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Game Analysis

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How Tom Clancy's Rainbow Six Siege maximizes the value of each player in the game

Tom Clancy's Tom Clancy's Rainbow Six Siege is an online tactical shooter video game developed by Ubisoft Montreal and published by Ubisoft. The setting for this game is based on real-life anti-terrorism operations involving special forces and terrorists. Players in the game will complete various team objectives by manipulating special forces with their own combat tools and weapons, such as rescuing or protecting hostages, destroying or protecting biological containers, and annihilating opponents. The performance of teams and individuals in the game has a significant impact on the ownership of victory and defeat. Even if players are not particularly skilled at FPS games, they can apply significant pressure to the enemy using the role's unique tools, teamwork, and well-controlled weapons, and even defeat the enemy to gain a full game experience. Every player has the ability to control the trend of the war situation at all times, and each player's unique tools are extremely important from the start of the game and after the player begins to act.

 

 

To begin with, the character's special tool settings, for example, the Thermite agent, has the tool to create a passage for the teammate to blast the wall used in the war, and creates a breakthrough for the teammate by blasting the wall reinforced by the defender, so that the player can blast the reinforced wall for the teammate through the blasting wall, and at the same time, create offensive space. It also puts psychological pressure on the defense side's opponents. It can help players gain game experience. This is an excellent role for inexperienced players because there is no need to micromanage the game's details. Only being in charge of blasting the wall can create conditions for teammates. His gun setting also has a very good fixed-point confrontation ability, so he has excellent combat ability in the case of anticipating the opponent's position. Furthermore, when the player is playing alone, selecting this type of role can establish the role of problem solver in the team. The teammates will actively communicate with you and guide you to blast the wall that is more advantageous to your side, establishing a communication and cooperation relationship within the game. In short, both the offensive and defensive roles in Tom Clancy's Rainbow Six Siege will include Thermite, who can satisfy the psychological need to be needed by others. At the same time, it is a fundamental but necessary offensive tool in the game. It can also meet the psychological needs of people who want to communicate with others, and it allows players to naturally cooperate with each other in a tacit way, allowing them to experience the pleasure of cooperation. Personal ability can stand up for the team in a difficult situation, so Tom Clancy's Rainbow Six Siege is frequently filled with a variety of players.

 

Besides, the team and map in the game, as well as the attribute combination of the map's internal parts, vary. Players must match a variety of tactics in order to win the game flexibly and changeably. This is also a clever design made by the design team in order to avoid making the game play combination unique. As a result, listening to everyone on the team's opinions is critical in the game. Difficulties with the game task are a part of the competition and a common occurrence. Consider the example of effective communication at this time. I used to play this game to demonstrate the importance of communication in the game: the known condition is that A is an experienced player of this game, and he understands any corner of the map and all the still life that can interact in the map, as well as the interference route that the defense side frequently appears. He is also very skilled with firearms; while B does not know the map or play as well as A, he understands the map and the basic attack route. Because he has a limited amount of game time, he is unwilling to be defeated in an active confrontation. C's shooting technology is not stable enough, but he understands the special tools that must be used in various situations. In similar circumstances, when confronted with such a difficult situation, we frequently collaborate to devise a team operation plan. The following is a common dialogue scene in the game: "I know they'll carry out guerrilla interference on us from certain positions," A will say. "I'll fight them alone, and others will be in charge of advancing forward to dismantle the bomb." B: "OK, then C will choose Thermite to attack the target with me; you just need to use your skills to blast the wall open, and then I will assist you in dealing with the enemy, and you will blast the reinforced building wall." C was confident in his abilities and readily agreed. If the operation plan is followed correctly, A will have successfully intercepted the harassing object B and ensured C's safety, exploded the wall, and finally installed the bomb remover, thus winning the match. It is frequently necessary in Tom Clancy's Rainbow Six Siege to pay attention to the level of teammates in the team as well as their position in the game. A good chemical reaction can only be produced by very pleasant communication. Even if some members falter, everyone is giving it their all. Even if they fail, they will not cause negative emotions that will last a long time.

 

Take Overwatch as a negative example. In a previous version of Overwatch, players were not required to consider the roles of the three types of characters: assistance, attacker, and shield, and they could freely choose the characters they wanted to play to form a team and fight. In this case, because the free positioning of the team is usually composed of a large number of attacker characters, and the shield characters are often difficult to get some operational experience for players, they have a single function, move clumsy combat can only consume the opponent through their health advantage, and the auxiliary frequently lacks the ability to protect themselves, and is very easy to be killed by the opponent, And because the output is the ability to combine hurt and protect oneself while also being one-on-one on the strong side, they are extremely popular. However, if the team lacks the shield character's positive cover and propulsion, as well as the auxiliary health increase and other functional skills, the output character can hardly play its own attacking advantage and player level. Even if the player's operation level is very high, the attacker character who acts as the shield character's positive protection or auxiliary role to restore health to himself can only survive in the game for a short time. Even if they defeat a few opponents, it is difficult to halt the opponent's victory; they can only flee while fighting; it is difficult to avoid the outcome of swallowing defeat; however, players will not give in; they will not choose shield or assistance player character for victory unless all of the players are friends or known to each other. When there is a mismatch, the game situation is frequently lopsided. The team that can properly assign characters wins easily, which reflects how important character design is, how flexible the character selection is, and how smart the gameplay tactics are.

 

To summarize, Tom Clancy's Rainbow Six Siege is a game that caters to the psychological needs of various players as well as the expectations of potential players in terms of role design. The designer has incorporated these intricate designs into the game design psychology, which has greatly expanded my vision and insight. Furthermore, the game's map's flexibility allows for a variety of offensive and defensive side combinations. This level design, which can change based on player interaction, also piqued my interest. In terms of balance and player experience, I believe Tom Clancy's Rainbow Six Siege can be used as a learning object for other online competitive games.

BABA IS YOU Mechanic Analysis

BABA IS YOU is very unique from most games. In addition to the fact that "winning" is consistent with a lot of game completion, the rest of the game is vastly different. Take the rules of the game: the simplest level is :“baba is you”; “flag is win”;  “wall is stop” ; “rock is push”... Maybe only the first two of these sentences define the conditions necessary for winning and losing, and the characters are free to move around like A box, free combinations as long as they satisfy A is B, a new condition will be established. The game seems to be very free to complete the level with the clues in your hand. This is very novel, which is why I want to analyze this game.

Flexibility in the levels is the key to cracking the game.

In the level, players need to change their situation according to different conditions in order to crack the level, different from the normal game, you need to use the conditions in hand to meet the need to finish the level, and finally pass the level. At the same time, there are complicated checks and balances between conditions. The level is not about dragon slayer warriors and big and small monsters, nor is it about warriors fighting dragons to save princesses and return to the castle. The rules in the game are defined by "definition" statements composed of grids, and the components of these statements, such as baba, is and you, or flag, is and win, can be promoted by the characters manipulated by players. Rules exist in the game in the form of an entity, and changing the rules is naturally a means. But BABA IS YOU sometimes goes a step further and tells you that the entity of these rules can sometimes act as a stepping stone, a stepping stone, a stepping stone, to help you achieve certain behaviors. The game is calm and independent, and like every condition in it, seemingly rigid but incredibly flexible! Every time you make a breakthrough you feel a huge sense of accomplishment and are amazed at how clever the level design is. It's like seeing a piece of art that you and the author have in mind and thinking, "This is how it should be designed, this is what I always thought, and the artist did it!" This feeling, in turn, encourages further exploration of more challenging and newer levels.

The operation method of the game is what players have seen, such as the gameplay of the Sokoban, the elements inside the scene are moved and placed, but the clearance way is a leap. In this type of game, players basically don't need to learn the basic gameplay in the game, and then they can easily learn different rules in the game and prototype in the process of playing. This is like an arithmetic problem, which can be solved only by equations. As long as they master the solution of equations to do other problems of the same type, they won't feel completely confused. That's why BABA IS YOU has no barriers to immersion.

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