An arcade Game, "Pac-Manic" in AGE frame analysis


Pac-Manic is a variation on the classic game Pac-Mans. The Pac-Man can jump in this version, to help get out of tight spots. The game mechanic still needs the player to guide Pac-Man around a maze and eat all the dots on the board to proceed on to the next round.

Actions of Pac-Manic could be divided into three parts: up/down/left/right; jump; eat objects. The actions of up, down, left, and right, which are the basic actions, need player to use the keyboard are to control the Pac-Man moving around a maze, to eat all the dots or bonus on the board, and avoid the ghost. The main innovation in terms of action was the introduction of Pac-Man's jumping ability. This allows players to not only move around on a two-dimensional plane to avoid ghosts, but also jump over them or obstacles, adding a new dimension to escape and strategy. This increase in action makes the game significantly more rhythmic and dynamic. Another action is eating objects, not only need the Pac-Man to eat all the small yellow dots around the maze, but also set up the bonus objects for Pac-Man to eat.

Gameplays of the Pac-Manic could be divided to eat all the dots, and eating the ghosts to earn bonus points, and avoidance. Eat all the dots are the basic rule of this game, the interest point is eating the ghost to earn bonus points, for example, if you eat one of the power pellets in the maze, the ghosts will temporarily turn blue and run from you. Pac-Man can earn bonus points by eating the ghosts when they are in this state. Avoidance, ghosts in the game also have different patterns of behavior, forcing players to constantly adapt their strategies to tackle more complex challenges, also the new added jump function help get out of tight spots, players need to be more flexible in thinking about how to move through the maze and when to use jumps to maximize their advantage.

Experience of the Pac-Manic could be described as identification, survival, revenge, excitement, pride, joy. Self-identification, the player's identification with Pac-Man enhances the sense of engagement. Survival, the nervous gratitude of avoiding ghosts sends survival instincts. Players need to survive a maze full of ghosts while collecting as many beans and fruit as possible to score points. This basic survival challenge triggers the player's survival instinct, making the game experience full of tension and challenge. Revenge, chasing ghosts after taking power pills provides the satisfaction of revenge. When the player eats the power Pill, the ghost becomes an edible state, at which point the player can chase and "eat" the ghost. This character reversal provides the player with a sense of revenge satisfaction, especially after being captured by the same ghost multiple times. Excitement, new 3D perspectives and jumping features add to the excitement. Pride, completing difficult levels and scoring high scores inspires pride in players. Joy, avoiding ghosts and completing levels bring joy.

 

 

 

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