Gameplay Journal Entry #2
In the readings, Romero explains that game engines are“-the heart of the car, this is the heart of the game; it’s the thing that powers it… and it kind of feels like it’s the engine, and all the art and stuff is the body of the car.” (Romero 206). From this analogy, we can infer that the “heart of the car” is what establishes the game’s core functions. Without it, a game would not be able to have a interactive physics based system, rendered graphics, audio, and artificial intelligence. “The body of the car” is also interchangeable, which allows the engine to support an array of different games. Overtime, game engines became a tool for developers to use, “-a way of designating a reusable platform for efficiently developing several games.” (Romero 206), from what was originally coined as a program.
I chose Little Nightmares as the game I wanted to play for this week’s assignment. This game is a 3D platformer and puzzler that uses a physics based system that establishes multiple interactions with the environment. The protagonist, Six, also relies on this physics based system to interact with objects and the environment, as well as the enemies she needs to avoid. This game was made with Unreal Engine 4 and has some reusable properties, for instance the rendering system for the character models. There are several mods made by swapping around the game’s models and importing new ones in from different games. Aside from this, the physics based system can also be modded to create or alter a multitude of puzzles within the environment.
Guins, R., & Lowood, H. (2016). Debugging game history: A critical lexicon. Cambridge, MA: The MIT Press.