Wednesday 11 September 2013



Unit 1 inventory task

This task is to show 3 different inventory's from 3 different games and explain how they are different from each other.

My first choice of inventory is from a game called Half life, this has a type of inventory called a 'Utility Belt' inventory. Utility belt inventories can be accessed any time by a simple button press, by simply pressing a button you can switch between all of your items. Size and weight doesn't really matter in these systems although some games may put positive bonuses or negative bonuses on a player depending on whats in their utility belt, for example, Counter - Strike will slow the player down if you are holding a heavy weapon. I think this inventory does suit the gameplay as it makes the game feel more realistic and i think it is a really good idea as it can balance out online gameplay as well as make the game more realistic. This may influence my own design as it is simple to use and it works really around the items in your inventory.

  

My second choice of inventory is from a game called DayZ, this has a type of inventory called a 'Limited Inventory'. Limited inventories are where you can only carry a certain amount of items at a time, this means a player must choose from what is useful for him/her to carry and what would become useful to them further on in the game. This stops the player from sticking to one style of play and making the game interesting each time they play it. In DayZ the player is limited to a certain amount of weight they can carry on them and in their backpack making the game very realistic which you would expect from a survival simulator. To open the inventory in DayZ you simply press 'I' on your keyboard, this then opens the inventory and shows what you have in writing on the side and it has a visual picture of them on the right. I think this inventory suits the gameplay extremely well because the same applies in real life, there is only a certain amount of items you would be able to carry. I think this inventory is made very well for experienced gamers but not so well for beginners because it has a bit of complication to it which makes the game a bit unfair for people who know how to use it and people that don't know how to use it. This may influence my own design because i like to design things with a bit of complication but to make it simple as people work out how to use it.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjd1HBVU_t30YIvGhw7e4gz_x_NWWlO5XDCJlT8xz-jbrrYr0trGVMuy-vvx321MGriu1pZRF-37UBNGIdQq103k8n8QIjw5NEVY9SAYIR-GVwkG5Cc3Kv_4HF0cN-5iDpWesHmqQO6e4/s1600/DayZ+inventory.jpg

My third choice of inventory is from a game called Dark Souls, this has a type of inventory called a 'Menu Based Inventory'. Menu based inventories are where the player has to pull up a seperate menu that contains all of their items to access them, this does prevent the use of fast switching your items but it does give you an overview of every item you have in your inventory. I do think the inventory suits the gameplay because the game is quite old now and i think the game needs it because it is a very challenging game and it think a fast switch inventory wouldn't be good because you always have to keep moving on Dark Souls. I think the inventory is made very well and it goes really well with the game and the play style, the theme of the inventory also suits the game very well. This may influence my own design because the inventory is well organised and in seperate columns which i like. 

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