot’em up: evading bullets atthe right time and at the right place and shooting with the right timing, at the right place andwith the right weapon can make a difference in the gameplay .Space management, Timing and priority management are therefore extremely important astalked later on.
  7. 7. 7 pMulti-player/Solo/Hot seatMulti-player: most of shoot’em up is multi-player. Generally, the difficulty is accordingly rising. Inmulti-player mode, the players control two different spaceships with the same abilities. The goals arethe same even though the players will tend to play the game as the competitive type of player.Multi-players shoot’em up is never played in split screen mode for obvious reasons (since the spaceshipsmove a t the same speed). Exception: Battle squadron one.Solo: some games as Pulstar, REZ are solo-games. It is mostly arcade games. It is played to reach thehighest score and compete with other players or to reach the end of the game (hot-seat?).ReplayabilityIn the mid 80s and 90s, this genre was very famous because of its replayability value in the maincomponent of the game, which was to increase one’s high score and his time to finish the gamefrom scratch.We can find other replay-ability factors, like the presence in the game of different characterswith different abilities (in “Aero fighter”) ,multiplayer option and Boss fights0. All those cantempt the players to try to play the game again for fun.CustomizationIn more recent shmup there is an option for customizing the spacecraft according to the level difficultyand type of enemies. For example, Raptor(no customization) and James Town are two such shoot’emup games.Power-up Types Increasing the rate of fire Refilling the ultimate weapon Increases health Give the player one or multiple crafts to fight alongside the player’s craft. Changing the type of fire -Speed of fire -Patterns of the shoots -Number of shoots
  8. 8. 8 p Location Obtains from destroying enemy units/objects in the level Roams around in the map6. Priority ManagementPriority management is extremely important in shoot’em up. The player is often overwhelmed by theenemies’ number and it is important for him to quickly decide where he should start cleaning the screen(not literally, with his spaceship). The player has to prioritize his choices while shooting according to different specificities about the enemies: -Effectiveness of his bullets (direction, damages, if it can cross walls). - Location relatively to the character of the player’s position -His life -Reward when beating him (power-ups related? Life regeneration?) Many times in a boss fight he has to choose whether to shoot the main boss or the smaller enemies first. If the smaller enemies are respawning after getting killed, it’s obvious to focus on shooting the boss and dodge the smaller enemies. Even if there were no re-spawning, is it better to finish off the boss in the fastest way possible or drag on the game by handling first the small pawns? Sometimes the player has to prioritize his weapons. For example in Raptor, Some weapons are powerful against the ground enemies; others are more effective against the air enemies. The player has to select which weapon to select depending on which enemies he is facing and which enemies are more threatening. There is no point in using the “nuke bomb” against the Ariel enemies as it is only effective against the ground enemies. Priority management is important because - It adds difficulty to the game. - It gives the player the feeling of challenge. - Mental conflict.
  9. 9. 9 p6. Management of difficultyPattern Pattern of enemies Straightforward type – Slow and fast Zigzag type – Slow Side to side crossover – Slow and fast Circular type. Pattern of bullets Straight bullets Angular bullets Guided bullets/missile Circular (M not sure about this one) Wave patterns Multiple layers of waves/Single layer One at a time/ Everybody togetherChallenges Priority management It depends on different shoot’em up games. In some game survivability counts more than just killing the enemy units or in some game scoring points counts more than survivability, if the player has too much of lives that is. Space management Evasion plays a vital role in any type of shooting game, so space management is very much important during the gameplay. Survivability Depends upon the chances the player has to survive the whole game. Dexterity Proper eye hand coordination is needed for a player to enjoy this type of games. Mental Conflict The player is always feeling on the edge as he generally has not much times-out and that enemies’ number are overwhelming. Anticipation: foreseeing the trajectory of the bullets coming to you.
  10. 10. 10 pCore objectives Create high score by destroying enemy units as much as one can. Most of the games are Non zero type where one has to destroy enemy units to score and clear the level, so that one can reach among the top scorers. Speed-running: compete for the best time. Not much of a story in these genre based game, completing the story is not the main goal of those game.7. Pacing Difficulty over time Shoot’em up games is normally very hard to play and the player feels very frustrated about it. A good pacing progressively raises the difficulty and is essential for motivation. The end of a level reaches his climax with bosses. Sub-bosses are present at the end of the area of a level. It is then generally followed by a checkpoint (Pulstar). The game offers a short break to the player (cinematic- sudden hole in the enemies’ lines)at the end of a sub-bosses and bosses. Generally, when losing a life and reappearing on the map, the character of the player profits of a short invincibility factor (2-4 seconds) before returning to his vulnerable state (see Pulstar graphic)Example: IkerugaThe start of the game is usually really quiet. Only a bunch of un-armed enemies appear quickly on thescreen. Really, there are just meant for the players to get charge points by doing combo (chains) andrecuperating energy. It is a quick warm-up for the player(s). That phase finishes with a really shortcinematic which comes as the indicator of the start of the real game.The waves are then progressively growing stronger, shoot more and move in more complex patterns.The tension is at its highest against the end-of-level bosses. The climax is pre-defined. The story isentirely scripted.It the level ends with a short ‘cinematic’ of the destruction of the boss.
  11. 11. 11 pIkeruga pacing graphic Pulstar pacing graphic8. ArtThemes: the shoot’em up can be divided into graphical categories.The cute’em up: Colorful environment. A cute game inspired by the Japanese wave of theKawai.Futuristic: most of the shoot’em up will take place in futuristic environment as you control aspaceship.Abstract: artistic surprises Rez,…
  12. 12. 12 pMix of old and new: some games as Jame’s town combines the universe of cowboy with a tasteof advanced tech.Japanese culture: Some rare cases where the player is plunged into an unlikely universe(Touhou).9. SFXThe main music is generally put in the background. However, it is often really dynamic toencourage the gamer to play at a fast pace. The music’s game emphasizes on the SFX,particularly on the shooting and the explosions.However, we can highlight some rare exceptions like REZ where the music is the maincomponent of the game.10. Story Script(Linear) The stories of these games are generally Linear type of stories and are not much an importance as the gameplay is not affected by the story of the game. Freedom of choice Persona type – Achiever. To feel – As a “Somebody”, I want to achieve”something” so that I can do “something”.Shoot’em up games has linear stories. The players won’t be able to interact with the stories as there canonly be one end. At the start of the game there will probably be a cinematic to take you through the main topic of thegame. In some games you won’t know anything more about the story until the very end of the game.Most of the time, the story will be centered on an alien invasion in a far future where humans have tofight for their freedom or for their expansion. Very often, the main character of the story is a lonelysurvivor of an enemies’ attack, willing to take revenge, or simply ‘for the sake of protecting Earth’.
  13. 13. 13 pConclusion For a better shoot’em game, one must engage the player continuously with all the possible game elements present inside the game. The pacing of the game should rise in a smooth manner and should increase its difficulty over time. The game should offer breaks and rewards but keep the player on the edge most of the time. Interactive sound effects is essential for player notification like sound for power ups, rate of fire etc and active music for player’s motivation. Eye catching art style related with the theme of the game is always good in shoot’em up game. Proper pattern for enemy and enemy’s bullets in the level always makes the game more challenging. Story with different character can always boosts up the player’s experience in the game. These characters can have their own different crafts with their own unique abilities. This will also raise the replayability of the game. Evasion and shooting enemies, with power up or customization, are the most important element of the game

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